Originally Posted by
bigsnake
The interpolation is based on the Lerp and MoveTowards functions built into Unity's math library. I can't tell you how the MoveTowards function works, but the Lerp is a basic a + (b + a) * clamp01(t). There is however also a multiplier applied to the velocity gain/falloffs that uses a normalized value made from the product of the max steering speed and current steering speed, a clamp is applied to this to stop it from being 0. To make the steering less responsive earlier in the steering, I just need to change the min clamp. If both values of the clamp are the same then changes in velocity will be constant.
I always welcome input! I can't guarantee it will always end up being used, but if you have ideas then I'm at least open to them.