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(svn r21712) -Change: Tune 'realistic' acceleration even more to make more trains reach their top speed.
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@ -127,7 +127,7 @@ int GroundVehicle<T, Type>::GetAcceleration() const
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}
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/* Air drag; the air drag coefficient is in an arbitrary NewGRF-unit,
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* so we need some magic conversion factor. */
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resistance += (area * this->gcache.cached_air_drag * speed * speed) / 500;
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resistance += (area * this->gcache.cached_air_drag * speed * speed) / 1000;
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resistance += this->GetSlopeResistance();
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@ -151,7 +151,8 @@ int GroundVehicle<T, Type>::GetAcceleration() const
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}
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if (mode == AS_ACCEL) {
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return (force - resistance) / (mass * 2);
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/* Divide by 4 to compensate for the wacky game scale. */
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return (force - resistance) / (mass * 4);
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} else {
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return min(-force - resistance, -10000) / mass;
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}
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@ -462,11 +462,10 @@ protected: // These functions should not be called outside acceleration code.
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*/
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FORCEINLINE uint32 GetRollingFriction() const
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{
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/* Rolling friction for steel on steel is between 0.1% and 0.2%,
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* but we use a higher value here to get better game-play results.
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/* Rolling friction for steel on steel is between 0.1% and 0.2%.
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* The friction coefficient increases with speed in a way that
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* it doubles at 512 km/h, triples at 1024 km/h and so on. */
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return 30 * (512 + this->GetCurrentSpeed()) / 512;
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return 15 * (512 + this->GetCurrentSpeed()) / 512;
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}
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/**
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