BoredEngineer:
Physics simulation relies heavily on stability of delta time. If you use “vanilla” approach of calling AddForce/AddTorque functions on tick then whatever values you tune to get correct behavior won’t be correct anymore if game is running at different FPS. The remedy is to enable physics sub-stepping, use Physics-sub-step event instead of Tick for physics calculations, AddForce and AddTorque functions with Sub-step parameter (c++) and getTransform getLocation that work directly with physics bodies. And to limit maximum FPS as well.
Had to go throw this myself - basis of MMT code is concern with this, link is in signature.
Thanks for your reply! I will have a look if the sub-stepping is giving any advantage, if I cannot handle the performance issues…
BoredEngineer:
Another possible issue is how your controls are handled. They have to take into account delta time. Like if pressing left/right rotates a steering wheel then amount of rotation should be proportional to delta time, otherwise you get issue where with low FPS your controls become less sensitive than at high FPS.
Sounds legit! However, Iam not sure if it applies in my case. My inputs only take the axis value (which is -1, 0 or 1) and use that to scale the applied force, if any force needs to be applied.