feedback is never reset to zero before the iteration loop.
In fact it is not even intialised before first use.
Is this intended?
Leo
Code:
void CARDYNAMICS::updateAction(btCollisionWorld * collisionWorld, btScalar dt)
{
...
int repeats = 10;
btScalar dt_internal = dt / repeats;
for (int i = 0; i < repeats; ++i)
{
Tick(dt_internal, force, torque);
feedback += 0.5 * (tire[FRONT_LEFT].GetFeedback() + tire[FRONT_RIGHT].GetFeedback());
}
feedback /= (repeats + 1);
...
}