I am far from a coding expert, but I can tell you directly from league races on a dedicated server within 500 miles of nearly every driver that the netcode needs significant updates, some easier than others.
1) Being able to see more than 12 karts at a time on track.
Explanation: Even if you max out your "connection" settings in-game from 0 to 2, the absolute maximum karts that the game will show at a time is 12. I think this is personally silly, and not really needed. Other sims may allow you to turn down the number of vehicles that you can see, but they do not limit you to such a low number as a maximum. I can't imagine this would be all too elaborate coding, and it is a simple fix to give us some bigger grids and make the game look better in our league.
2) Simply boosting the connection itself, and therefore moving down on lag
Explanation: Now I understand that I will get the death penalty for mentioning other games, but this is where Kart Racing Pro is behind on. The sim itself has very detailed chassis, and the moddability makes it possible for new tracks and engines to be added constantly. As solely an offline sim, the market is only so large to karters. PiBoSo should consider bumping up netcode in the priorities for updates and bug fixes as it will bring in a lot more revenue than a minor radiator change or an updated bodywork.
3) Bodywork needs to flex
Explanation: This is not so much netcode, but it relates. In real life, many run the rear bumpers and sidepods loose, which is an option in the game. However, it solely adjusts handling, and does not make them actually loose. In real life these things flex when you get hit in the side or from the rear; they don't simply fall off. If you get hit in the side, it is also much harder in real life to bend a tie rod to knock out the toe - more than likely that happens from hitting something head on, which is also how you normally bend a chassis.
1) Being able to see more than 12 karts at a time on track.
Explanation: Even if you max out your "connection" settings in-game from 0 to 2, the absolute maximum karts that the game will show at a time is 12. I think this is personally silly, and not really needed. Other sims may allow you to turn down the number of vehicles that you can see, but they do not limit you to such a low number as a maximum. I can't imagine this would be all too elaborate coding, and it is a simple fix to give us some bigger grids and make the game look better in our league.
2) Simply boosting the connection itself, and therefore moving down on lag
Explanation: Now I understand that I will get the death penalty for mentioning other games, but this is where Kart Racing Pro is behind on. The sim itself has very detailed chassis, and the moddability makes it possible for new tracks and engines to be added constantly. As solely an offline sim, the market is only so large to karters. PiBoSo should consider bumping up netcode in the priorities for updates and bug fixes as it will bring in a lot more revenue than a minor radiator change or an updated bodywork.
3) Bodywork needs to flex
Explanation: This is not so much netcode, but it relates. In real life, many run the rear bumpers and sidepods loose, which is an option in the game. However, it solely adjusts handling, and does not make them actually loose. In real life these things flex when you get hit in the side or from the rear; they don't simply fall off. If you get hit in the side, it is also much harder in real life to bend a tie rod to knock out the toe - more than likely that happens from hitting something head on, which is also how you normally bend a chassis.