forked from mirror/OpenTTD
(svn r21106) -Change: Tuned realistic acceleration to be a bit more realistic in order to make acceleration "slower", which highlights the differences between vehicle types more.
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19
src/train.h
19
src/train.h
@@ -438,11 +438,12 @@ protected: // These functions should not be called outside acceleration code.
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/**
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* Gets the area used for calculating air drag.
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* @return Area of the engine.
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* @return Area of the engine in m^2.
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*/
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FORCEINLINE byte GetAirDragArea() const
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{
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return 120;
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/* Air drag is higher in tunnels due to the limited cross-section. */
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return (this->track == TRACK_BIT_WORMHOLE && this->vehstatus & VS_HIDDEN) ? 28 : 14;
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}
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/**
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@@ -465,20 +466,24 @@ protected: // These functions should not be called outside acceleration code.
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/**
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* Calculates the current speed of this vehicle.
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* @return Current speed in mph.
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* @return Current speed in km/h-ish.
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*/
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FORCEINLINE uint16 GetCurrentSpeed() const
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{
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return this->cur_speed * 10 / 16;
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return this->cur_speed;
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}
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/**
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* Returns the rolling friction coefficient of this vehicle.
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* @return Rolling friction coefficient in [1e-3].
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* @return Rolling friction coefficient in [1e-4].
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*/
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FORCEINLINE uint32 GetRollingFriction() const
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{
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return 35;
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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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* 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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}
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/**
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@@ -496,7 +501,7 @@ protected: // These functions should not be called outside acceleration code.
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*/
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FORCEINLINE uint32 GetSlopeSteepness() const
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{
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return 20 * _settings_game.vehicle.train_slope_steepness; // 1% slope * slope steepness
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return _settings_game.vehicle.train_slope_steepness;
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}
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/**
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