 				if (_isAccelerating)
 				{
 					_idleAfterCollision = false;
-					_isStoppedAfterCollision = false;
 					_playerSpeed = accel(_playerSpeed, _acceleration);
 				}
 				else if (_isBraking)

		}
		
		
		public function get playerFPS():int
		{
			return _playerFPS;

					 * player is actually off-road! */
					if (e.type == RTObjectTypes.OFFROAD && (_playerX < -1 || _playerX > 1))
					{
						_isStoppedByCollision = true;
						_playerSpeed = _maxSpeed / 5;
						/* Stop in front of sprite (at front of segment). */
						_position = increase(segment.point1.world.z, -_playerZ, _trackLength);
