Frame Rate affecting force of vehicle

tbh i don’t really know.

i think i agree with dzh0. it’s just the nature of the issue.

you’re doing a calculation 60 times per frame. and then have to integrate very complex dynamics.

it’s not going to be exactly the same at 120 and 60. you should not expect that without a substantial low level work (eg re-engineer pieces of the engine).

it’s possibly a floating point precision issue, which you wont be able to fix.

do you really need them to be equal?

maybe you can postpone this issue for later as well. or research online.

Yeah, ive gotten to the same state of mind about it lol. It’s just one of those annoying things. It doesn’t need to be perfect of course. I’m going to be using it for a school project so I must make sure it’s playable on lower ends pcs and whatnot. That’s when I first encountered the issue in the first place. I do really appreciate you and dzh0 for the help, I’ve gotten to understand it a little more clearly and will definitely think more when trying to make something similar to this. Thank you!!!

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don’t get tangled on minor things.

optimal means the ideal trade-off between factors.

so if it costs too much, and provide little value. is not optimal. it’s a waste.

maybe later you find the answer.

you’ve done a great work anyway.
all the best :slight_smile:

Thank you!

All the best to you as well