This project started with the idea in mind that there should be a cross-platform and open source train simulator whose degree of realism surpasses that of every other train simulator currently available, with the primary focus on in-cab driving.
As a first step toward this goal, version 1.0 allows for the player's train and another preceding train to travel on the same track, with functional signalling and customizable train safety systems allowing for their interaction. Since version 1.2, trains can also employ 3D cabs, where previously, only 2D panels were available. A limited amount of object, route and train formats are currently available for developers to create content in.
For the planned successor of openBVE (most often dubbed "openBVE 2"), the architecture will be radically redesigned in order to allow for the import of any kind of data, not just the formats currently available, and to create any kind of physics behavior, engine, brake and safety system, basically allowing for any kind of vehicle to be simulated. The primary focus will of course be train simulation, and the ability to simulate many interconnected tracks with traffic on them will be introduced.
The articles available on the index page present more information about the future architecture, while the rest of this page presents some aspects of the current simulator in more detail.
➟ About rendering quality...
➟ About 3D positional audio...
➟ About the default Japanese signals...
|
Physics and atmospheric effects
|
openBVE already simulates starting resistance, inertia, curve resistance, gravity, toppling, couplers between cars (including buffers and chain couplers), air resistance, air pressure, air temperature, air density, altitude above sea level (where atmospheric variables change with altitude), friction, wheel slip and more. In the future, wind will also be simulated in detail, along with features like rain, snow and thunder.
openBVE simulates brake systems on a per-car basis, and depending on the type of brake system, also pipes running along the whole train. For example, the Westinghouse air brake simulates the main reservoir, the air compressor, the equalizing reservoir, the equalizing discharge valve, the brake pipe, the triple valve, the auxillary reservoir and finally the brake cylinder. These components are present on all cars where applicable.
In the future, variations of the automatic air brake will also be simulated, including the two-pipe version (brake pipe plus main reservoir pipe), as well as other equipment like emergency reservoirs and distributors. Realistic brake pipe pressure propagation is also intended to be featured in the future after early failed attempts to design such a system were made in the past. As modern trains usually use different systems but the automatic air brake, a variety of other systems will hopefully be included as well.
➟ More about brake systems...
|
Simulation of individual cars
|
openBVE simulates each car of a train completely individually, including all of the resistances, engine contributions and brake systems. Forces along the couplers are simulated and can greatly effect the way the train moves especially for long freight trains having only one engine at the front. Depending on the coupler model, the train might expand when being pulled by a locomotive or being compressed upon braking the train. The feedbacks from cars further away are clearly noticable.
Animated objects, at the lowest level, allow for to be moved, to be rotated, their textures to be shifted and some other primitives to be applied. Mathematical functions can be assigned to those primitives in order to control their behavior. This feature allows for things such as clocks, escalators and crossing gates to be built, just to name a very few examples.
|
|