I'm assuming that's why reliable robotic spacecraft came first, followed by aircraft and then by ground vehicles, even though these vehicles were invented in reverse order?
There is no clear relationship between how easy it is to make something in real life, and how easy it is to simulate. Of course, both become more difficult with increasing complexity, but in a simulation you can often leave out most of the complexity, and simulate only the most essential. On the other hand, many things that work "automatically" in real life, driven by laws of nature, have to be modeled explicitly when making a simulation.
In many simulations, the problem is that some phenomena have really high frequencies. If the simulation frame rate is lower than the natural frequency of the simulated system, then the result can be an 'exploding' simulation.
One example is a spring with a mass attached to it. Such a system has a tendency to oscillate with a certain frequency. When the spring is stretched, and you calculate its movement for a too large time step, you 'overshoot' the position it should have in reality. The position in the next time step is where the spring is extremely compressed. In the following time step, you end up on an even more stretched position, and so on.
Another example is a spacecraft/aircraft in atmospheric flight. Most of you know from experience: if you set time acceleration too high, your position, velocity and/or angular velocity will 'explode'. This problem does not appear in unpowered interplanetary flight, because that system doesn't have very high frequencies.
A car, on the other hand, has even higher frequencies than a spacecraft/aircraft in atmospheric flight. In the 'suspension mode' of my model, the car is actually 'hovering' on its suspension system (so it is not landed). Simulating the 'floating' of the car body on top of the suspension system could be done at 1x acceleration, but (at 30FPS) it already failed at 10x acceleration. To fix that, I disabled simulating the suspension system at high time steps. For the interaction between the rotations of the wheels and the forward motion of the car I used a different trick: I let that part of the simulation run at a much higher frame rate than the rest of Orbiter. This because otherwise it failed even at 1x acceleration.
I already noticed in Ultimate Stunts that this part of the simulation needs at least 400 Hz, while e.g. the graphics usually works at typically 60 Hz at most. 60Hz is sufficient for aerodynamic flight, but not for cars.
So, from a simulation point of view, the order 'robotic spacecraft, aircraft, ground vehicle' absolutely makes sense. Besides that, there also is a coolness factor involved, of course.