HOW ON EARTH IS THAT POSSIBLE?!? I'm going to kill myself.
Easy... xray scan the jumping electric pole structure and match using shape recognition the shape changes with sounds it gives. Then you dont need to mike it, it doesnt need to jump because even then the structure is moving therefore you hear the sounds it gives anyway.
I really can't tell if you're intentionally being thick, but I assume you still haven't read a single post in the thread over at the iRacing forums... I will try one last time, after that you're on your own...
Locked wheels means torque has long since been applied. It also means it's the strongest force and cancels out any other coming from either road or driveshaft. The fact that it overpowered the tractive capabilities of the tyres also means it's quite constant. As I said, propulsion force would be immediately negated if you tried to apply it (and your engine would die), so the only reaction of the suspension could be to bumps and undulations in the track.
I am not being thick but try to analyze the effect to pick the cause.
In specifc car, like rear engined RWD with very light front you will get weight shift and understeer with locked front wheels and heavy throttle.
Please start LFS, press F and look at forces. Get FZ50 with soft, grippy rear and stiff (rebound especially), ungrippy front. With such understeer setup you should achieve the result.
And: Locked. wheels. Doesn't get more steady state than that. Throttle input couldn't possibly introduce any torque because the wheels ARE NOT MOVING. (Engine wouldn't to if we hadn't a mandated auto-clutch.) And yet iRacing's cars squat down. WRONG. PROVEN BY TELEMETRY. WILL BE FIXED.
It doesnt matter if it is dirving force of the engine thru shaft and diff or braking force of the brakes. It creates force on the arm of wheels radius. Therefore creates reaction torque (as reaction force) on the car body. Opposite. Hence weight shift.
Tires when slipping create friction force - at the level of dynamic slip, therefore tires spinning and slipping at some circumstances can create similar forces resulting with opposite torques, followed by weight shifts and back-and-forth - with common settings switching to stable state of burnout.
You can get similar result in some cases of FWD - with slipping rears you floor it and spin fronts (shifting weight to rear, loosing grip with fronts and getting with rears), result is - car straightened.
With RWD you floor it on throttle and brakes, but it requires specific setting of very stiff and light front susp to avoid weight shift to front.
Those loops are in fact even more complicated in sims when forces are calculated as lateral and longitunal components, tires characteristics are known as lat and long polars (and they are quite different - in fact I dont know if there exist 2D real data of tires charactertics. Most models used in sims use two 1D characteristics), but the situation is always as resultant.
You make no sense. Which torque do you want to transmit with locked wheels?
Whenever and wherever you put force with arm you are creating torque. It doenst matter if it is driving force or braking force.
Mind you dynamic friction creates force also and in fact it is not much lower than that with static friction when tire friction characteristics is not much lower after threshold of maximum static friction.