The online racing simulator
You'll need to speed LFS physics loop 10 times to get that. Otherwise, you'll get faked (rounded, aproximated) times, which is what many games do.
This is quite interesting though, Bob Smith posted this some time ago:

Quote from Bob Smith :
'02-'08 Live For Speed - 100 Hz (collision detection) / 2000 Hz (vehicle dynamics) [posted by Scawen on lfsforum][/url]

Quote from Whiskey :You'll need to speed LFS physics loop 10 times to get that. Otherwise, you'll get faked (rounded, aproximated) times, which is what many games do.

Actually I disagree.

While the physics loop frequency may be 100 Hz (or any other value; it's not important) it's always possible to interpolate between the positions that straddle any given checkpoint and thus produce a timestamp with higher precision.

(Edit: perhaps I should add that there's nothing at all fake about this. It's actually *less* fake than using the timestamp of the first position update which is beyond the checkpoint. That may not be what LFS does of course - I don't know.)
Scawen, HLVC works badly on the track WE1, in the section of the s-curve - HLVC ignores o_O
Look replay
Attached files
[Audi TT]_WE1_UFR_14871.spr - 54.3 KB - 313 views

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