This is an issue I've had since the beginning of Mortar Melon dev that I've tried to work around.
The below image shows the resulting VelocityX after applying a VelocityX of 1900 in a trigger. This works as expected on a higher framerate, but on the lower framerate it caps at just over 1000. This also occurs when applying an impulse or force on a trigger.
If I then go and increase 1900 to a much larger number, the cap on velocity stays the same when running at a lower framerate, whilst the higher framerate behaves as expected.
I previously attributed slight variations in physics forces to being framerate independent and the waverings of delta time. However with a capped velocity I can't see a way to work around this.
Any thoughts would be much appreciated. @Ashley?