I wonder if skid sounds could be synthesized or just modified samples according to relative wheelspin. Which will give more information about wheelspin... and there will be no annoying one sample sound in sand/gravel.



will need .spr for that. if it was less than 50m that could be scrubbing, but but with one zero deleted.
, i was thinking about some kind of modification, i.e.modulation of sample according to wheelspin to make it more live and less digital.
. but now i have two sounds i hoped for in car sims: that squeek(?) sound which is skidLight or HeavyPre.snd so you can sound on braking like pingpong or basketball players, which i missed in S1. Second one is from the engine and how it hiccups on small bouncing or heavy speed cornering. available in lfs s2.
there are only 4 samples triggered with forces, like 4 stages of intensity, and they dont vary more continously with amount of wheelspin.
) were far quieter than typical all-seasons and whatnot.