Here’s a few ideas:
Speed up
Speed = speed + acceleration*dt
Slow down
Speed = speed - deceleration*dt
Also speed*0.5 is the same as lerp(speed, 0, 0.5)
So supposedly the way to make that use dt is lerp(speed, 0, 1-0.5*dt) but you’d probably have to tweak the 0.5 value.
So you’d utilize that idea whenever you’re using a scaled value of speed.
That should mostly make things consistent. It will still vary a bit at different frame rates though. Sometimes you can throw more math at it in some cases to improve it. Easiest way to make completely deterministic physics is to run at a fixed frame rate but construct doesn’t provide a way to do that.