Well, doing a realistic tire simulation took 2 years of work of the best sim programmer in the world, and nobody else had attempted such a task in more than 20 years of "sim racing" games. Why didn't you program a tire model and offered it to iRacing?
Hi, iRacingBits has just tweeted that an update has just been posted about the New Tire Model (warning: it's not ready yet.) Can someone with an active account paste here the announcement? Url should be this http://t.co/ajtH6jO
With respect to low slip angle and low speed grip, if someone leans against a stationary car, it doesn't slide off the road, even though there is no slip angle. The resistance force is based on the sidewall defection, not slip angle. I would guess that at most speeds there is a corelation between sidewall flex and slip angle and it is easier to work with slip angle curves. But this seems to break down at lower speeds. (GPL uses 6 m/s as a cutoff to switch to a different method.) netKar Pro had problems with cars "gliding" when supposedly stopped.
But that is totally separate issue. About every sim ever has had that same problem. Iracing has it, lfs had it and so forth. Apparently the problem is that when the car is stationary it is hard to keep it in place.
And iRacing New Tire Model seems to have the same problems as well. In the update Tony Gardner posted last wednesday, he said that the last bug that remains before the new Impala Nationwide car is released is that, when parked "there is a little shaking or minor instability."
I though this problem was only typical of the pacejka formula, which doesn't work for low speeds since velocity appears as denominator. From Kaemmer's explanation video on last october ("Dave Kaemmer iRacing Tire Model Discussion" on vimeo), it seems they are using a "brush model" instead of pacejka, but still appear to have the same zero-speed issue.