Automatic accceleration

I found this script on the Unity Community but i got a problem with it.
When i use the script my character is automaticaly accelerating. So if somebody can try and fix it for me.

// Componants of the flyer
var flyer : GameObject;

// Various control variables. These mostly control realism settings, change as you see fit.
var throttleDelta : float=1;			// This defines how fast the throttle value changes
var accelerateConst: float = 10;
var decelerateConst: float = 0;
var smoothRotation : float = 1.5;
var speedConst : int = 250;
var throttleConst = 30;
var maxSpeed : float = 100;
var liftConst : float;					// Another arbitrary constant, change it as you see fit.
var dragConst : float;				// Note that this is NOT the same as the rigidbody drag...
var gravityConst = 9.8;				// An arbitrary gravity constant, there is no particular reason it has to be 9.8...


// Rotation Variables, these change how your plane turns.
var lockedConst : boolean;		// If this is checked, it locks pitch roll and yaw const to the var rotationConst.
var rotationConst : int = 100;
var pitchConst = 80;
var rollConst = 80;
var yawConst = 80;
var pitchDelta : float = 1.05;
var rollDelta : float = 1.05;
var yawDelta : float = 1.05;


// Private variables that dont need to clutter the inspector panel.
private var trueSmooth : float;
private var truePitch : float;
private var trueRoll : float;
private var trueYaw : float;

// Airplane Aerodynamics - don't alter these... Anything that is preceded by "true" is directly plugged into a movement or rotation line.
private var thrust : float;
private var trueLift : float;
private var trueThrust : float;
private var trueDrag : float;
private var trueGrav : float;



// Let the games begin!
function Start ()
{
	flyer.rigidbody.drag = 1;
	if (lockedConst == true)
		{
		pitchConst = rotationConst;
		rollConst = rotationConst;
		yawConst = rotationConst;
		Screen.showCursor = false;
		}
}

function Update () 
{
	// * * This section of code handles the plane's rotation.
	var pitch = -Input.GetAxis ("Pitch") * pitchConst;
	var roll = Input.GetAxis ("Roll") * rollConst;
	var yaw = -Input.GetAxis ("Yaw") * yawConst;

	pitch *= pitchDelta * Time.deltaTime;
	roll *= -rollDelta * Time.deltaTime;
	yaw *= yawDelta * Time.deltaTime;
	
	// Smothing Rotations...
	trueSmooth = Mathf.Lerp (trueSmooth, smoothRotation, 5* Time.deltaTime);
	truePitch = Mathf.Lerp (truePitch, pitch, trueSmooth * Time.deltaTime);
	trueRoll = Mathf.Lerp (trueRoll, roll, trueSmooth * Time.deltaTime);
	trueYaw = Mathf.Lerp (trueYaw, yaw, trueSmooth * Time.deltaTime);


	// * * This next block handles the thrust and drag.
	// This block sets the value of the joystick throttle ( float value between 0 and 1)
	var throttle = (-(Input.GetAxis ("Vertical"))+1)/2 * throttleConst;
	throttle *= throttleDelta * Time.deltaTime;
	if ( throttle >= trueThrust)
	{
		trueThrust = Mathf.SmoothStep (trueThrust, throttle, accelerateConst * Time.deltaTime);
	}
	if (throttle < trueThrust)
	{
		trueThrust = Mathf.Lerp (trueThrust, throttle, decelerateConst * Time.deltaTime);
	}	

	// This is a airbrake, this increases drag, lowering your speed
	if (Input.GetButtonDown ("Airbrake"))
	{
		// Do such
	}
	
	// * * Now we are applying lift and gravity to airplane.
	
}	// End function Update( );


// Now we apply what we calculated...	
function FixedUpdate () 
{
	// Seperated addRelativeForce so we have better controll over when we want them to run.
	if (trueThrust <= maxSpeed)
	{
		// Horizontal Force
		flyer.rigidbody.AddRelativeForce (0,0,trueThrust*speedConst);
		//transform.Translate (0,0,trueThrust);
	}
	
	flyer.rigidbody.AddRelativeForce (0,trueLift,0);
	transform.Rotate (truePitch,-trueYaw,trueRoll);
}// End function FixedUpdateUpdate( );

Tnx for the help.

bump

Can sombody please help me with this??

Best thing you can do is read over the code, learn how it works, then use what you learned to write what you need. O_o

But…

if (trueThrust <= maxSpeed)
	{
		// Horizontal Force
		flyer.rigidbody.AddRelativeForce (0,0,trueThrust*speedConst);
		//transform.Translate (0,0,trueThrust);
	}
	
	flyer.rigidbody.AddRelativeForce (0,trueLift,0);

These are the only lines that cause movement…so it’s somewhere down there. ;o

I already fixed the movement. Now im trying to create the airbrakes. :wink: