 			thrustVector = new Three.Vector3(0, 1, 0).applyQuaternion(rotationQuaternion)
 
 			if @boost
-				thrustVector.multiplyScalar(16 * @mass * dt)
+				thrustVector.multiplyScalar(19 * @mass * dt)
 			else
-				thrustVector.multiplyScalar(5 * @mass * dt)
+				thrustVector.multiplyScalar(3 * @mass * dt)
 
 			if @position.length() > 1000
 				thrustVector.divideScalar(@position.length() - 1000)

			@addAngularForce(force)

			# Attract player y rotation to cannon y rotation
			@addAngularForce(new Three.Euler(0, @cannon.rotation.y / 2, 0, 'YXZ'))
			@cannon.addAngularForce(new Three.Euler(0, -@cannon.rotation.y / 2, 0, 'YXZ'))

			# Update physics.
			super(dt)

		getTransformations: ( ) ->
			transformations = super()
			transformations.cannon = @cannon?.getTransformations()
			transformations.boost = @boost

			return transformations