First of all, I am very impressed with LFS and the quality and number of features that it has. The engine sounds are great and the first time I heard the echos coming off the buildings I was stunned. Dirt on the tires, localized heating are all great. However, it seems to me they are missing a bit on the tire sounds. They seem very simplistic and don't convey as much information as they could. It appears you get tire squeal when the tires start to slide that increases in volume the more you slide. But this all occurs after the slide begins. Tires make all kinds of sounds before they even reach the limit. They make a scrubbing sound that gradually gets louder as they are put under more stress. Then they start to squal which gets louder as they approach the limit and then transition into a screech as they go past their limit.
LFS appears to have primarily one frequency that only changes volume. (If there are other sounds I can't hear them and I have the car sounds down and the tire noise at max.) Coming over from iRacing this is one thing that is a big difference in the two sims. iRacing gives a much better indication of where the tire is on the slip angle curve using audio information. They use a variation of sound type, frequency, and volume to give the information that you would get physically if you could feel the inertial forces. And I think that LFS already has the code for doing this. The force view with its different colored vectors with varying lengths could be adapted for audio. Substitute sound/frequency for color and volume for vector length and you have a good start on a superb audio feedback system for the tires/inertia. And I don't think it would hurt to cheat on the level of sound because, after all, we don't have the realism of feeling the inertia forces.
LFS appears to have primarily one frequency that only changes volume. (If there are other sounds I can't hear them and I have the car sounds down and the tire noise at max.) Coming over from iRacing this is one thing that is a big difference in the two sims. iRacing gives a much better indication of where the tire is on the slip angle curve using audio information. They use a variation of sound type, frequency, and volume to give the information that you would get physically if you could feel the inertial forces. And I think that LFS already has the code for doing this. The force view with its different colored vectors with varying lengths could be adapted for audio. Substitute sound/frequency for color and volume for vector length and you have a good start on a superb audio feedback system for the tires/inertia. And I don't think it would hurt to cheat on the level of sound because, after all, we don't have the realism of feeling the inertia forces.