Of course Orange, and no I am not looking to get uber frame rates or something

lol
My players are linked to physics objects that roll around, if the FPS is running at say...120 in a window, the models all move around fine and dandy, falling when they are in the air at the correct rate.
Switch to fullscreen and the FPS drops down to 69 and movement acts very differently, so this would mean limiting the frame rate to 70 for all systems, which would be fine, if the physics balls fell at the same rate.
Maybe this is a simple case of a little knowledge being a dangerous thing. But for me I need 13 balls to move around in my game area, with their 2000tri models attached (note LOD4 is more like 600tris), without inconsistant movement. How could I code network / multiplay code around it?
As I understand it, if you have a model moved from point A-B using c_move and you had a FPS dropout, the model would still arrive at the destination at the correct time, although the movement between A-B may not be very smooth.
This seems the reverse when using physics as the movement system as the objects dont arrive at point B on time, instead they slow down and jerk about sometimes taking much, much longer in real time to arrive at the location.
I have set FPS max to 40, min to 24, fps lock on, as well as setting the ph_fps_max to different figures, currently set at 10 i think, with ph_fps_lock also set to on.
If the FPS drops to the low 20's movement is still inconsistant :S. Presuming I have not set something wrong in my FPS stuff...
I am hoping I am being a complete idiot and have missed something silly, we are close to our deadline for proof-of-concept and the last thing I want to do is have to start all over again with some engine i don't know....
Thank you all for being so understanding and patient with me
