The AIs do calculate fuel and do pit if they need fuel.
The AIs also haven't learned on their own for over 10 years when Scawen overhauled the AI waaaay back. The initial release of AI learned but was dreadfully slow.
Not that I know of, but I have faith that things will work out. Although I'd argue that the current Canadian dollar should push us into one of the cheaper licence pricing zones
It's just not a good use of Scawen's limited manpower to even try to concept anything. So many things can change between now and then, that it's not worth the thought process. Sharing these thoughts are even more dangerous due to how maniacal this community is
There's nothing for YOU to plan as you're not a developer of the simulator
ACC is probably the best package of "features in a sim" but I still have never managed to join an online race in ACC, and racing against AI doesn't really enthrall me.
I don't know how correct you'll be. At this point it's LFS playing catchup to other sims like iRacing, but LFS is like a single guy building a log cabin versus a 50 person crew pouring concrete, framing, and throwing up walls every hour.
For myself, LFS holds a special place and there's still things that it does much better than any sim on the open market, but the places where I felt LFS always thrived.. other sims have caught up and surpassed.
iRacing's new tyre model has some flaws, but it's by far the best tyre they've created. You can slide and recover slides and actually drive the car over the limit without fear. The damage model is very cool and has improved racing because people realize that contact can be and is race ending.
Now LFS' implementation of day night cycle looks like it'll be really good and significantly better than iRacing's, and on par with ACC. But I don't forsee much endurance racing in LFS anymore outside of 1 off events.
That doesn't even have the information of the latest implementations where heat from the sun and tyres gets worked into the track surface (and underlying ground) which affects how the track convects heat during day/night cycles as well as it simulates the "initial" track state based on the weather of the session.
But yeah, environment good. Remote work good for environment as people can spread out and contribute without commuting needlessly into a central area, driving up costs and wages for that central area.
Honestly something like Dolby Atmos doesn't make sense if you're building a game. With headphones you can already perfectly emulate surround sound with sounds that are emitted from the location they are in the 3d world, with the appropriate simulation of the doppler(?) effect this should produce realistic audio. Most game engines (and I think LFS does) support audio emissions as part of the game world. You can go further and add the game world to interact with the audio (creating echos in tunnels, etc).
Valve has an interesting offering for 3d space audio as well in Steam Audio: https://valvesoftware.github.io/steam-audio/ which also allows for the kind of world space audio simulation that could be interesting
If you have speakers, something like 4.1 should be able to also replicate that audio (but not as good as headphones).
For films it's relevant because you want to simulate positional sounds that are added in post-processing, so you need to be able to simulate a 3 dimensional space around the camera.