I'm finding that collisions between kinematic and dynamic objects get "twitchy" when I use a small fixedTimeStep in the stepSimulation function (the value of maxSubSteps doesn't seem to make a difference) - by which I mean that instead of, say, gently pushing a dynamic object along, the kinematic one will cause it to move in a series of jumps; the collision impulse increases as the time step decreases. I've tried setting the "ERP" value to 0 but that doesn't help.
I think that the problem may be due in part to the fact that the kinematic objects' positions are updated only once per frame (i.e. 24 times a second), whereas the simulation is run at a (much) faster rate... updating the kinematic bodies more often does seem to help in some cases (not all), but this is not ideal as it makes things really slow.
Has anyone encountered this before, or does anyone have any suggestions as to how to get round it?
All input is much appreciated

Thanks,
Kate
P.S. I realise that Bullet should really be run with a fixed time step of 1/60, but often we need greater accuracy and stability than that can give...