FPS Impacts Vehicle Acceleration

I am creating a Constraint-based vehicle chassis and am encountering an issue involving the acceleration of vehicles under different frame rates.

Here is the acceleration from 0-100 kmh at 60 FPS:

Here is the acceleration at 240 FPS

The results are that 60 FPS is always around 0.20-0.30 seconds slower.
I have attempted various methods of adjusting the deltaTime to no avail.

Here is the vehicle where all of the PreSimulation (Stepped) calculations are performed.
image
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Here is where the torque is delivered to the wheels (it’s pretty messy trying to fix this issue)

2 Likes

Try and run it with substeps. Make a for loop that runs substeps times and update the physics at deltaTime/substeps time. See if that affects the performance over different framerates.

I tried this, but it seems very laggy and broke a lot of things.

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DeltaTime should be used where is located the velocity
expample:

Local Velocity = 60 * DeltaTime

so, try to implement deltatime in the gearMaxAngVelocity, or in any variable who has a velocity

(sorry for my english)

Unfortunately, I cannot change the gearMaxAngVelocity, as setting it to anything other than the gear’s max angular speed will cause the vehicle to not accelerate at all.