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While your UI is running at a 60 roomspeed (or less even, it doesn't matter) your physics object will be correctly calculated at all time frames. You can even add the correct physics for rifling, stippling and spalling. When there is an estimated collision, you can again use the correct physics calculation to find the time index the collision happens and apply a force at that point, even if a step never happened.
If you really want to just code in the bullet movement in a step event and loop though it 8 times, so they are calculated 8*60 times a second
Ok so, will that make it so that the bullets physics is calculated often?? I don't exactly understand what you are saying. If the step event is based on the room speed then how would I make the bullet's physics calculate more often than 60 times per second if the room speed is 60. You probably already explained that I just don't understand that well.
Vf^2 = Vi^2 + 2 * a * (y-y0)
What are the variables?
I don't think i need this equation to help with this problem. I'm using the speed and gravity variables.