No, that's not yaw speed either. Effect 32 is lateral velocity (side to side). Coordinates rotating with the car as it turns.
(I'm talking about iRacing, so let's stick to that for now for the sake of minimal confusion, but I'm guessing it's similar for other games...?)
Check this out, this is pretty cool. Here's a graph of Converter output of Effect 32 "Car velocity Y", as it's named, as a car transitions from a controlled turn into a spin. I'm driving on grass during this test to be able to control the spin at will:

spin Converter graph-Car velocity Y.jpg (21.89 KiB) Viewed 4044 times
-the car is turning to the left the whole time during the graph, i.e. all the way from point 1 to point 3 (CCW looking down on car)
-during time 'A' the car is in a
controlled constant turn to the left (no skidding)
-notice the flat part. This is the car's lateral speed towards the center of the circle about which it turns (
not it's angular velocity).
-now at point 2 I floor the gas...
-The car
whips around, still turning CCW, but much faster, and simultaneously starts sliding outward to its right.
-This is stretch 'B'. See how the lateral velocity has gone from a small positive value to a larger negative one in the spin? Instead of laterally moving towards the center of an imaginary circle its flying outwards away from it while in a skid.
I'm not trying to prove anything, this is just what I discovered while hunting for the elusive yaw speed and thought it would be helpful to share. I did at least confirm Effect #31 'Car velocity x' is indeed forward velocity. I'm still not sure what the heck Effect #33 'Car velocity z' is supposed to be. For consistency I'd like to believe it's car velocity in the up/down direction, but why in the world is it a constant non-zero value under constant slow braking, then?! That makes no sense at all.
Still need help, please!