 		# perform this many partial load steps per cube face map
 		# larger means less load stutter, but longer load latency
 		@progressiveLoadSteps = 128.0
+		@loadingHurryFactor = 1.0;
 
 
 	farGenerateCallback: (seed, partial) ->


		# draw the full resolution planets when really close
		@renderNearMeshes(camera, originOffset)

		# load maps that were requested from the cache
		@farMapGen.start()

			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)

