Help for Realistic car Chase/Pursuit

Hey,

After long research on the net, i’ve not found a lot of answer to my question … It’s why i’m asking for your help !

I work on a small car game where a car (the player) must survive a amount of time avoiding ennemy cars, who are trying to hit him. More the time you survive, more ennemy are spawning !
Until now I don’t have encounter any trouble (I’ve some knowledge in code)

But my Ennemy AI script is very basic and it’s make the game to easy : It just lookAt the Target et move to him !

But i would like to make something more realistic and more fun :

Something like this !
I’ve found this lesson : Understanding Steering Behaviors: Pursuit and Evade

I’ve undestood the theory but i need some Help for the Script !

Thanks you !

Sorry for my English !

Matthieu

Edit :

I’ve done that :

using UnityEngine;
using System.Collections;

public class Steering2 : MonoBehaviour {
	public int Iteration = 30;
	public GameObject targetObject;
	public Transform target;
	public Controller TargetScript;
	public Vector3 targetSpeed;
	public float rotationSpeed;
	public float speed;
	// Use this for initialization
	void Start () {
		targetObject = GameObject.Find ("Car");
		target = targetObject.GetComponent<Transform> ();
	}

	// Update is called once per frame
	void Update () {
		TargetScript = target.GetComponent<Controller> ();
		targetSpeed = TargetScript.InstantVelocity;
		Vector3 FuturPosition = target.transform.position + (targetSpeed * Iteration);
		Vector3 Direction = FuturPosition - transform.position;
		Direction.y = 0;
		transform.LookAt (target);
		transform.rotation = Quaternion.Euler (270f, transform.rotation.eulerAngles.y, 0f);
		//transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Direction), rotationSpeed * Time.deltaTime);
		Vector3 moveVector = Direction.normalized * speed * Time.deltaTime;
		transform.position += moveVector;

	}
}

But i’ve a problem when the target change turn direction, all the police car are going backward !