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 duration == 2*sv_jumpvelocity / sv_gravity
+// in this case: 0.6888888888 (thus either 20 or 21 frames)
// jump height == sv_jumpvelocity^2 / (2*sv_gravity)
-// in this case: 42.25 qu
+// in this case: 42.25
// 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
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