Stevie G: I was thinking how to describe the effect better, but I feel it is like lagging in a network game. You press a button and there's a slight delay before the vehicle turns when trying to turn quickly. It's the same with all vehicles.
But I think it's a preference thing. I like more arcadish controls, so that your vehicle reacts more sharply.
I had these issues with my ship in nano as I did the steering by aplying forces to the particles. When you do it this way, it might be physically correct, but you almost always either turn too little or too much and the controls feel laggy. As the turning accelerates, the longer you hold the button. The solution was to 'fake' the steering by moving the both old and new particle positions (I believe you're still using verlet integration) and damping the rotational, but not the linear forces manually. You can do this by getting a direction vector from the old particle positions and from the current particle positions and then rotate the older particle positions closer to the new ones to eliminate some of the rotational force on the object. Just something you can experiment with.
But I think it's a preference thing. I like more arcadish controls, so that your vehicle reacts more sharply.
I had these issues with my ship in nano as I did the steering by aplying forces to the particles. When you do it this way, it might be physically correct, but you almost always either turn too little or too much and the controls feel laggy. As the turning accelerates, the longer you hold the button. The solution was to 'fake' the steering by moving the both old and new particle positions (I believe you're still using verlet integration) and damping the rotational, but not the linear forces manually. You can do this by getting a direction vector from the old particle positions and from the current particle positions and then rotate the older particle positions closer to the new ones to eliminate some of the rotational force on the object. Just something you can experiment with.