I'm not sure. You jumped straight into an example before i even understand your scenario.
Where are you getting friction force? It sounds like youre only computing the normal force and multiplying it by the friction coefficient.
First off we need to know exactly what kind of friction you're talking about. There are 3. Rolling resistance of the tire patch, viscous friction of the driveline, and tire patch friction of the road. The first two are simply functions of the normal force and can be considered resistance on the cars movment. They're very simple so we'll just ignore them right now (think of them as wind resistance).
The more important friction is the tire patch friction which is i think what you're trying to compute but not doing so properly.
If you're familiar with coulomb friction, in the the static state, the friction contact
can provide a maximum friction force equal to the normal force times the coefficient.
Can, but may also provide zero force.
Consider a car traveling at 100mph. If there was no resistance, the car would continue along at 100mph with no driveline torque required. You could push the clutch in and "coast" forever at the same speed.
This effect will happen regardless of the weight of the vehicle or the maximum friction force of the tire patch because the wheels are traveling at exactly 100mph, so there is no force asked of the friction patch. Friction force equals zero and will not slow the vehicle down.
Is it only when you apply the brakes or apply a torque that the friction force will be tested. A force is applied to the contact patch and a friction response force is applied back into the vehicle creating an acceleration. If this static friction limit is exceeded then the tire will slide and a new friction model will take over, kinetic.
This may be a good time to plug this:
http://www.gamedev.net/reference/programming/features/2dcarphys/It's not the most mathematically advanced simulation but it illustrates my points. In a very lazy approach, the friction force is computed based on the relative velocity at the tire patch. In other words it's in a constant state of kinetic friction. Not very accurate, but very simple and playable.
To restate it one more time, to give you a mental image. Imagine the car is at rest, wheels stopped, 0mph. The driver opens the throttle and a torque is applied to the wheels. The wheels spin and now there is a non zero relative velocity between the tire and the ground. Scale this by some imaginary friction coefficient and apply that as a force to the chassis. Now the vehicle is moving and the wheels are turning. Their total tire patch velocity (vehicle velocity + tire angular velocity * radius) just so happens to equal zero so now the relative velocity between the tire patch and road is zero again. Repeat. Multiply this velocity by the friction coefficient which results in a zero sized force to be added to the vehicle. The vehicle speeds is now at equilibrium until a new torque is applied to the wheels or some other outside force (wind resistance, turning, IED).
You can also think of the wheels like your feet. The goal of walking or running is to maintain your bodies velocity by moving your feet in just such a way that the soles of your feet are actually not moving at all relative to the ground (bodyV + footVRelativeToBody == 0). This is the tire patch.
[Edited by - bzroom on August 3, 2009 1:56:53 PM]