Will PhysicsTickListener work, if Bullet steps faster than the game?

I’d like to interact with Bullet via forces. I need them to be applied exactly at the correct ticks, without dropping some actualisations, or applying them one tick later (in order to remain some kind of determinism). Even if Bullet might step faster than my application. Will the implementation of PhysicsTickListener with its two Methods do the job in this case, or do I need to run the implementation in its own thread with a higher loop-frequency?

Yes, the tick methods are executed when bullet is updating. Through the maxSubSteps bullet will even update at a higher frequency when the actual update method is called at a lower one.