 
 		# draw the full resolution planets when really close
 		@renderNearMeshes(camera, originOffset)
+
+		# configure loading speed based on proximity to planet
+		nearestPlanetDist = @getDistanceToClosestPlanet()
+		@_oldHurry = @loadingHurryFactor
+		if nearestPlanetDist < 1.0 then @loadingHurryFactor = 8.0
+		else if nearestPlanetDist < 2.5 then @loadingHurryFactor = 4.0
+		else if nearestPlanetDist < 5.0 then @loadingHurryFactor = 2.0
+		else @loadingHurryFactor = 1.0
 
 		# load maps that were requested from the cache
 		@farMapGen.start()

		# perform this many partial load steps per cube face map
		# larger means less load stutter, but longer load latency
		@progressiveLoadSteps = 128.0


	farGenerateCallback: (seed, partial) ->

			face = partial.face

		if progress < 1.0-0.0000001
			progressPlusOne = progress + (2.0 / @progressiveLoadSteps) * @loadingHurryFactor
			if progressPlusOne > 1.0 then progressPlusOne = 1.0
			@nearMapGen.generateSubMap(maps, seed, face, progress, progressPlusOne)
		else
			progressPlusOne = progress + 16 * (2.0 / @progressiveLoadSteps) * @loadingHurryFactor
			if progressPlusOne > 2.0 then progressPlusOne = 2.0
			@nearMapGen.generateSubFinalMap(maps, seed, face, progress-1.0, progressPlusOne-1.0)

