Thanks for you replies!
@bmarci
I have read Brian Beckman's Physics of racing a lot, but unfortunately the math often quickly goes over my head. Chapter 25 on Combination Grip is hard for me to follow. I understand the idea though.
I have also read a lot of your old posts here on gamedev, lots of usefull stuff!
I'm using slip ratio equation, but not the magic formula. I do a simple capped linear equation like in Marco Monster's Car Physics for Games. For lateral forces, I have tried slip angle, but I really don't like it. It doesn't really account for sideways velocity. Instead I simply use F=ma to calculate the force a wheel needs to keep it from sliding sideways. This has worked surprisingly well.
My latest attempt (from today) to combine these two involves removing the cap on the longitudinal force generated by the slip ratio. Then I create a 2D vector out of the long/lat forces and cap it's magnitude to my calculated “MaxTireFrictionForce”. If I detect that the force vector's magnitude is over MaxTireFrictionForce, then I set IsSlidingFlag=true that reduces the friction for the next physics frame.
The MaxTireFrictionForce calcuation is = (IsSlidingFlag ? SlidingTireFriction : TireFriction) * SuspensionForce * GroundGrip.
Currently I always have GroundGrip = 1.0
I'm planning to have a curve to smooth out the transition to between SlidingTireFrction and TireFriction.
This works better than my previous attempts. But I lose grip very easy, especially when going over the top of a hill, when there is less force from the suspension. I tried a simple test by doubling the MaxTireFrictionForce and that of course immediately improved grip while cornering. Though still bad over a hill.
But I don't like to arbitrarily multiply with a magic value. Maybe it's not good to use the SuspensionForce like this?
@hpus0603
Yes, I have been trying for years to get my simulation where I wanted. I have also created many simpler variants along the way. It's endlessly fiddling with constants and trying to clamp values that jitter back and forth.