Do i need to multiply vectorForces and Torques by deltaTime?

A simple question. If im using vector forces or Torque parts and adding the forces every frame using a Stepped function, do i need to also multiply it by deltaTime to make it framerate-independent?

This was something i did in Unity when adding forces to an object in the Update() function (Similar to RenderStepped/Stepped), and i assume its the same here given that Roblox Studio doesn’t have a FixedUpdate() equivalent for physics caculations.

here’s what im currently using to caculate basic drag (connected to Runservice.Stepped):

local function FakeDrag(CoM)
	local currentVelocity = CoM.AssemblyLinearVelocity
	local dragForceMagnitude = currentVelocity.Magnitude * CoM.Parent.Settings.LinearDrag.Value
	CoM.Parent.Forces.DragForce.Force = -xFunc.Normalize(currentVelocity) * dragForceMagnitude

	local currentAngVelocity =  CoM.AssemblyAngularVelocity
	local angDragTorqueMagnitude = currentAngVelocity.Magnitude * CoM.Parent.Settings.AngularDrag.Value

	CoM.Parent.Forces.AngularForces.DragTorque.Torque = -xFunc.Normalize(currentAngVelocity) * angDragTorqueMagnitude	
end