when you do
TurnSpeed:-TurnAcceleration * TDelta.GetTime()
do the same for TurnFriction and other movement defining things "constants"
You do it after the > check which is useless as TurnAceleration was already far to large because of the missing delta time correction.
TurnSpeed:-TurnAcceleration * TDelta.GetTime()
do the same for TurnFriction and other movement defining things "constants"
You do it after the > check which is useless as TurnAceleration was already far to large because of the missing delta time correction.