Actually, many questions in one.

I've downloaded the .blend from this answer, and after playing around with it, it's very easy to notice that the physics simulations results are different with different time scales.

Is this a bug or just the way the simulation works?

If it's how the simulation works, then, the TimeScale is not exactly a precise time scale for the physics simulation, it's just an indication of how many physic steps are calculated for each frame?

Does Bullet Physics uses the semi-fixed time step described in this article? Where floating point precision inlfuences the simulation results each time the simulation is ran.

The documentation says that

a too large value may lead to some physics instabilities

So, is there a way to correct it?

I'm no game engine expert, so, if I sad something wrong, please correct me.

Thanks in advance.



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