So first of all, you want to make your entity move with actually metres (in quants that is) per real time second. The real time second is just a simple calculation via this line:
Code:
time_step / 16;
I would advice you to use time_smooth. If time_step changes suddenly, the speed becomes inaccurate during the next frame, adding to the noticeable jerk. This can be prevented by the time_smooth variable.
Code:
(constant_speed * (metres_in_quants * (time_step / 16)));
I guess this should do the trick. It's a simple theory but you could improve it using physics I guess. This exemple is in figure speech a 'poor man's physics' example

Cheers
Frazzle