I am developing arcade game based solely on physics motion. Physics simulation is a lot of fun, and there are many great side effects of using physics only.
However I hit brick wall with 3 problems, that are kind of same (or very similar) from physics point of view.
I describe it all on simplest problem example that is rotating to desired direction. I cannot use damping because at any point during rotating event pawn can have collision. Damping at this time ruins all physics effects. Also interpto and direct feeding rotation totally ruin physics calculations, any time you directly set rotation or location (or add impulse with velocity change) it breaks physics for that frame.
So only way left to me is steering by applied force. Now i am looking for formula that allows me calculate force i need apply to stop physics body right at desired direction.
Simple applying force proportional to rotation difference makes what is my problem. I get different kinds of pendulum movement. I think this (steering) is quite common problem in real world and it was probably solved around 1800 by Laplace, but i just cannot find right formulas on internet. There is also another problem, i have no idea how to get all physical values needed from inside unreal engine. Calculating them from mass and velocity every tick would probably be bit heavy (integrals etc.).
Other two problems that are about same:
Calculating velocity vector for body to stay exactly on circular orbit. And steering current velocity so in way it maches desired. Again trough forces only.
And stopping exactly at desired location. Again only force.