Running at a set frequency will suffer the same problem because of the same hardware flaw, this is nothing at all to do with techniques and totally related to hardware discrepancies and whether you use a delta or not it is fixed using the same method, network syncronisation.
Oscillation within a delta, agreed. I recall tackling it on a project once (calculating the up and down time within a delta) but I have no recollection of the product that code resulted in, I may have gone to fixed rate.
Some calculations are either done outside of the delta, or more likely executed a factor of <delta> times per sync.
I do get it, but like I said when you drill it down to maths: additions and subtractions are no problem to a delta but multiplication, division and most other operators are. Solution - simply the maths where possible, deploy techniques which allow you to delta via a combination of tabled results.
I am getting to thinking that you guys are understanding physics only at the level of where something is in the now considering where something used to be the last time the maths where run.
You do realise that time is a dimension too right?
One other point, I think the original discussion (circa 2006) may have been in general gaming terms and not specifically vehicle phsyics, but I can't be arsed to read back now. Vehicle physics is not something I have spent a great deal of time on.
No that's shoddy programming and nothing at all to do with how often your physics execute. For instance LFS runs at a constant 100fps and it used to have diabolical crashes with barriers, now they are improved yet the physics runs at the same speed. Ergo, that wasn't the issue ;P
An entirely subjective standpoint, iRacing is popular and it's physics are imperfect (I didn't code it afterall *snicker*). LFS is less popular and it's physics are also imperfect. *shrug* I don't know what you are trying to say, there are games where the physics are real? I don't think so.
All I have said is that if I was to tackle a modern driving game I think I would still use a delta [for more of the code than what most others would].
I reject wholeheartedly the notion that an entire system needs to be coded at a fixed rate, ESPECIALLY those aspects which are not syncronisation dependant.
What I do not reject is that there are difficulties in using a delta, that it is complex to code when parts of an algorythm needs to run more frequently than other parts - but if the result does not impact the sum, or if the result impacts the sum in the form of an addition or subtraction, then a delta can be used.