How do I model the motion of a bullet "considering physics"

Literally.
I’m currently working on a gun kit, and I just want to make it as realistic as possible, based on ballistics and physics. And now I’m trying to add liquid forces like drag, magnus force, coriolis force, and etc.
I know these tiny forces can be neglected, but as I referred, I just want to. I love details.

So, my real questions are:

  1. How do I implement torque? (I tried to use RotVelocity with this, but I don’t think it’s accurate)
  2. Between applying velocities to unanchored parts and simulating positions of anchored parts with variables, which method is better?

You’re best off manually simulating the positions of the bullets rather than using any physics constraints/movers. Also, I should add that you’ll want to simulate the bullets on the clients rather than the server for both better performance and smoothness.

Look into fast cast. Also all these details are gonna require some beefy calculations for brain and computer so if you do want to add them just keep that in mind

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