totalMass) { float tractiveForce = powerOutput / v;
totalMass, boolean outOfWater) { float tractiveForce = powerOutput / (outOfWater ? 3 * v : v);
    public float getAcceleration(float effectiveIncline, float v, int	    totalMass) {	float tractiveForce = powerOutput / v;	// at low speeds, acceleration is limited by traction	if (tractiveForce > (float) maxTractiveForce)	    tractiveForce = (float) maxTractiveForce;	// calculate acceleration	// since mass is on the order of 100, and v is of the order of 1, and	// mass is of the order of 1, then power should be in the region of	// 100	return tractiveForce / (float) totalMass -	    effectiveIncline * 0.098f - (v * v) * dragCoefficient / 	    ((float) totalMass) - v * rollingFrictionCoefficient;    }