Hi,
that is a very cool development there on the physics!
I think there are a lot of people interested in a real (open source) driving
Simulation.
I'm not sure, whether you need interpolation with the cylinder. If you take the average collision point (like I do in my version), you already perform some kind of interpolation. (see the image)
(although i am not using the correct distance yet, when combining the points)
When you don't want the collisions to be spread over the whole cylinder width, just give it width zero. But it actually works better with the correct width. the points are most of the time on the outer/inner part of the wheel depending on the suspension settings.
It is especially better, when the car is not aligned to the ground (i.e. on slopes or when jumping, etc.). you can never get correct results with one ray.
When I am back from travel, I'll implement a version into NaNs bullet code. BTW: using several collision Points even allows to approximate a patch, when the cylinder is a little bigger than it has to be (which resembles the push in). that of course does not work in the example in the image above.
One last thing:
I tried a bounding sphere, but it did not work at all. the problem is (at least iI think that is the problem), that when the collision is not in the lowest point (in car coordinates) the point goes up.