I thought the physics were very good since the tire physics changed. So i wouldn't have expected changes there anyway.
But again about the sound:
I prefer a generated sound like in LFS over any other sampled sound.
I guess it's easy to have a great "real life" engine sound with samples that we can hear in games like GTR and such stuff. So theres no question that the most realistic sample i can get should be my goal if i work with samples. Like... if i wanna simulate a '06 Porsche GT3, then i will get the best result if i get the best quality recordings there are from a real '06 GT3. So far so good...
But what if i want to generate the sound? Can i ever achieve a realistic sound like i could with a sample? Therefor, should my goal be to make the sound more realistic (like something that could sound like a real engine)?
If it's possible to make a generated sound of a '06 Porsche GT3 for example, then i would say yes, go for the most exact copy of the real life sound. But i doubt that this could be achieved with generated sound (prove me wrong, i have basically not much of an idea about whats possible with generated sound).
In my opinion, if i decide to use generated sound, then i try to copy the characteristic sound of an engine. If it will sound like "i never heard a car that sounds like this, but it totally reminds me of one" then i have achieved this.
Best example before was the BF1. It didn't sound like a real formula 1 car (to achieve this i would use samples), but the only thing i could think of when i reved up my BF1 for the first time was a formula 1 car. Because the engine had the same noise characteristics. It screamed... it was rough... dunno if anybody understands what i'm trying to say...
illepall
And before this test patch the cars in LFS did remind me of cars.
They sounded like generated car sounds, but we all prefer them over samples right?
I'm saying this because now we have sounds that really sound more realistic in some way. They don't remind me of generated sounds so much, they rather sound realistic to me in some way (it comes closer to a real engine somehow). But the question is what kinda real vehicle would sound like that? An example that comes to my mind would be a sport bike engine. They sound kinda polished like what we have in LFS now.
But the problem is that i drive a car.
I don't really care about how exactly the XRT sounds... or the BF1, whatever car. As long as it reminds me of a car of that type.
It's like...
Through our lives we experience real cars. And we save in our memory how they sound. But since there are many different types of cars, it cant be just one sound. So we kind of know the characteristics of a sound better than the exact "sample". I mean this like... we can tell how a truck sounds and how a sports car sounds... how a racing engine would sound... etc.
Let's make this an even more stupid example...
illepall
Let's say you would have your game sound muted, and would have to simulate the car sound with your own voice/mouth. You couldn't make it sound like a real car, so what would you do?
Exactly, you would try to express the characteristic noise that an f1 car makes, for example.
If somebody would ask me "how does a car sound?", i would say something like: "it goes like VROOOOMMM!!!!" (all those car noises you can make with your mouth
). I would probably not sound like the new Porsche GT3, but you'd get an idea of how an engine sounds.
If the most realistic sound i can make with generated sound reminds me of a vacuum cleaner, then i will replace it with the less realistic one, wich sounds more like generated sound, but aswell reminds me of a car.
I hope this made my point somehow.