Jonathan Dion said:
knowing that I have the angular momentum, the rolling coefficient, the coefficient of friction and the rolling resistance
Not completely correct, but you (sort of) have the idea.
Jonathan Dion said:
momentum necessary to turn the wheel depending on its angular speed and the torque it receives
Completely wrong.
A wheeled vehicle has mass, velocity, position, rolling friction, and aerodynamic drag. If you are working on a driving simulator, additional inputs include engine torque, transmission gear ratio, final drive ratio, and effective tire diameter. It sounds like you want to simulate a manual transmission without a clue as to how to model a clutch. I
strongly recommend that you start with an automatic transmission until the program works, then and only then, add a clutch.
Additional inputs after the above is working include rotational inertia of wheels and tires and torque converter/flywheel, driveline friction, wind speed, wind direction, road grade. But only after getting the above to work.
And, like
@jack action said above, you
NEED a free body diagram. After that is, you study the meaning of
torque,
momentum, and
impulse (search those terms).
I think I understand your problem, but I cannot communicate the solution to you because you are using incorrect language. The correct language starts with a simplified free body diagram showing only net horizontal forces. Then use torque, inertia, and drag correctly to describe the motion. After you have done that, you should be able to figure out or derive the necessary equations using only the basic ##F = ma## equation from high school physics.
Suggestion: Start by assuming that net forward force is proportional to throttle position. Add in ratios, torque, driveline friction, and driveline inertia as a second step. Wind and road grade would be a third step.