I implemented a physics engine based on http://www.gamasutra.com/resource_guide ... n_01.shtml.
For those who haven't read the paper above I'll explain what my engine does:
For satisfying constraints the engine just simply sets them satisfied. So if the distance between the car and the other object is too big, it will just modify their positions to the right distance. The new speeds are then calculated by Verlet( I only use it for the constraints, in the rest of the engine i use a normal Euler ).
This is done over a few iterations, so that it approximates all constraints satisfied. The hinge constraint works in the same way.
I didn't just use particles, instead I have rigid bodies.
But now I have a problem, for example in such a situation:

The red circle is a hinge constraint while the red line is a position constraint.
When I pull on the circle or whatever it is, the position constraint sets it a bit in the direction of the car and the car a bit in the direction of the circle. Now in real world the car should rotate to the circle. But it doesn't because the angular velocity/position is never affected by the constraint.
Is there any possibility to calculate the resulting angular properties of both the objects, for example in the same way as I do it with the normal velocities by setting these values into Verlet?
I'm sorry but my physics knowledge isn't very big, i have just got 3 years of physics in school, and with that you can't do much

I also apologise for my English, I'm German and I hope you understood it ...
Yours sincerely, thank you very much.