I think this is a great feature which will give developers to more tools to work with which is great just similar to proximity prompts.
But I wonder will we developers be able to custom our own custom tuned aerodynamic forces with greater access to the core physics engine?
One example use case scenario is with my custom character controller uses drag force to handle movement, a simple proportionality to velocity squared applied to a vector force ignoring the surface area factor. However this faces an issue with low fps computers where it can cause the force to be integrated over a larger timestep and cause too much acceleration causing the character to disappear (Since vector force treats this proportional velocity constant during the RunService heartbeat/stepped process 60 hz while the physics engine is 240 hz).
This goes the same with other forces that are not constant over time such as custom spring forces for a spring suspension vehicle using vector force which is a shame as it limits arcade like car behavior.
Any thoughts on potential solutions such as giving access to the 240 hz physics engine cycle or physics substepping like in other game engines?
Or maybe perhaps an option for geometry to not affect the aerodynamics perhaps an extra enum alongside enable fluid forces part property?