What I find best, is to think in real-world physics terms. A velocity would be distance / time. Where it gets confusing is you actually multiply your Delta Seconds by your distance because it is a fraction. For example, if your characters velocity is 100cm per second, to figure out the distance it moved that tick and get its final location at end of tick, you would take it’s velocity and multiply by deltaseconds, then add that to its current location to gts its new location at end of tick. Acceleration can get a bit more complicated because you actually end up calculating an average of the change in velocity. I had to google to find the equations I needed. I then made a library of physics function to do the conversions for me. for example, I have a spceship which has a max thrust of X Newtons, I multiply the user input (throttle) by the max thrust to get current thrust in newtons, knowing that Force = Mss*Acceleration you can derive an equation to get acceleration when Mass and Force are known. Once I have the Acceleration, I calculate my final Velocity and also calculate the displacement so I know the new location of my actor. Try googling “Acceleration from force” or “Displacement given Acceleration and Time” and other slike that to find the equations you need.