private float FilterAbs(ISensorModel model, float brake)
        {
            // convert speed to m/s
            float speed = (float)(model.GetSpeed() / 3.6f);
            // when speed lower than min speed for abs do nothing
            if (speed < AbsMinSpeed)
            {
                return brake;
            }

            // compute the speed of wheels in m/s
            float slip = 0.0f;
            for(int i = 0; i < 4; i++)
            {
                slip += (float)(model.GetWheelSpinVelocity()[i] * WheelRadius[i]);
            }
            // slip is the difference between actual speed of car and average speed of wheels
            slip = speed - slip / 4.0f;
            // when slip too high apply ABS
            if (slip > AbsSlip)
            {
                brake = brake - (slip - AbsSlip) / AbsRange;
            }
            if(brake < 0)
            {
                return 0;
            }
            else
            {
                return brake;
            }
        }