I have a working scene now with ODE. I'm throwing an object and tracing it's steps with particles. When I then launch an other object of exactly the same masses, it follows that path remarkably well. The first few objects follow exactly, then they slowly tend to leave the path. As expected I guess...
And yes, that's all because of the frame rate that is dropping.
So like this it's impossible to get the same result from a calculation as the last time. They will always be slightly different

So what I would need is to have the physics engine do its calculations not in real time, but take as long as it needs for my desired amount of accuracy.
So far I couldn't find a way to do this in ODE, since "ph_fps_max_lock = 60" restricts the engine only for higher frame rates, but not if they drop below the fps_min.
Could this be possible with Newton?
So that I can give it a bunch of variables and only get the update when the whole scene has played out. Or have regular updates, but just not dependent on the frame rate?