Question about physics and Frame Rate

My problem is that when fps drops because of CPU (game loses focus or a cpu-heavy action for one frame) the physics go bonkers. Especially my vehicle suspension that causes the cars in my game to bounce wildly. I am applying force instead of impulse in my game. I’ve been reading various pages and posts about how to use substepping to keep physics steady when the game fps changes, but my impression is that works for fps change due to rendering slowdown rather than cpu. I could be mistaken about that, but none of what I’ve found has helped the problem yet. I can avoid using cpu-heavy functions, but in a multiplayer game if one player decides to alt-tab, they won’t be able to monitor what is happening in their game in the background because their physics will be going crazy and they’ll be out of sync with everyone else. Can anyone point me in the right direction?

Do you use Tick? If yes then do you apply delta time scaling?

I tried scaling the amount of force with delta time, but that adjusts force after the lag has already happened and caused a problem. Maybe it would work with long periods of steady lag. but not if it’s erratic or only lasts for a tick

You might have to code your own network smoothing and prediction for the physics. I think it does not do that out of the box.