Frame rate turret problem

Why is this frame rate dependent?

Connection = RS.Stepped:Connect(function(dt)
  local Checker = Goal_Rotation +Inc/10 * dt
	if Checker<min_Angle or Checker>max_Angle then
		return
	end
	
	Goal_Rotation=Checker
	local To_CFrame = Base_CFrame*CFrame.Angles(0,math.rad(Goal_Rotation),0)
	Turret_Model:PivotTo(To_CFrame)
end)

This is server sided, the client only sends 1 or -1 or 0 for direction and it’s saved in Inc variable
gyazo.com/b4d5b4cdeb3c11c8153e81dfea324e6d?token=357dc7af2aa7c864308970ea118ae935

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i dont think it is. but you may try Heartbeat on server rather than RenderStepped if it is what RS mean

if you print(dt) does the value make sense?

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Stepped returns 2 values, time elapsed and delta.
If you want to use Stepped, change this line to this

Connection = RS.Stepped:Connect(function(tElap, dt)

But i’d rather just use Heartbeat (server and client) / RenderStepped (if on client)

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If you want it to not be frame dependent, use Heartbeat. It caps to 60f so it cannot be modified by the client.

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you basically own the server on roblox studio