No, that’s the issue, I’m trying to find a solid fix to this FPS issue
What is the speed and iterations?
Character minimum blablkablabala
iterations is 8
speed is 4
characteraaaaaa
Try using the tick variable and check it for 60 fps.
This locks it to 60 fps,
Change “fps” to any given fps
Ex:
local fps = 60
local fpsDelay = 1/fps
local fpsTick = tick()
RunService.RenderStepped:Connect(function(dt)
if tick() >= fpsTick+fpsDelay then
fpsTick = tick()
--Run recoil code
end
--Other stuff
end)
you could try math.clamp to limit the max values that can be used for the recoil
I dont understand, what if someone has an fps higher than 60?
Where would i implement that though?
It’s locked to 60 fps no matter what.
that’s assuming the physics step is called 60 times a second wich could not always be the case
check what values are being exponentially increased when you go over 60 fps and clamp them, that should prevent it from going above and below the value u have set, like a upper and lower limit for the returned value
There is an app called RobloxFPSunlocker and it does unlock
This does not compensate for time errors so it’s not very accurate either.
Hmm, that could work, let me give it a try
This should give me a fix? It’s a long video though.
just use RunService.HeartBeat instead of RunService.RenderStepped
What difference will it make? I already tried it but it doesn’t seem to work
Actually, after messing around, it does seem to work, but there’s another issue, hopefully a smaller one.
It’s just when i set the viewmodels cframe to the cameras cframe, it kinda glitches and creates this weird effect,
Have any idea on how to fix it?
which Weird Effect, could you send a video of that please so i could understand the problem?
It’s been solved anyway, managed to work it out somehow.