Need help with physic speed changing based on fps. Deltatime?

		local mouseDelta  = uis:GetMouseDelta()
		
		RotateForce.AngularVelocity = Vector3.new(0, math.clamp( -mouseDelta.X  , -5, 5)  ,0)

this is running on a runservice.renderstepped
the drone rotate speed depnds on fps, going 3x slower on 240fps than it is on 60fps
i’d like it to rotate the same speed no matter the fps, how could i do this?
thanks

Divide the mouse delta by deltatime. This might make it faster than what you want, so add a scaling factor.

local mouseDelta  = uis:GetMouseDelta()
local speed = 0.5		
RotateForce.AngularVelocity = Vector3.new(0, math.clamp( -mouseDelta.X / dt * speed  , -5, 5)  ,0)

If it’s too fast, making scaling factor small, if it’s too slow making speed a bigger number.

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Hi Im trying to do this for mouse direction and I cant get it working
I cant find what Im doing wrong

		CameraPart.CFrame = CFrame.fromEulerAnglesXYZ(math.clamp( xrot + math.clamp(-mouseDelta.Y /dt *0.0001 ,-10,10)  , math.rad(-70), math.rad(70)) , yrot, zrot)
		
		camera.CFrame = CameraPart.WorldCFrame 

im chagning a parts orientation then making the camera follow that part, its probably something to do with that

Well you are litterally just setting the CFrame of the part directly to mouse delta. There is no smoothing to be done. What is the intended effect?

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