It is working, friction lowers velocity by defined amount/percentage. However you accelerate in y axis so velocity increases by amount 'n' even if friction is applied. Try to apply velocity instead of acceleration.
I see your point... However when I use velocity.y or x then I loose the relative thrust feature.
Oh, well! It's starting to look like I will have to do some modest scripting :-(
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How do I adjust a value from a script? For example if I put the following line of code
in the "exicute on every frame", I get an error? I assume I am not using the "dot" referancing correctly.
Thats true... after thinking this again, problem is not really acceleration but leaving it "on" after key event. You could reset relative_acceleration in "key up" or "on every frame" script. This way you apply acceleration (force) while pressing key (and thereby it adds velocity which is then slowed down by friction)
Scripting help shows Sprites->"velocity and physics": velocity_y
To be brief, I did not include my attempt to use that too :-)
i.e lander.velocity_y += 5;
or lander.velocity.y = 5;
Since "relative_acceleration.y" = 50 works for the keyboard instruction, I assumed that the .y should be used for velocity as well. I noticed that the documentation refers to _y in several places.
The old style relative_acceleration.y still works for compatibility with older versions but may be removed one day. It gets translated internally by the compiler into relative_acceleration_y.