If you look at the Delta-timing code on my website, you will see that it deals with that occurence.
If FL\SpeedFactor# <= 0 Then FL\SpeedFactor# = 0.00000000001
If FL\SpeedFactor# <= 0 Then FL\SpeedFactor# = 0.00000000001
It has been stated here many times that Blitz3d floats are not accurate! How can you trust a Blitz3d Float value out 11 decimals and then multiplying that by another minute factor which will result in a virtual 0. And we all know that a virtual 0 over 10,000 scans is still 0!
I'm not saying your delta time is bad, but when you start dealing a ton more in physics libraries you will find that delta time is worthless in Blitz3d.
For small projects, simple games, or FPS games (simple fps games), yes perhaps delta time will prove to be efficient 'enough'. But getting more advanced in game play and the what is going on in your enviroments delta time will merely give you movement 'artifacts'.