When using AddForce, do I need to scale the force by the Delta Seconds value?

I figured out that I can use the AddImpulse function and multiply it by the Delta Seconds variable to get the effect I want. After some more digging, the thread here went in to a little more detail which made sense.

AddForce is adding a force vector, which is designed to be applied regardless of the time it took to execute each frame. Something I hadn’t thought of before, but this means that when the framerate is high, the forces are higher and vice versa. In contrast, the impulse is changing the velocity of the object instantaneously. This way, we can specify the force per second we wanted, scale it to the amount of time that has passed, and apply that as an impulse.

In this way, if there are 60 frames in a second, the impulse solution will apply 1/60 of the force to be delivered per frame. The AddForce solution will apply a given force 1 time per frame. If the force per frame is 1/60th of the amount we want per second, that is fine, since we will have 60 frames * 1/60 the desired force per frame = 1 desired force. If the frame rate fluctuates to 30 though, the force solution will apply 30 frames * 1/60 the desired force per frame = 0.5 desired force. The impulse solution, in contrast, will apply 1/30th of the desired force per frame when the frame rate is 30, which will give the intended results.