Marco Pinter has an excellent write up on modifying the standard A* algorithm to calculate turning radius constrained path finding (also in 1 pg format & archive). Here's a summary of the portions that seem most applicable to your question.
Given starting point & heading, the shortest path to a given destination is found either by turning either as far left or right as needed until you are pointed at the destination & then moving forward in a straight line toward it as illustrated below:
Mathematically, this is solved by noting:
- the turns are on the two circles tangent to the starting vector
- the point of exit from either circle will form a tangent to the destination
Thus, the starting position, heading & turning radius can be used to determine the position of the circles and basic trig (illustrated below) can then be used to find the point of exit from each circle to the destination. After finding both paths, a simple comparison given the shorter of the two.
Next, the above technique is used in the path finding by including a heading component to the search. In your case, instead of 2D grid of nodes,
you need a three-dimensional space of nodes: 2 for the original XY coords & a third representing a heading (N, S, E, W, NE, NW, SE, SW).
A* pathfinding typically explores a neighborhood of 4 or 8 nodes. Unfortunately, this probably limits search in undesired ways. Consider the following:
The turning radius in the example prevents the sharp turn needed to go from a to b to c to d, but would allow a path from a to d directly. This requires
expanding the search neighborhood from 8 to 24. In general, expanding the search neighborhood will allow additional solutions at the expense of additional
calculation time.
Finally, because the underlying search space has changed, the search heuristic should be modified to reflect this. The typical A* heuristic
measures the straight-line distance from a given position to the destination that ignores obstacles. The shortest turning path
(also ignoring obstacles) provides heuristic that functions similarly, but favors positions that are oriented more directly toward the
destination.
Pinter's articles covers a number of other related topics that may also be helpful to you. I found the path smoothing useful, but
found the hit-check table didn't help me much. The article is was written in 2001, so not all of the optimizations presented are necessarily
applicable today. When in doubt, code simply first, measure performance, 'optimize' if needed & measure again to make sure it helped.