dishmoth, I have come to an understanding that speed would be calculated in pixels / second since I guess converting to real world would probably cause way more headaches then solutions :). Also I did get kind of carried away by the resulting constant variables being either too high in one way or too low if implemented differently.
As for the game code, deltaTime does have roughly the same value every time, but I still wish to use it to ‘perfect’ if you wish the current movement. I’m not one to give up because the problem doesn’t necessarily have an easy solution :D, although sometimes it can be an annoyance ;D.
As far as for how the game is actually running, its still not exactly what I want, since like I said I was considering implementing acceleration in the form of 0-62 for matters sake (pixels/second) in 3.5 seconds, although ra4king has probably given me the solution ie (acceleration += (62/3.5) * deltaSeconds)?
As for choppy rotation, thats still is the case, but I’m starting to get to a point where it will be passable with more trial and error, because as some of you said, that would be the only way to go about it to calculate the rotation angle?
Oh and one last thing. Why do most of you ignore increasing friction while the vehicle is turning? or reducing velocity?