The Bus DevLog 1 – New Compressed Air System
[h2]Introduction[/h2][p]Welcome to DevLog 1. In this entry, we are looking at a system that runs in the background but is very important for how The Bus feels to drive: the compressed air system of the buses.[/p][p]Over the past weeks, we have developed a new, custom pneumatic system that replaces the previous simplified calculations and is intended to bring the simulation much closer to reality.[/p][p]As always, everything shown here is still in development and may change before release.[/p][p][/p][p]
[/p][p][/p][h2]New compressed air system[/h2][p]Recently, we have been working on a new, custom pneumatic system that handles the compressed air calculations for the buses. Until now, these calculations in the game were rather rough and heavily simplified. With the new system, we now simulate an actual mass flow of air through pipes and individual components.[/p][p]Air flow is calculated more accurately using different physical formulas for various flow regimes, including laminar flow, subcritical turbulent flow, and supercritical turbulent flow. The system is fully modular: individual components can be freely combined and configured, and it is designed so that it can become interesting and extendable for modding in the future.[/p][p]We primarily expect this to result in a much more accurate simulation of brake behaviour and suspension. It is also planned that the sounds will react dynamically to the pneumatic system, so that air noises are more directly tied to the actual system state.[/p][p][/p][h2]Setup in the editor[/h2][p]To be able to use this system effectively, we have created a visual editor inside the engine. There, we represent the different circuits and components of the air system as a graph and can configure the entire setup in a clear way.[/p][p][/p][p]
[/p][p]Here you can see the brake circuits recreated in the editor. Circuit 1 and 2 are responsible for the main service brake system on the front and rear axles. Circuit 3 handles the parking brake, and Circuit 4 supplies ABS, ASR, and other consumers such as suspension and doors.[/p][p][/p][p]
[/p][p]In the editor, the required components can then be added freely and connected to each other.[/p][p][/p][p]
[/p][p]After that, they can be configured in detail, allowing us to adjust the setup depending on the bus type or system requirements without having to reprogram everything from scratch.[/p][p]For the moment, the new editor is used exclusively for the pneumatic system. However, the idea is to later configure the entire drivetrain of the buses through this editor as well.[/p][p][/p][h2]Live data and impact in game[/h2][p]During PlayInEditor, all live data of the system is displayed for debugging. This allows us to monitor compressed air and, in some cases, the resulting forces in all parts of the system in real time. We can see immediately how changes in the setup affect the behaviour of the bus and fine-tune the system accordingly.[/p][p][/p][p]
[/p][p]In game, this should mainly result in more precise braking behaviour and a more believable suspension response.[/p][p]Even though the new editor is currently only used for the compressed air system, it is intended as a tool for many future systems. With this DevLog, we have taken the first step. In future DevLogs, we will cover more topics from development and keep you updated on our progress. Thank you for following The Bus so closely![/p]