EDIT: I think the formula is actually going to be the arc length of an ellipse, correct? As what will happen if the second point is dragged down to be next to the original point? Which, the formula for it's arclength is more complicated. It might be easier to have a bezier curve or something of that sort, or a minimum circle size, in which case, just use the formulas below for an arc + line?
I think numerical may be the only way to go: http://stackoverflow.com/questions/3152370/elliptical-arc-length
(Disregard all this)
Oh, I just did something like this, I think you're looking for something similar to this:
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In which case, this article, at this page, might help:
http://www.gamasutra.com/view/feature/131505/toward_more_realistic_pathfinding.php?page=3
Basically, what you end up doing is:
It's two circles with a directional component (clockwise / CCW), that are centered at a radius distance away, 90 degrees to the left and right of the plane/object/whatever. You then try to find the tangent lines for each of those two circles to the destination point, normally you'd have two lines for each circle, but because each circle is rotating in only one direction, you end up only having one valid line per circle. To find that you form a right triangle from the center of the circle, the radius and the tangent point (which is the unknown) and solve for it.
You then end up taking the smallest arc length + smallest tangent line of the two circles (the left turning or the right turning circle) for the valid path.
You end up with something like Steambirds, if you drag around a destination node that the object tries to draw the shortest line to, given a turn radius.
(Though hmm, looks like I didn't notice that your R is an unknown, that certainly makes things more difficult.)