Changeset - r16966:66f5058d69bb
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master
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michi_cc - 14 years ago 2011-01-04 18:12:28
michi_cc@openttd.org
(svn r21712) -Change: Tune 'realistic' acceleration even more to make more trains reach their top speed.
2 files changed with 5 insertions and 5 deletions:
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src/ground_vehicle.cpp
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@@ -127,7 +127,7 @@ int GroundVehicle<T, Type>::GetAccelerat
 
	}
 
	/* Air drag; the air drag coefficient is in an arbitrary NewGRF-unit,
 
	 * so we need some magic conversion factor. */
 
	resistance += (area * this->gcache.cached_air_drag * speed * speed) / 500;
 
	resistance += (area * this->gcache.cached_air_drag * speed * speed) / 1000;
 

	
 
	resistance += this->GetSlopeResistance();
 

	
 
@@ -151,7 +151,8 @@ int GroundVehicle<T, Type>::GetAccelerat
 
	}
 

	
 
	if (mode == AS_ACCEL) {
 
		return (force - resistance) / (mass * 2);
 
		/* Divide by 4 to compensate for the wacky game scale. */
 
		return (force - resistance) / (mass * 4);
 
	} else {
 
		return min(-force - resistance, -10000) / mass;
 
	}
src/train.h
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@@ -462,11 +462,10 @@ protected: // These functions should not
 
	 */
 
	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;
 
	}
 

	
 
	/**
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