You have surely a old beta because I have change this code part, the lines that you show at 400 and 402 is changed now...
You need to understand this vehicle is a raycast it don't have real tire.
The tire is totally a simulated effect and it is not a real body it don't have any real contact.
It behaving like a air hockey game,
http://images.google.com/images?q=air%2 ... =fr&tab=wiThe torque that you can find in the code is only a simulation to simulate the visual tire rotation mesh, but the tire in self don't rotate at all.
Imagine a vehicle floating like the air hockey puck but the chassis rotation is limited by some magical force, like a joint can do...
In reallity the torque is apply on the tire position like a stabilizator to stabilize the final chassis movement.
In final a force is mix with this toque at the tire position for push the vehicle chassis to make it sliding,floating on air like a real acceleration effect.
All force and torque, velocity, omega, and the joint all is based on the chassis matrix and on the tire suspenssion matrix and on the tire pos.
If you start to change some direction in the code for try to fix your problem, you have real chances to scrap all in final...
The best is to use the default code setup, and at place to change direction in the code change your vehicle mesh collision direction.
You can do this with 3d modeler or use the offsetmatrix, to fix your chassis direction with the default code setup.
When you get it right after it's a lot more simple to rotate and place your vehicle in any direction and position...
by Julio Jerez » Mon Feb 09, 2009 11:45 pm
that's a callback called by the engine. you do not call it yourself
Some callback can come called by yourself exemple with material but it is really rare, and you need to call it in a other callback with the same type.
Or maybe i'm wrong here, I have already do this in old version maybe now it's not possible with new version.
In reallity you only need to assign it on a pointer or with a newton command.
Good luck.