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The road, and the ride.

ANAVANDI · DEVELOPMENT BUILD 23 · 2 NOVEMBER 2026

This is a playable development build, not a public-release-ready product. The new default is a Thampanoor terminal reconstruction with an authored low-speed yard. Kerala Express still compresses Kasaragod–Thiruvananthapuram into18 chapters and15.7 game kilometres, playable in either direction. Neither is surveyed NH66 or the entire Kerala street network. Coconut coast, elevated-road studies, the separate 6.4 km actual OpenStreetMap alignment and fictional training road remain available. No certified fleet replica, Bus Simulator21 fidelity or universal performance claim.

Build23: diesel voices and acceleration audio

Distinct original six-cylinder combustion pulses, mechanical knocks, turbo and transmission layers now follow actual simulation RPM and throttle, including Arrow-Up, controller and reverse. Minnal has a rougher front-engine character, low-floor a smoother rear-engine mix and SWIFT an insulated coach mix. Settings includes a persistent mechanical-volume control; throttle gestures retry suspended audio when sound is enabled. Mute and pause remain respected.

The mechanical texture includes bus_idle_long.wav by Mihacappy, used under CC0 1.0. The creator identifies a MAN/Solaris bus interior: not a KSRTC, Leyland or Volvo recording. It is cropped, seam-crossfaded, filtered and mixed with the original engine design; no YouTube audio is copied. These are reference-led sound studies, not exact-fleet or OEM-calibrated acoustics. Audio provenance.

Build22: look, lights and bus radio

Hold left click and drag on the driving view to look around; F recentres. Simple road/map taps still honk, but dragging does not. L now cycles actual headlights off/low/high independently of time of day. G controls the governor and brackets change its setpoint. B opens a compact music player; J retains the conductor list.

Coastal Morning, Monsoon Window and Night Service are original procedurally composed instrumental demos, generated locally with WebAudio. No third-party song recordings, samples or external music requests are used. Playback requires user activation, pauses with driving and respects the bus sound mute. Road, terminal and toll-island scrapes now lose speed gradually while retaining tangential motion; full-body barriers, toll gates and route endpoints remain protected. This is authored gameplay contact tuning, not a calibrated rigid-body drift model.

Build21: original closed driver grips

Original Blender-authored curved fingers, opposed thumbs and small nail surfaces replace open hands for the active driver. Connected shared arm sections and profile-coloured short sleeves follow real shoulder, elbow and wrist joints. Geometry bundles locally without additional downloads; editable Blender source and the GLB are included. The fixed grasp slides along the rim during sharp turns: fingers are not independently articulated, and this remains stylised character art, not photorealistic anatomy.

Build19: driver-level roadside detail

The original Kerala Express frontage now borrows the already bundled CC0 plaster/tile PBR maps, restoring borrowed references before model disposal. Nearby opaque buildings cast shadows at Balanced quality; Eco keeps them off. Original broad-scale ground and asphalt weathering retains the existing photographed grain and normal maps, with no new texture downloads or render passes. These are authored visual treatments, not surveyed Kerala weathering.

Near/mid broadleaf crowns use small folded branchlets derived from the same licensed transparent branch atlas instead of magnifying metre-wide leaf cards. Coarse far shells are kept beyond130m; the13 foliage batches and existing quality limits remain. Explicit compound-side/back planting and a few existing full-tree instances add depth without relaxing road, gateway, occupied-plot or river exclusions. Locations and species remain contextual art, not verified botanical/site records.

Actual driver/chase and manual service-road tests are recorded separately. Boarding/voice captions still work, but the manual re-entry required corrections and reverse recovery: not clean driving acceptance. The environment remains stylised, not a photorealistic or public-release-ready product.

Build18: a more lived-in terminal perimeter

Twenty original Blender low-rise buildings add recessed shop fronts, awnings, balconies, shutters, roof tanks, utilities and a telecom mast around the yard. Their general urban character follows the retained2023 yard photograph; individual parcels, buildings, positions and dimensions are authored, not a surveyed Thampanoor neighborhood. Native editable source and reproducible recipe are included. Original two-draw surface wear adds restrained tyre marks, faded paint, repairs, oil/damp patches and flush drains without changing physics. Existing local palm/broadleaf assets add15 contextual plants through7 batches; they are not verified station species or planting locations.

Platform travellers now mix waiting, head turns, small gestures and short gradual walks. Three existing compact-car/autorickshaw models circulate on the street outside the yard; two compact drivers share the existing people library. This decorative traffic never enters the yard and is not junction/collision AI. Pausing freezes activity. No additional cloud services, downloaded textures or shadowed lights are required. Surface, crowd, tree, traffic and native-model tests are separate from actual rendered visual review; the scene remains an approximate, stylised development reconstruction.

