#1 I have a G920 wheel and I've played around with a few different rotation rates and it doesn't seem to make any difference with HydroSim. My suggestion is just keep playing with it the way it is and you'll get used to how much to turn the wheel. Hopefully down the road we'll be able to actually adjust that but for now I don't think it works.
#2 @CanYouFoush is right about this. The game's physics aren't completely accurate so doing what they do in real life isn't the fastest in the game. You want to get as much air under the boat as you can without blowing over and it's easier to turn when the canard is down.
#3 The only time I lift is in the roostertail turn or if I fly the boat too high and I need to lift to get the boat to come back down. Other than that it's foot to the floor all the time.
@PensiveDolphin Cool I'll take a look at it soon. LOD stands for level of detail. Typically games will have a few models at different resolutions that will swap out at further distances to lessen the load on the GPU.
I'll take a look at the texture mapping and try to give some tips.
For the flag, Unity has cloth simulation, so that can be setup in game, just need a flat plane for the flag. The cloth simulation in blender won't be used unless you save it out to a looped animation. Eventually I'll setup wind in game though.
Weekdays are better for me, I wouldn't start any earlier thsn 8:30 eastern (5:30 pacific) or it'd be tough for the west coasters to make it. Another option (if enough people are interested) would be to do a separate west coast and east coast series with the top season points drivers having a championship race at the end. Obviously you wouldn't have to live in the region, just go with the start time that's best for you.
Thanks @Ryan-Yates that is helpful. Unfortunately I'm not entirely sure how I'd use that in the physics calculations. What I envision for figuring out the lift generated by the hydroplane tunnel/air trap would be to setup a grid of points at an angle. I can then sample the water at the center of each square to find the height above the water. From there I'm not sure what the equation is to figure out the lift force exerted by the air pressure. I'm thinking it may be similar to ground effects.
@TinyBeard RT and LT on an xbox controller typically share the Z axis. At least on an Xbox 360 controller. One side goes from -1 to 0, the other side goes 0 - 1, if both are held down the same amount they cancel eachother out.