I tried syncing it up with 120 fps instead, since it will be easier to compare to 60 and 30 fps.
DesiredFrameTime is now at 0.08334,. which means that mult# is at 1. When I then set it to 60 fps, the frametime sets to 0.016667 and mult# is being set to 2.
I'm applying the current position of the player's current position + or - a set speed which is set differently so I can have momentum and stuff. Everything is set with floats
I think there's something else weird with my code, so I'll have to look more into it. Thanks for the help anyway!
So, after just testing around, it seems to be something with how I calculate my gravity... How I do it now is that I have a vsp (vertical speed) value that controls how much Y is going to be changed. When you jump, it's being set to a set value and decreased by a set value all the time. The jump value and gravity is affected by the mult# value. Should I do this differently?