After lots of trial and even more error, my group and I have decided to scrap the turbo effect. With my current knowledge of Houdini, the animation is too fast for me to handle, destroying the pyro in the process. Currently, I feel pyro is not the way to go with the sim. I think if it were possible with pyro, then it would take too long to render out from Houdini for my team to use.
The sim begins to thin heavily as the car moves. Whenever I attempted to shape the flame with micro-solvers like disturb or turbulence, the flame would thin out even more and look very particulate. In this case, the pyro is inheriting the velocity of the car which seemed to smooth out the flame, but it loses the shape of the emitter.
Even with higher substeps (6 on the left, 3 on the right), The flame did not form properly. This is the pyro without the inherited velocity. It does not look thin and grainy like the sim with the inherited velocity, but it also retains its shape too much.
After testing turbo pyro for about 2 weeks with no leads, I decided that true pyro might not be the way to go. Atleast, not for someone with my current level of understanding on pyro. I decided that I might try to run noise through a volume field to mimick the choppy effect from the flames that I wanted. I put this together in about an hour and I feel that if I had decided to use this method a week ago, then it would turn out alright, but due to time constraints, this effect will be dropped.
This is the newest version of the exhaust in the first shot. Seeing it here, I will thin the smoke a lot more than it is, and I want to make it much shorter and faster. I plan to continue experimenting with a volume field to effect the velocity and/or density if the standard gas micro-solvers do not work.