Really though, super impressive that it was found by the end user, exploited, and then solved. How amazing do you have to be at playing video games to notice that every odd numbered lap is faster than an even numbered lap....
Is this something that is happening in MXS? Not that it matters, there's no way anyone can run close enough lap times every lap to ever notice.
MX Simulator did have an issue with interpolating between quaternions with opposite signs. Remember when the rider would occasionally flip? That was because it would interpolate around the long way because the sign of the two quaternions being interpolated didn't match.
I'm not sure I get the iRacing bug though. It sounds like they're rounding towards negative infinity. The default mode is generally round to nearest or even. It's the default specifically to prevent problems like that.
MX Simulator uses double precision, so instead of 23 bits of precision you get 53 bits. The round off error is about one millionth of what it would be with single precision. The rounding mode is nearest or even.
Josh Vanderhoof
Sole Proprietor jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.