Anyway, I'll try to quickly answer some of your questions:
1) I do most of the programming, but thelusiv and rookie1 contribute significantly as well. The porters do a fair amount of work, too. See:
See
http://wiki.vdrift.net/index.php?title=A...ntributors
As for the codebase, there have been significant changes and updates in the scenegraph branch, which will become the trunk branch shortly. It breaks a few things in the short term, but allows for longer term development.
2) Network game modes in general aren't well supported. Due to the effort required for them, I've postponed my work on net stuff until after the next release.
3) Good question! Since our site was down for a while, I haven't heard much from the artists.
4) This hasn't been decided yet.
5) I think a few mountain tracks would be fun, but making tracks takes a huge amount of effort, so we're highly dependent on the charity of the artists here.
6) The graphic features are being re-vamped for the next release, but the reason the graphics look dated is probably because many of the tracks are converted from games that were released in 2001 or so. This is another reason why we need an original track. Anti-aliasing and anisotropic filtering work fine, you enable them in the advanced display options.
7) 95% of track editing takes place in a 3d modeling program such as Blender. There is already a simple track editor to take care of the last 5%, but it's not easy to use. A better track editor is currently under development, see:
http://vdrift.net/Forum/viewtopic.php?t=...ight=pygtk
8) Good question!