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seen Jul 18 at 7:50

comment Frame-rate independent friction on movement in 2d game
I see. Then it's going to be hard to apply the answer I gave you if you have 2 framerates that can be in any ratio. You will always get different results when running at variable timesteps and non-constant forces. My advice is to run physics with a fixed time step on all machines, e.g. 16 ms for an average FPS of 60 and just ignore if they appear slowing down when the frame rate drops. Other options include doing a number of fixed timesteps per frame and then adapt this number and sync it with other machines - should be easier working with integers. Or work only with constant forces :)