One of the problems my simulator software (racer.nl) has, is that once a
car gets sideways, all kinds of weird flying about starts happening when
you tip the car.
The reason lies somewhat in slipangles/ratios, camber and such not
meaning too much once you really start rolling the car.
Thinks I'm thinking about is: how to detect when the car is not doing a
normal operation (such as driving 300km/h head-on onto a kerb ;-) ) and
what type of physics to assume when that is so.
I've already been thinking about the way I implement blocked wheels; at
negative slip ratio's (near blocking wheels), I interpolate the tire
force direction towards the negative *car* velocity, to simulate the
behavior that a tire in that case is just a block of ***.
Any ideas would be welcome to get things clear in my head. :)
Thanks,
Ruud