Forum is pretty inactive and probably few have suggestions. You can only say you’re being ignored if it’s someone’s job to answer questions I think.
Anyways, the enemies stop moving since you’re only moving to the first node of the calculated path. You’ll probably want to have it move to each node one by one, and once the enemy is close enough to one node move to the next.
As for the floaty movement you’d need to calculate different forces to do that. A force to a position generally is always floaty. Intuitively a force perpendicular to the velocity should help it turn faster.
Or you may be able to throw some math at it to calculate the force required to change the current velocity to another one in one frame.
Force = K*(TargetVelocity-currentVelocity)*mass*60
Or split into xy components:
Forcex=k*(targetvx-currentvx)*mass*60
Forcey=k*(targetvx-currentvy)*mass*60
Where k controls how rigid it works. 1 means the velocity changes in one frame, and 0.5 would make it a bit floatier.
The target velocity would be something like:
A=angle(enemy.x,enemy.y,node.x,node.y)
Targetvx=speed*cos(a)
Targetvy=speed*sin(a)
You could also try limiting the velocity or force as well. In general you can limit xy values with:
Mag=distance(0,0,x,y)
If mag>limit
— set x to x/mag*limit
— set y to y/mag*limit
Anyways, just some ideas.