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authormichi_cc <michi_cc@openttd.org>2011-01-04 18:12:28 +0000
committermichi_cc <michi_cc@openttd.org>2011-01-04 18:12:28 +0000
commit868d035b45a10e0a84c2e687bb7229cd4285073d (patch)
tree82b17c5954e71ce60625ac8bc9b5add5c200eab6 /src/train.h
parent6a38f88bd1f62cfa7a5459dfca670d6f09d4c8f1 (diff)
downloadopenttd-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.h5
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;
}
/**