Now I understand, you meant the situation of varying wheels angle at a constant speed. Then FFB is directly proportional to sin(WheelsAngle), because it's inversely proportional to the turning radius (if a car is running well below grip limit) and the turning radius is inversely proportional to sin(WheelsAngle).
Some cars use changeable gear ratio (dependent on the angle) here.
I don't understand this part. That would mean you can't feel any force when the wheels angle is 0, which is not true. Using cosine in that formula would make more sense to me, that is if I have even the most remote understanding of what it's all about.
Last time I checked it looked like there are at least 2 contact points (rays used for collision detection) per tyre. They are spread laterally at the bottom of the tyre.
If anyone doesn't like it, well, your game runs faster thanks to it.
Just looking at the specification of CAR_info.bin files suggests a simple physical model which could use all the car properties listed in it. However, it is not complete. For example, aerodynamic components are provided with their lift and drag coefficients (using wing angles specified in a given setup) but this is not enough to know exactly the aerodynamic forces when the car moves at an angle or with cross winds.
F1 teams have supercomputers a thousand times more powerful then a typical gaming PC (http://www.tgdaily.com/content/view/36905/135/) and they are still very far from doing aerodynamics simulations in real time. Did I understand it correctly, do you want it in real time in a computer game? It's around 40 years away it seems, if we are lucky.
I have just checked the RAF file. At 43.00 s the sum of vertical loads is 9544.29 N. At 0.00 s it is 9571.98 N. These are suspension loads taken directly from RAF file. The whole car mass is 1010.90 kg and the unsprung mass is around 50 kg, so the loads seem to be correct.
The image below shows the sum of tyre normal loads calculated with my RAFTyreExtract (I had to fix it because it turned out to be incompatible with FWD car data). These tyre normal loads are approximately the sum of suspension vertical loads, unsprung mass weight and the forces equivalent to wheel vertical accelarations. Again, it looks reasonable, as it oscillates around 10 kN.
Providing proofs of the existence of God is just funny. Religion is not science. If you believe you don't need any proofs.
Even atheists may admit it's possible that our whole universe is just one of the simulations run by some civilization much more advanced than ours. We may be just characters (the dumb AI ) in a computer game used be some kid. If this is true then for any practical purpose (if any) this kid is our god.
Try lowering the target framerate in FRAPS (to limit the load it puts on the computer). For example set it to 10 and record the replay slowed down 4 times. Then speed up the captured video and sound (using audio stretch filter in VirtualDub) and get 40 fps video.