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safeTurnRadius = lateral_velocity ^ pow / (g * cos(atan(comHeight / min(leftHalfWidth, rightHalfWidth)) - currentRollAngle))
where pow = 2 when driving over large grid blocks, and = 1.5 in any other cases (because said SE magic). With that value calculated new Ackermann angles for each wheel to re-focus them at a new turn radius, for left turns and right turns individually. If your rover behaves normally without all of it then just turn this off. The Clang seems to be pleased with your rover.
Thanks for the insight into how your script works, Wanderer_308!
Those are not constants, it's actual physical properties of a vehicle.
comHeight - height of CoM in meters;
leftHalfWidth - lenght from CoM to most left tip of the wheel in meters;
rightHalfWidth - lenght from CoM to most right tip of the wheel in meters;
currentRollAngle - vehicle current roll angle relative to gravity vector.
The only constant here is pow, and in real life physics it equals 2, it's just happens tере Keen added "things" to Havoc so 1.5 is kinda fine.
As for learning mechanics, it's a really bad idea. Simply because while the script will learn what are safe parameters it will crash people's rovers multiple times. And ере while the motto of my script is safety and reliability. I can see how they came to my page all blazing with anger and asking wtf is wrong with my script. It's just killing the whole concept of the script. Imagine in real-world cars drive without a driver (which is an actual thing nowadays), but to not drive over people on zebra cars need to learn what people look like. "It ok folks, our car would be the safest and reliable in the world, they just need a bit of a time and a couple of dead bodies to learn". Yeah...
I know my turn angle limitation may not be mandatory for every single rover, but that is why you put an option to turn it off.
BTW script already uses values separately for left and right turns for a case of asymmetrical rovers.