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some Radar and Hud cleanup; fix in Physical
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@ -1504,7 +1504,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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else if(A->GetUp().z > 0.3f)
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adhesion = 0.0f;
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else
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adhesion *= max(5.0f, 0.03f*impulseA + 1.0f);
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adhesion *= min(5.0f, 0.03f*impulseA + 1.0f);
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}
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if(A->ApplyFriction(adhesion, aColPoints[i]))
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