Non-Performance Heavy Physics?

For a dogfighting ai, I’ve been using steering / arrival forces to simulate realistic flight paths. However, doing these calculations very fast is performant heavy and will likely tank other processes. What options do I have to reduce server stress?

I’m using LinearVelocities to move my predator (seek).

Make use of different actors and parallel lua to even things out on different threads.

That’s what I was planning to originally do, however wouldn’t it still tank overall performance?

don’t run physics at the framerate but at some update interval and use linear interpolation between those physics updates