They can’t be both simultaneously with the physics behavior. Since events run top down it will have framerate independent set.
Unfortunately you can’t do what you’re after with the physics behavior. With a fixed step the simulation will be consistent yet the speed will vary with the frame rate, and the other setting makes the speed appear the same yet the simulation won’t be consistent.
The underlying issue is in construct the events and behaviors run at the same rate as the screen refresh rate. We cannot limit the fps in construct either.
A possible solution is to run the physics simulation at one rate, and interpolate the positions so it can be displayed at the screen refresh rate. It’s easier said than done though. You couldn’t utilize the physics behavior to do that, instead you’d need to use a physics library via JavaScript or roll your own physics with events. That is mainly so you can control when the physics is updated.
The interpolation part will require you to have x,y,angle for the current frame and the next one for each object.
Overall that’s all fairly low level. Construct isn’t currently designed to make something like that easy. General thought is to just use frame rate independent mode and just tolerate inconsistencies in the simulation. If you need more accurate simulation you’d need to do something else more complex unfortunately.