Every time I think I understand when to use delta I realise I don't. I understand delta to be the time between frames, and we multiply by it to keep things consistent between different frame rates/refresh rates. This is a function called inside _physics_process. The commented out line is what the tutorial did, above that is what I changed it to. Which is right? lol
func apply_x_force(delta, c_point):
var dir = global_basis.x
var state := PhysicsServer3D.body_get_direct_state( car.get_rid() )
var tire_world_vel := state.get_velocity_at_local_position( global_position - car.global_position )
var lateral_vel = dir.dot(tire_world_vel)
target_grip = base_grip
var desired_vel_change = -lateral_vel * target_grip
var x_force = dir * desired_vel_change * delta
# var x_force = dir * desired_vel_change / delta
var force_position = Vector3(c_point.x - car.global_position.x, c_point.y - car.global_position.y + 0.2, c_point.z - car.global_position.z)
car.apply_force(x_force, force_position)```