Animation cut short due to drop in framerate...?

Gonna try and explain this the best I can:

Made an animation that causes objects to turn 90º when they collide into a ghost-plane.
When there’s a drop in framerate, however, they don’t rotate a full 90º, and instead go ~70.

To help you better understand the situation, here’s a drawing:

Decided to try it out in 2.67, and it turned a full 90 regardless of the framerate…

Have yet to try it out with any other versions, it seems to work fine in .67, which is strange.

I guess it calculates the action is done, but the last pose is not updated. I never head this situation.

I suggest to let the last frame play a bit longer (e.g. another full frame). E.g. your animation starts at 1 and ends at 5 let it play till 6 (if the animation 5-6 is constant).

Did as you said, and it kinda worked… for a little while.
Increased the length of it +5 frames, it definitely lowered the probability of it failing, but still happens on occasions.

The turn starts at frame 1, ends at 10.
Had the animation go from frame 7-10, being it’s a fast-paced game. Set it at 10 instead, so it only plays one frame. Works now!

Think I’ll leave it at that.
Thanks Montster!