Lots of different opinions on this old old topic
Personally, I believe that it will be possible to create a very convincing synthesized engine sound, however it will take development resources and a lot more cpu that the existing system.
My understanding of the current system is that the tiny 'impulse' samples are fed into a series of filters that make up a VERY simplified physical model of the engine and exhaust system.
For the sound to improve, lots of things can be tweaked, but there are IMO two areas that will provide the most significant improvements:
1. Use more complex filer types... this is where I believe we are losing the raw 'alive' sound...
The best example I can think of is the difference between a clarinet and a saxophone.... clarinet is a smooth sound that doesn't vary a whole lot, like most woodwind... sax on the other hand can produce a huge range of timbres and can be extremely wild compared to a clarinet, and there is a very good reason why: a clarinet is a tube with the same diameter all the way down, with a bell on the end, a sax is a cone. This causes the vibrations of the sax to exhibit much more chaotic behaviour, and as a result it is much more responsive to changes in input(what the player does).
It is relatively simple to model a tube like a clarinet, and uses very little cpu. It is comparatively very difficult to model vibrations of the air column in a cone, and uses much more cpu.
IMO if a real engine is like a saxophone, LFS is like a clarinet.
(no, I'm not saying a real engine is a cone - its a metaphor )
If LFS had more advanced filter models that could simulate changes in bore in the different engine and exhaust components, the sound would be MUCH more 'alive' and 'raw'.
2. Model more individual components and connect them in a more 'authentic' way... this means more filters which in turn means more cpu.
An example of this from physical modelling synthesis for music would be a basic flute model.
It's pretty simple to create a simple flute that plays just one note (at least simpler than pretty much everything else 'cept maybe a plucked string).
To get different notes, there's a very easy trick - just change the length of the modelled tube. Unfortunately, it doesn't sound quite right. A much more convincing way to do it is to model each of the finger holes. BUT or course, this is way more difficult - each one has to be modelled as a filter, and divides the tube into two parts, so suddenly, instead of one simple modelled tube, you've go a whole bag of tubes and a load of complicated filters.
I reckon it is the same deal with the engine - if LFSs car sound system had more components with more complex filter types that could model the chaotic vibrations of complex shaped resonating columns of gas... with filters to conect these components in a more realistic way, combined with a way of varying the pressure within each component (to deal with the varying engine loads?), then I believe that it would be a whole lot more convincing.
Of course, even with all this, it would be a hugely simplified model of whats really happening, but I reckon is would still seem a lot more 'realistic'.
I also believe that Scawen knows this stuff (it's certainly been mentioned here on the forum at least once), but many other things currently take priority development wise.
Col