Need some pointers on implementing simple physics-based movement for speeder-like vehicles

Hey guys,

I only just started with a new project but I’m already stuck a bit, hope someone can help me out to understand things a bit better. I’m trying to implement super-simple movement for my vehicles, basically they will constantly move forward and the user will only be able to move to either side. So it will all be very arcade-like, no wheeled vehicles but rather hovering speeders evading obstacles etc. I want to do all this physics-based with combat to be added at some point. I started out to implement things with AddForce and the like as you can see here for the steering:

The thing that I don’t understand is how is the SteeringVelocity I set at the end different from what I get when I query the VehicleRoot->GetComponentVelocity. To my understanding they should be identical but the value is always off to some extent, not too much but still. The reason why this bothers me is that in the end there will be several forces affecting the vehicles and there are some calculations that I will need to do based on the current steering velocity. But if I can’t reliable calculate the steering part and separate it from the effects other forces are having on the sideways velocity, I’m running into an issue. It’s a bit difficult to describe, I do hope that it made sense and I’m more than happy to try to clarify.

The question basically is how would you approach this type of movement and are there some physics-related things that I’m not understanding/forgetting about with what I’m trying to achieve here?