It's for real. He's been working on it for quite some years as you'll see when you look at his other videos. Note how he's attracted BeamNG backing!
When I noticed this engine sim in late 2023, I though what a great way to create looped clean engine sounds at specific rpms. But when testing it, I couldnt get good sounds out of it, but looks like he is about to fix that. Here is the old one: https://github.com/Engine-Simulator/engine-sim-community-edition
Yes the first one was all nice, but most of the sounds weren't that impressive. Obviously just like with rF2 physics, people has to be capable to achieve truly great sounds. It really isn't going to be a case that every user will be capable of tuning sounds that are truly realistic and fine. And some engines + exhausts might have been more doable than others. I remember in league one a bit more savvy guy tried to make V12 for 375 plus Ferrari, and that sound was not good. I remember last of his blogs before this one already had one mind blowing sound preview. But apparently somethign was not right and he was redoing a lot of the simulation. I think he basically worked on 2.0, then decided it is wrong and now going for 3.0. This blog was even greater, it was very exciting to listen about his way of exploring issues and finding solutions. And the previews at the end were AMAZING. Thats why to me they are so hard to believe, they were perfect. If something like that goes up for real, and with some hours clocked in it will be possible to get somethign at least half as good, then this sim should result in lots of great sounding mods everywhere. @Emery Yes that is very good credential. Imagine sim that has this engine sim implemented inside, that would be a big deal I think.
I don't think it would be implemented inside the game, it would be more like the tyre model where all the work is done offline and the results plugged into the game (as wav files in this case?). (I am not an expert on anything related to this subject!)
You mean like ttool ? Yes, I guess that probably could be so. And it would be interesting adjusting values for sounds like for rF2 TGM files for tires. It would be interesting creating 3D modeling of exhaust system, changing various specific properties of engine parts such as crankshaft. When they raced Mercedes W125 in pre war GP races, they knew if the crankshaft is beginning to fail if sound would start changing. So this kind of physical sound simulation could turn out to be very interesting in combination with damage/engine simulation. I guess thats why for BeamNG this is big deal. That should be quite impressive if exhaust pipes gets damaged, or totally fall off, and then sound changes. Or some cylinder starts misfiring and it also changes everything that car does. It is fun to imagine. But I already know that things regarding engine simulation and damage would be welcomed same way as rain simulation by simracers - ignored. So it will not happen to full extent.