Real-world Vehicle model

Thinking about real world vehicles versus sliding blocks.
Seems like the differences would be

  1. softened, non-linear angle of attack at point of contact, like the curve of a sled or circular shape of a tire
  2. the substantial reduction of friction in direction of desired movement,
  3. a range of travel of the contact point on the vehicle to create give that will deal with abrupt changes to the surface topography
  4. energy absorption to remove the force of impact from system and prevent bouncing

The sprung/dampened tire is an obvious example. With treads, I think we have rolling and sprung/dampened wheels but they are surrounded with a tread which provides the contact point. There is a built in angle of attack where the front of the tread belt descends, but it is fixed in direction unlike the steerable wheels on a car.

Maybe a solution would be to use a 4 wheeled vehicle model but fix the direction of the wheels to always foward, increase their friction, and drive them similar to current treads… left || right sides get force applied.

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