iRacing is a completely different kettle of fish to other sims/games. You need to pay to use iRacing constantly, whereas other sims like GTL/GTR2/rFactor are essentially free to use (after the initial payment to buy it, which iRacing has too). Therefore, as iRacing users have more at stake, and will tend to be more serious about their sim racing in the first place, it will have a higher proportion of fair/clean drivers than the other sims anyway.
I don't/can't agree with that daan, because any MMORPG work the same way (in essence) and you have your fair share of gankers and whatnot. The fact of the matter is, paying money for a montly fee doesn't equal better players... it just means more players willing to pay for a product. (that comment is based off game focus testing from gamasutra).
And the persistence iracing.com offers can easily be done by PD. they already support leaderboards which is persistent.
Another point is that any automated penalty system will not work that well. It will not be able to decide if there was intent to cut the track, or intent to push the other driver off, and it will end up punishing a driver for mistakes.
Again i'm not sure i can agree. Although i've always said, and will always believe that any game that has the player "depend" on an NPC/AI will always fail. However, a good penality system is not impossible. Its all in the approach and codework.
For example (whcih GT5p does poorly)... if you get punted, then forcebly punt the car in front of you, most often then not, you get a penality. However, if the code would alocate for this instance, only the original punter would get a penality... and more over, if could be made so that any subsequent "punts" that occured as a result of the original punt is added the originator's penality rating. Unfortunately, this is not how PD is doing it.
another example of poor coding regarding penality, which could be avoided: Ramming. I often get punted in a corner, sending me spinning out of control ('cause we're in a corner and i'm turning...)... but i inadvertently "ram" a car passing by me... because of the speed increase due to the original punt, it now counts as a ram... and i get the penality for "ramming" the next car while i'm not even facing the right way... again, all this because the penality system doesn't take count of the "ripple effect" i'm stuck in the middle of.
Ultimately, a good penality system is achieveble, it just needs a good game designer behind it... which unfortunately, Gran Turismo never really had (from day one).
edit: i'd like to add a small thing too... since i'm on a roll here *wink*... why the hell does PD force the penalities to be instantenous for the players? why not just substract time from the final time table like in Forza2?... that will help the clean racers and punish the bad ones... lets say a guy (as it so happens) that keeps ramming and punting his way to the top... finishes first, but caused so much havoc that he's got a 15 seconds penality from his final score.. so he did finish first in line, but really finished 8th due to bad sportsmanship... that allows everyone to go on by their business, makes less ghosts to worry about and lets clean racers keep to their time tables and consistency for the win... I do that a lot in Forza2 and it works really well...