Pfaber1,
You're approaching this whole speed thing the wrong way. Your framerate really only begins to matter when you get below 60 fps, because this is around the limit that the human eye can perceive (although there is a case to be made for higher, but this is highly debatable). Anything in your games that move/animate should do so based on actual elapsed time, not based on the FPS. Run these 2 snippets. Which one is faster?
SetSyncRate( 60, 1 )
obj = CreateObjectCone(10,10,16)
RotateObjectGlobalX(obj,90)
FixObjectPivot(obj)
do
time# = timer() - time#
RotateObjectGlobalY(obj,360.0 * time#)
print("seconds elapsed: " + str(GetMilliseconds() / 1000))
print("y angle: " + str(GetObjectAngleY(obj),0))
print("FPS: " + str(ScreenFPS(),0))
time# = timer()
sync()
loop
SetSyncRate( 600, 1 )
obj = CreateObjectCone(10,10,16)
RotateObjectGlobalX(obj,90)
FixObjectPivot(obj)
do
time# = timer() - time#
RotateObjectGlobalY(obj,360.0 * time#)
print("seconds elapsed: " + str(GetMilliseconds() / 1000))
print("y angle: " + str(GetObjectAngleY(obj),0))
print("FPS: " + str(ScreenFPS(),0))
time# = timer()
sync()
loop
Note that the only difference between the 2 snippets is the first line, setting the FPS. While the 2nd one is running at 10 times the frame rate, the object still spins at a rate of 360 degrees per second.
edit: I should note that this is just a rough example and isn't really the most accurate way to do timer based movement. I really do recommend you look into some of the numerous threads here talking about the subject in more detail.