How do joint Forces change with different Time and Physics Manager settings.

How Does adjusting Edit-> Project Settings->Physics->Default Solver Iterations or Edit-> Project Settings->Physics->FixedTimeStep affect joint forces?

When I change them the joint forces behave differently.

For example on one project everything seems more stable if I lower the FixedTimeStep and raise the DefaultSolverIteration, but the same project on WebGL the joints seem to fly apart.

Are there different acceptable value ranges on WebGL vs IOS vs Standalone for these parameters?

I think unity documentation is pretty straightforward. If are not sure just test with different settings and see what works for you.

Solver Iteration Count

The default solver iteration count
permitted for any rigid bodies
(default 7). Must be positive.

The solverIterationCount determines
how accurately joints and contacts are
resolved. If you are having trouble
with connected bodies oscillating and
behaving erratically setting a higher
solver iteration count may improve
their stability (but is slower).
Usually a value of 7 works very well
for almost all situations.

Fixed timestep

A framerate-independent interval that dictates when physics calculations and FixedUpdate() events are performed.