 
       tick = @race.currentTick
       @physics.initThrottleAndAccelerationRatio dataPoint(tick - 2), dataPoint(tick - 1)
-      winston.verbose @physics.throttleAndAccelerationRatio
+      winston.verbose "#{@logPrefix()};throttleAndAccelerationRatio:", @physics.throttleAndAccelerationRatio
 
     initMaxSlipFactor: ->
       return if @maxSlipInitialized or @race.getCarAngle(@color) is 0


    adjustVelocity: ->
      if @race.straightToFinish @color
        @targetVelocity = 50
        @adjustThrottle()
        return

      straightDistance = @race.straightDistanceAhead(@color)
      bendedPieceIndex = @race.nextBendedPieceIndex(@color)
      radius = @race.getRadiusOnLane bendedPieceIndex, @race.getCarLane(@color)
      @targetVelocity = @maxVelocityForRadius radius
      @adjustThrottle straightDistance

    maxVelocityForRadius: (radius) ->
      # v^2 / r = 0.39

      Math.sqrt(@factorMaxSlip * radius)


    adjustThrottle: (distance = 0) ->
      velocity = @race.getVelocity @color
      @setThrottle @physics.optimalThrottleForVelocityInDistance @targetVelocity, distance, velocity


#    predictAngleSpeedChange: ->
#      return 0 unless @angleParams?

      b = v / r * 180 / Math.PI
      bslip = b - a
      vslip = r * b * Math.PI / 180
      @factorMaxSlip = 0.97 * vslip * vslip / r
      winston.warn @logPrefix()  + ";initMaxSlipFactor;a:#{a}, v:#{v}, r:#{r}, b:#{b}, bs:#{bslip}, vs:#{vslip}, fac:#{@factorMaxSlip}"
      @maxSlipInitialized = yes

    setThrottle: (throttle) ->
