How to implement dead reckoning when turning is involved?

For simplicity let's say that your vehicles have a turning radius r that's independant of speed. So to compute the new position given the initial coords and the time.

Well, I think "turning: left/right/no" is insufficient to determine position B - you also need to know the arc at which the turn is being made. If you are turning left along a circular path of radius 1, you will end up at a different place than if you are turning along a circular path of radius 10, even though your initial position, velocity, and direction of turn will all be the same.

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