There was a time when everyone ran the FO8 with a nose high attitude to exploit the downforce acting perpendicular to the car's longitudinal axis, pointing the downforce vector slightly forward and providing some extra speed.
The acceleration meter only gives you values based on the car's heading. It doesn't take into account your velocity vector.
At 0:08 in the first video:
velocity vector: 12 degrees right of car's heading
longitudinal acceleration: 0.20 g
lateral acceleration: 1.25 g
total acceleration: 1.27 g
acceleration vector: 80.9 degrees left of car's heading
acceleration vector: 92.9 degrees left of velocity vector
So the acceleration relative to the velocity vector does have a rearward component, that's why you're slowing down, despite the g meter showing a forward acceleration.
My only complaint is bikes don't really steer that way. I think GPBikes has an option for realistic steering? IIRC, it's in a config file, not the in-game menu. Maybe try that?
While watching a single-player replay, start the telemetry export before the lap starts. Export ends automatically at the end of the lap, creating the .raf file you can open with f1perfview.
Assuming the ground and air are the same temperature, I think you'd expect the part in contact with the ground to cool faster via conduction? Once the tyre's temperature is fully equalized with ambient air, there would be no hot/cold patches on the tyre. Again, assuming the ground and air are the same temperature.
IRL, the road can be warmer than the air, but the reverse is also possible.
As you noted, TVs tend to have higher lag, both in terms of response time and input lag. However, monitors can vary in terms of lag too. If you're not at a competitive level, it's probably not a big deal.
Check out tftcentral.co.uk. They do really good lag analysis on monitors, among other monitor performance metrics.
You probably get more of the exhaust tone from the rear external camera, which gives it a deeper tone. I suspect the front external camera will not have this deeper tone.
I remember struggling with tyre wear at the end during this race 3 years ago. I'm hugely impressed Altsu managed the same no-stop strategy while running 0.26 seconds quicker per lap than I did!
LFS runs best at 100fps on 100Hz refresh rate. It's going to be difficult to get that when you're limited to 90Hz, since anything besides 100fps @ 100Hz is results in judder.
The majority of the LX6's extra mass likely comes from the larger engine, but it also has larger wheels and tyres. FWIW, the LX6's center of mass is 2% farther forward.
I don't understand why you want your view locked to the horizon?
In a car (or other similar vehicle, like an airplane), your body's rotational reference frame is locked to the car, meaning your body rotates with and is locked to the vehicle, not the outside world. You move with the vehicle and the outside world rotates around you and the vehicle.
Locking your rotational reference frame to the outside world means the car rotates around you. It means if you roll upside down, your view is still rightside up, as if your butt is on ceiling, which is super weird, IMO.
LFS really likes a 100 fps framerate on a 100Hz refresh rate for optimal smoothness (though I don't recall which gave the best resuts: locked to 100 fps with vsync off, or vsync enabled). Varying either doesn't make sense at the moment.
This is only true if the only LCD panels you've seen are TN Film. IPS doesn't have the same viewing angle problems as TN, and is just much nicer to look at.