Build17: Thampanoor, two distinct faces

Original geometry was created and exported in Blender: physical open-cell concave street screens, three recessed-slot pylons and a ribbed entrance dome, with a different convex horizontal-banded rear wall, low sloping salmon canopy and platform. Creator photographs checked include Shagil Kannur's2020 front view (CC BY-SA4), Manuspanicker's2014 front view (CC0), and Arunpnair787's2023 yard photograph (CC BY-SA4). These photographs are references only: no source pixels, people, brands' advertisement art or watermarks are reused as textures.

Dimensions, current condition, tenant signs, bay assignments, parking and the398m driving circuit are artistic approximations, not surveyed plans or a live station operating guide. Twelve parked buses reuse three existing original assets through73 material batches. Animated people remain on the platform; E at the authored stand operates doors only, without pretending a passenger can board across the parked buses. Kerala Express's service-road boarding remains separate. Keys1/2 select driver/chase,3 frames the yard and8 shows the street facade at Thampanoor. The new .blend source and modelling recipe are included.

Recognizable architecture does not establish photorealism or release readiness. Source tests, actual browser frames, manual driving and device performance are documented separately in docs/BUILD17_VALIDATION.txt; unresolved visual limitations remain open.

Build 16: an iterative realism pass

Existing licensed PBR surfaces, photographed broadleaf/fern cards and original palm models now cover the compressed journey, with corrected atlas UVs, tighter palm budgets and more deliberate compound, verge and drainage details. River geometry and planting share one irregular shoreline mask. The historic Kuttippuram companion bridge has heavier cream ribs, blue braces, open railings and rounded piers, studied against retained creator photographs. Those proportions and dimensions remain artistic; no new survey, photogrammetric environment or reference-photo texture is claimed.

Existing articulated people now walk staggered platform/door paths, with planted-foot gait, held glances and lightweight contact shading. Alighters leave first; occupancy changes per completed person and the manifest commits when the group finishes. Pause freezes the flow, driving/door closure waits for clearance and menu cancellation restores committed occupancy. These are provisional door ramps and a seat-count handoff, not full aisle/seat navigation or photorealistic character animation.

Swept route-space envelopes stop vehicles passing through a parked bus, including opposing service-road riders. A reproduced per-frame road-edge speed trap is corrected, without heading auto-alignment. Keyboard input progressively winds the steering; analogue input keeps its separate response. The original unbranded cars are batched by material without losing rolling wheels, steering or drivers. Role-specific bus glass is smoked outside and clearer inside; no manufacturer tint calibration is claimed.

Rear-camera feeds use two bounded cached targets: up to15 refreshes per second each on Balanced and24 on High, at most one capture per animation frame. Eco disables them. Whole-frame diagnostics separate main/shadow and all auxiliary submissions, CPU wall time and real frame intervals. They are not GPU timings or an all-hardware performance guarantee. Adaptive decisions ignore menus, pause/loading and a brief transition warm-up; cold costs still exist and are documented. A Blender atlas attempt was safely stopped because the open file had unsaved Edit Mode data; no atlas or new Blender export was created.

This iteration is still under visual and driving review, not a declaration of commercial-simulator fidelity. The saved Build16 iteration log retains failed screenshots, manual-control problems, fixes, measured performance and remaining gates. Passing source tests does not establish realistic artwork, authentic voice performance or public-release readiness.

Build 15: river and roadside

Audio: Start Drive now unlocks the layered original engine, road and interior soundscape, unless you explicitly muted it. Sparse conductor stop calls and passenger dialogue use installed local speech voices, with captions. Settings offers Test voice and actual language availability: Malayalam falls back to installed English, and no suitable voice means mechanical sounds only. These are synthetic voices, not recordings of Kerala bus staff. Pause, mute and leaving the drive stop active sound and speech; the horn keeps its separate setting.

Service roads: the authored journey has fifteen safe ground-level stops in each direction, with separated service lanes, marked exits/re-entry, tapered parking bays, shelters, raised outside platforms and drains. Bus doors reject mainline boarding, motion and misaligned docking. E boards only at the bay; B shows a fictional station-to-station manifest. Repeated opening does not duplicate boarding. Service roads close before river crossings rather than drawing asphalt through the river. Practice offers an exit approach or parked-bay setup without adding odometer distance. These are original playable accesses, not verified official stop locations or engineering designs.

