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author | michi_cc <michi_cc@openttd.org> | 2011-01-04 18:12:28 +0000 |
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committer | michi_cc <michi_cc@openttd.org> | 2011-01-04 18:12:28 +0000 |
commit | 868d035b45a10e0a84c2e687bb7229cd4285073d (patch) | |
tree | 82b17c5954e71ce60625ac8bc9b5add5c200eab6 /src/train.h | |
parent | 6a38f88bd1f62cfa7a5459dfca670d6f09d4c8f1 (diff) | |
download | openttd-868d035b45a10e0a84c2e687bb7229cd4285073d.tar.xz |
(svn r21712) -Change: Tune 'realistic' acceleration even more to make more trains reach their top speed.
Diffstat (limited to 'src/train.h')
-rw-r--r-- | src/train.h | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/src/train.h b/src/train.h index 4cc9ea7a2..1b472d4c4 100644 --- a/src/train.h +++ b/src/train.h @@ -462,11 +462,10 @@ protected: // These functions should not be called outside acceleration code. */ FORCEINLINE uint32 GetRollingFriction() const { - /* Rolling friction for steel on steel is between 0.1% and 0.2%, - * but we use a higher value here to get better game-play results. + /* Rolling friction for steel on steel is between 0.1% and 0.2%. * The friction coefficient increases with speed in a way that * it doubles at 512 km/h, triples at 1024 km/h and so on. */ - return 30 * (512 + this->GetCurrentSpeed()) / 512; + return 15 * (512 + this->GetCurrentSpeed()) / 512; } /** |