From pixels/tick to pixels/seconds should be pixels/tick * fps.
If you move something at 5 pixels per tick at a 60 fps, you move it 300 pixels in 1 second.
If you move something at 5 pixels per tick at a 30 fps, you move it 150 pixels in 1 second.
But, that illustrates the problem, of course. It should move the same amount of pixels in a second, whatever the FPS.
So it is pixels/tick * fps * correction.
Now we really can talk about pixels/seconds, because unit/second also says that it is fps in-depended.
This correction = (1 /fps) * 60.
Or 'pixels/second' = ( 'pixels/tick' /fps) * 60 .... and .... 'pixels/tick' = 'pixel/second' * (60 / fps)
Now .. 60/fps = dt (mathematical). So also 'pixels/tick' = 'pixel/second' * dt
But dt is in reality caged. Once below 30 fps/sec, dt will not go any higher. You can set this minimal fps with a system action.
I rather advice you to use dt, above 60/fps. Because once 60/fps gets to high, the system just cant detect collisions and that kind of stuff anymore, because the time taken by 1 tick is just to big. Objects will move to much between ticks.