hi, thanks for the feedback.
its true that fgear is frame dependent(physics slows down when frame rate is low, custom update makes the calculations more precise) yet we made our tests for minumum 20-25 fps and it mostly behaves well over 30fps. generally game physics start to behave badly under 50hz and vehicle physics requires much more precision. fgear uses fixedupdates in unity but unreal has no such feature. we have tried the substepping callbacks of unreal but the raycasts does not seem to be synched with the regular frame updates so the raycast results seem to be incorrect(substepping is an experimental feature may be thats why). frame dependency is a known issue, we will try to address this problem for the next release.
fixing the first problem should also solve this.
yes the controls are always relayed from the server or it will be like a local control which feels nice especially for low latencies but conflicts with the corrections from server and seems ugly as the latency increases. we had a lot headaches because of the unreals physics replication issues so this is the best what we could achieve for the first iteration. we will reiterate it regardless(probably not for the next release).
we will consider it.