I always found this restriction to be a hindrance. It is useful for them to intersect to make proper selections or to make things more visually pleasing. EDIT: See the attachments in the next post for illustration. It looks better to have barriers or speed humps touch instead of having a small gap. It also gives the impression it's just 1 big barrier. That's another advantage (the heading precision limitation can be tricky though), visually you can make a bigger object out of several objects without showing it's actually several objects intersecting.
Personally, I sometimes used handbrake (on MRT & F08 mainly) in situations where I had to make a quick U - turn and you have only a small spot to do this. It's probably very unrealistic so I suppose it's better to just get used to it. Otherwise, making it optional with a server command (/FormulaHandbrake=yes)?
OFF-TOPIC:
The new InSim packets are refreshing, but I still have some small debatable suggestions:
• You must setup your IS_AXM with the players UCID when the PMOACTION is PMO_SELECTION. When the PMOACTION is PMO_ADD_OBJECTS the UCID in the IS_AXM reply is always 0. It could be useful to report the UCID set even when PMOACTION is not PMO_SELECTION. I suppose this would require 2 new PMO's though:
• Marshall objects can be diameter 0 with InSim IS_AXM (useful to have a marshall that doesn't spectate you when you drive through it). I suggest the ability to lower the diameter to 0 but perhaps you don't want this with the autocross editor because a restricted area wouldn't be one anymore if diameter is 0?
• You must click edit in the autocross editor for an IS_AXM with PMOACTION == PMO_SELECTION to work. Why not lift this limitation? When the packet is sent even when edit is not clicked it should work. Some InSim programs might want to prepare a selection of objects before edit in the autocross editor is pressed.