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Up Topic Some "issues" with the steering

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In Response to Armin
@digging: Ack. And that's easy to change unlike the constant hangling which would need a less intense animation, if wanted. (http://bugs.openclonk.org/view.php?id=1426).

@the discussion: http://bugs.openclonk.org/view.php?id=1312
Trains in CP/CE/CR were good examples showing a lack of braking+acceleration effects since it was always so noticeable aprupt when the train started or stopped rolling. The braking effects from things that got fired away with a cannon or explosion are very cool, too. But the braking in all normal movements (speed<=20) of the controlled Clonk are forcing you to take less risks when moving though really hard landscapes you find e.g. in some heavily violated acid or Stimmelinsel scenarios. In OC, you will know that a point is easy to reach with a jump but you don't take the risk because you have to compensate the braking before landing after a jump. When landing on very tiny flying materials (2x2 pixels), it's best to have zero horizontal speed... And it is harder & more math to position an AI Clonk to a certain position, which means that the whole pathfinding is even less accurate.

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