g_mod_physics Xonotic
// current Xonotic physics
-sv_gravity 800
+sv_gravity 700
sv_maxspeed 360
sv_maxairspeed 360
sv_stopspeed 100
sv_accelerate 15
sv_airaccelerate 2
-sv_friction 8
+sv_friction 6
edgefriction 1
-sv_stepheight 26
+sv_stepheight 31
// Q1: 16+2
// Nex: 32+2
-// we try: 24+2
+// Xon 0.7: 24+2
+// Samual: 31 (just below 32, keeping things smooth without allowing 32qu steps)
-// actually, what we want is 266.6666 for 180bpm
-// but 260 takes same amount of frames and is nicer to mappers
// jump height == sv_jumpvelocity^2 / (2*sv_gravity)
-// in this case: 42.25 qu
+// in this case: 42.87 qu
// player: 24+45 qu
-// total: 111.25qu
+// total: 111.87qu
// this is smaller than 112 qu, so a 112 qu high corridor (7 of 8 grid units in
// the 16 grid, and the 8th unit used for wall/floor) just lets a player jump!
-sv_jumpvelocity 260
+sv_jumpvelocity 245
sv_wateraccelerate -1
sv_waterfriction -1
sv_airaccel_sideways_friction 0
sv_airaccel_qw_stretchfactor 2
sv_airstopaccelerate 3
-sv_airstrafeaccelerate 24
+sv_airstrafeaccelerate 18
sv_maxairstrafespeed 100
sv_airstrafeaccel_qw -0.95
-sv_aircontrol 125
-sv_aircontrol_penalty 180
+sv_aircontrol 100
+sv_aircontrol_penalty 0
sv_aircontrol_power 2
-sv_airspeedlimit_nonqw 800
+sv_airspeedlimit_nonqw 900
sv_warsowbunny_turnaccel 0
sv_warsowbunny_accel 0.1593
sv_warsowbunny_topspeed 925
--- /dev/null
+g_mod_physics Xonotic
+// current Xonotic physics
+
+sv_gravity 800
+sv_maxspeed 360
+sv_maxairspeed 360
+
+sv_stopspeed 100
+sv_accelerate 15
+sv_airaccelerate 2
+sv_friction 8
+edgefriction 1
+sv_stepheight 26
+// Q1: 16+2
+// Nex: 32+2
+// we try: 24+2
+
+// actually, what we want is 266.6666 for 180bpm
+// but 260 takes same amount of frames and is nicer to mappers
+// jump height == sv_jumpvelocity^2 / (2*sv_gravity)
+// in this case: 42.25 qu
+// player: 24+45 qu
+// total: 111.25qu
+// this is smaller than 112 qu, so a 112 qu high corridor (7 of 8 grid units in
+// the 16 grid, and the 8th unit used for wall/floor) just lets a player jump!
+sv_jumpvelocity 260
+sv_wateraccelerate -1
+sv_waterfriction -1
+sv_airaccel_sideways_friction 0
+sv_airaccel_qw -0.8
+sv_airaccel_qw_stretchfactor 2
+
+sv_airstopaccelerate 3
+sv_airstrafeaccelerate 24
+sv_maxairstrafespeed 100
+sv_airstrafeaccel_qw -0.95
+sv_aircontrol 125
+sv_aircontrol_penalty 180
+sv_aircontrol_power 2
+sv_airspeedlimit_nonqw 800
+sv_warsowbunny_turnaccel 0
+sv_warsowbunny_accel 0.1593
+sv_warsowbunny_topspeed 925
+sv_warsowbunny_backtosideratio 0.8
+sv_friction_on_land 0
+sv_doublejump 0
+sv_jumpspeedcap_min ""
+sv_jumpspeedcap_max ""
+sv_jumpspeedcap_max_disable_on_ramps 1
+g_teleport_maxspeed 0
+++ /dev/null
-g_mod_physics Xonotic
-// current Xonotic physics
-
-sv_gravity 700
-sv_maxspeed 360
-sv_maxairspeed 360
-
-sv_stopspeed 100
-sv_accelerate 15
-sv_airaccelerate 2
-sv_friction 6
-edgefriction 1
-sv_stepheight 31
-// Q1: 16+2
-// Nex: 32+2
-// Xon 0.7: 24+2
-// Samual: 31 (just below 32, keeping things smooth without allowing 32qu steps)
-
-// jump height == sv_jumpvelocity^2 / (2*sv_gravity)
-// in this case: 42.87 qu
-// player: 24+45 qu
-// total: 111.87qu
-// this is smaller than 112 qu, so a 112 qu high corridor (7 of 8 grid units in
-// the 16 grid, and the 8th unit used for wall/floor) just lets a player jump!
-sv_jumpvelocity 245
-sv_wateraccelerate -1
-sv_waterfriction -1
-sv_airaccel_sideways_friction 0
-sv_airaccel_qw -0.8
-sv_airaccel_qw_stretchfactor 2
-
-sv_airstopaccelerate 3
-sv_airstrafeaccelerate 18
-sv_maxairstrafespeed 100
-sv_airstrafeaccel_qw -0.95
-sv_aircontrol 100
-sv_aircontrol_penalty 0
-sv_aircontrol_power 2
-sv_airspeedlimit_nonqw 900
-sv_warsowbunny_turnaccel 0
-sv_warsowbunny_accel 0.1593
-sv_warsowbunny_topspeed 925
-sv_warsowbunny_backtosideratio 0.8
-sv_friction_on_land 0
-sv_doublejump 0
-sv_jumpspeedcap_min ""
-sv_jumpspeedcap_max ""
-sv_jumpspeedcap_max_disable_on_ramps 1
-g_teleport_maxspeed 0