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Wrecked/abandoned cars already remain on the track...and break apart when hit... and leave an oil spill when broken apart. A bit more debris will be coming even though the debris levels can already get overwhelming at times, depending on the players and the mods.
Jumps and bridges are another version 2 item due to the challenges of faking the third dimension in a 2D physics engine. It's possible we may implement bridges for the fantasy track set in version 1, but I doubt it. Any bridges encountered in mini-realism track design will likely be simplified to an intersection. Intersections are welcome in this game.
Weather is planned for version 1. I currently have 6 basic surface types defined with wet and oily variants, plus mud as a lone type. Not all these types are in use yet with the current limited track selection. Go off the main raceway and you'll find some of the other types.
The 12 mini-realism tracks are expected to be: 4 ovals/tri-ovals/figure-8s and 8 grand prix tracks. Currently, there are 3 ovals/tri-ovals and 1 grand prix track (loosely based on Watkins Glen, USA). 6 of the other GP tracks will be taken from the other 6 countries represented in the game. The final GP (or other) track will be ???. The GP tracks have to be greatly minified and simplified for size and turning radius. The fantasy track set will probably be a bit more exciting for most players but still limited by the turn radius of the cars at medium speed.