Ah, now I see the confusion. Yes NDB_BodyAddForceGlobal will scale the force to the mass of the object if the vector W component is equal to 1.00. There should be documentation on that behavior, I'll have to look into adding it.
Do you set your vector W component when calling NDB_SetVector or do you take the default (which is 1.00) ?
It's the difference between calling it like this
NDB_SetVector [vec_num], x, y, z
and this
NDB_SetVector [vec_num], x, y, z, w
Try it the second way, making sure W does not equal 1.00 and see if it makes a difference. It should, based on the code in the wrapper.

A 3D marble platformer using Newton physics.