 			
 			var i:int, playerSegment:RTSegment = findSegment(_position + _playerZ);
 			
-			_speedPercent = _speed / _maxSpeed;
+			_playerSpeedPercent = _playerSpeed / _maxSpeed;
 			_startPosition = _position;
-			_position = increase(_position, _dt * _speed, _trackLength);
+			_position = increase(_position, _dt * _playerSpeed, _trackLength);
 			
 			updateCars(playerSegment, _playerWidth);
 			

			_startPosition = 0;
			_position = 0;
			_prevPosition = -1;
			_speed = 0;
			_widthHalf = _width * 0.5;
			_heightHalf = _height * 0.5;
			_bgScrollOffset = 0.0;

		private var _startPosition:Number;
		private var _position:Number;			// current camera Z position (add playerZ to get player's absolute Z position)
		private var _prevPosition:Number;
		private var _playerSpeed:Number;				// current speed
		private var _playerSpeedPercent:Number;
		private var _playerSpeedCollision:Number;
		
		private var _progress:int;
		private var _progressTotal:int;
