Attempting to write a simple racing game with a deeper physical simulation than "RotateBody()" for steering. I've looked in a few books, yes those physical things of paper, and some of the game physics books are too simplified to give me my desired "lateral force from turning a wheel" and the vehicle dynamic books either require the radius or I get completely lost, still working on math skills.
I've also looked around online and this is the best source I've found so far but even it seems to confuse me, and may also be simplified to 2D where my problem space is 3D.
Among my search I've found:
lateralForce = corneringStiffness * tireLoad
where corneringStiffness
is a constant for small slipAngle
values or for higher values a table lookup, (I compute it via 3 linear functions), tireLoad
being the weight / corner load on the tire and slipAngle
is the angle between the car velocity and the tire heading. My issue with this approach is, that the speed of the car is not considered so even if the car is moving very slowly, the applied force creates a rotation.
How do I calculate the lateral force of a tire based on the slipAngle and velocity of the car? (Obviously static/dynamic friction will get involved which I have yet to get modeled).