Originally posted by musicmonkey
No,I mean that the forces in places are higher than when the program is running well. For example, i get yellow g forces instead of the normal green that i get most of the time, with no change to that area of the track.
NL uses some sort of differencing scheme to calculate the forces, as all simulations do. If the fps is low, the simulator may choose to increase the "time step" in the physics simulation. If that is the case, the innaccuracies can increase by a power related to the time step difference.
For example. If the simulator is poop and uses the euler method, it will calculate the gradient at one point, extrapolate to the next time step, calculate the gradient there, and so on. The bigger the time step, the larger the error. However, the smaller the time step, the greater the processing overhead. See this graph for an example.
Put simply, the simulator is attempting to divert computer resources to the graphics, and it is felt in the physics engine.