I think it has been suggested before, and I would think the only way to do it is for LFS to apply max countering FFB when you reach max lock in a particular car.
Not sure how difficult this would be to impliment, but a +1 from me.
However, this should be 1000th place on Scawen's priority list IMO.
I think my PC is the main problem, but anyway I'll explain.
If I try hotlapping offline, and I leave the car standing still, I get 60 + fps. The moment I turn my wheel / use the pedals, the fps drops to anything between 20 - 40 fps, and this only happens when operating the controller. With a mouse for steering this doesn't happen. So on the straights I'm getting 60 + fps, and in the corners (when I'm steering) I'm getting as low as 20 fps (especially if I rapidly steer - countersteering). Bizarre.
To make things worse, online I get huge fps drops with a few cars near me. So basically with 10 cars around me, during a corner, when I'm sliding and catching a slide, I'm getting about 5 fps.
I think my PC is the problem, the motherboard and ram are from the dark ages.
I have tried hundreds of methods of getting a sample, and taking one from white noise and running through different filters etc gives the best sounds in LFS. If by clipped you mean distortion, I've also tried that, and LFS cannot cope without rediculous in game clipping.
Sound nice and rough, but too much clipping, and imo the power off volume is too low, try adjusting the volumes a little.
Look at the attachments. The first file is pure white noise cut to a pulse length. The 2nd one, is that white noise ran through a bandpass filter. The 3rd one is the same as the 2nd one except for the volume of the pulse goes from max at 0 seconds to 0 at the end. The last one has been through the same procedures as the 3rd one, but cut from a different place in the white noise I have. In theory, the 2nd and 3rd ones should sound different, and they sound the same. The 4th one should sound like the 3rd, and its completely different.
The shape of the first few "waves" in the sample really determine how the engine will sound in LFS. So if you have a Edit: 0.08 seconds long sample, and you delete the first 0.005 seconds of it, the engine tone in LFS changes noticeably.
Another thing worth noting, is if you have a sample with a constant volume (so when you loop it you just get noise), it sounds the same as if you slope the volume to 0 in the sample (giving a popping noise when looped) in LFS.
@Lotesdelere: By using white noise, I can essentially change it to whatever "flavour" / type of noise I want. Strangely though, if you use a sample with a very broad frequency range, LFS doesn't like it at all, and you get constant clipping. This is why I played around with different bandpass filters to get the best range.