In these type of games you should never need to store a top speed , so in the above examples ...
Const Acceleration# = .03
Const Drag# = .99
.
.
Throttle# = mousedown(1)
.
tformvector 0,0,Acceleration * Throttle ,MyShip, 0
Velocity\x = Velocity\x * Drag + tformedx()
Velocity\y = Velocity\y * Drag + tformedy()
Velcoity\z = Velocity\z *Drag + tformedz()
translateentity MyShip, Velocity\x, Velocity\y, Velocity\z
So the max speed is effectively
Acceleration / ( 1.0 - Drag ) = 3.0
Stevie
Const Acceleration# = .03
Const Drag# = .99
.
.
Throttle# = mousedown(1)
.
tformvector 0,0,Acceleration * Throttle ,MyShip, 0
Velocity\x = Velocity\x * Drag + tformedx()
Velocity\y = Velocity\y * Drag + tformedy()
Velcoity\z = Velocity\z *Drag + tformedz()
translateentity MyShip, Velocity\x, Velocity\y, Velocity\z
So the max speed is effectively
Acceleration / ( 1.0 - Drag ) = 3.0
Stevie