Kuttippuram: a new chapter follows Valanchery before Ponnani southbound. The new NH66 twin flat decks are distinct from the historic cream-arch/blue companion bridge, following Vijayanrajapuram's creator photograph and the earlier retained aerial reference. Bharathapuzha/Nila is represented with an original compressed river and banks. The approximately 330 m game deck, 8 m lift, 220 m river width and historic-bridge proportions are explicit artistic assumptions, not measurements; the historic bridge is background, not drivable. No reference photograph pixels or creator audio are used as game assets.

The source distribution includes docs/BUILD15_REFERENCE_AUDIT.txt: comparison of roads, barriers, bridges, landscape, buildings, people, crew, vehicles, audio, night and performance against retained research. It lists remaining production gates. This review is not IRC/NHAI certification, photorealistic character art, verified current highway-opening status or proof that every device meets a frame-rate target.

Build 14: a shorter journey, a livelier road

The user's revised scope allows compressed distances. Kerala Express follows a broad coastal regional sequence, with original curves, six shortened bridge/elevated sections, service frontage and named chapter signs. MoRTH's 31 July 2023 NH66 package annex supports the broad corridor order, not these authored bends, heights, chapter centres or current opening status. Jumping to a chapter resets position but adds no odometer distance. Nearby scenery is created and released in 160 m chunks; this journey does not fetch or pretend to be live OSM.

Existing CC0-anatomy GLBs are reused: passengers gain independent shader-driven head/breathing motion, crew look around, forecourt pedestrians walk, and riders have small head/body motion. Existing compact-car studies now have shaped panels, rolling/steering wheels, lights and articulated seated drivers; an oncoming Minnal reuses the actual lightweight bus GLB. No downloaded car replica was found in the workspace, so these remain original unbranded contextual cars. Traffic now follows same-lane gaps, but has no complete junction, lane-change or collision AI. People are still visibly low-poly, not scans, mocap or realistic boarding choreography.

Road-focus framing reduces the steep downward gaze without changing source bus eye markers; Cockpit detail remains selectable. Express changes actual acceleration and drag, not speedometer values: a flat-road synthetic Minnal test reaches about 108 km/h versus 82 km/h in Simulation. It is a game tune, not verified fleet performance or public-road guidance; the optional governor still applies. The existing short-tap horn fix is retained.

Build 13.1: short horn taps

A regression test reproduced zero horn tones when a short H press ended before slow audio unlock completed. The fix waits for unlock and schedules a complete short honk on the audio clock; neither key release nor a slow render frame cuts it off. Completed scene clicks and secondary clicks replace touch pointerdown-only activation, following WebKit's user-activation distinctions. The minimap explicitly accepts clicks. A small HORN acknowledgement and blocked/muted messages make failure less opaque. Ordinary trackpad clicks work; light taps require OS tap-to-click. No raw physical trackpad-touch or chassis-knock sensing is claimed. A nonzero browser audio-graph signal is checked separately from actual speaker output, which still needs user confirmation.

Build 13: controller and horn inputs

The browser Gamepad API supplies standard-mapped controller analog steering, triggers and press-edge actions. Steering has a rescaled deadzone; brake is independent and does not auto-reverse. Reverse selection is stopped-only, initial/return input must pass through neutral, and disconnect pauses the game. Device/OS/browser compatibility still requires real hardware testing; no physical controller was connected during this validation. Unmapped controllers and wheel layouts are not silently guessed.

H and the horn icon play an original synthesised two-note horn with a 3-second safety cap; optional road-view/minimap clicks provide short honks. These use pointer coordinates on the screen, not physical trackpad-touch regions. Horn audio/muting is independent of the engine/announcements. Controller horn needs one explicit audio-unlock click; pointer and keyboard horn can unlock directly from the gesture. Menus never trigger scene-tap horn. This is not a recording of a real KSRTC horn.

Experimental tilt uses Device Orientation only after an explicit request, and only fresh finite sensor events steer. Missing readings show an unsupported-device message; stale data goes neutral. This Mac/browser produced no orientation readings. API presence alone is not hardware support. Apple's Safari Force Touch events describe pressure-sensitive clicks, not general chassis-knock detection; they are not required by this game. No native helper, private sensor API, microphone or OS-setting change is installed. Please do not hit your laptop.

Build 12: a third bus and a lived-in service frontage

Garage adds a separate SWIFT Garuda AC-seater, with an original orange two-axle coach body, raised front entry, luggage hatches, gooseneck mirrors, cream seats, blue curtains and articulated wheels/door/wipers. The family is distinct from the Gajaraja sleeper. The KS014 photographic record and same-family interior footage guide shape and furnishing; photographs are not copied into game textures. Dimensions, seating capacity and unseen cockpit controls remain authoring estimates. The current reference/source manifest is included with the Blender files.

A separate shared anatomical people library adds a male driver, conductor and seated passengers, plus helmeted riders on original unbranded motorcycle/scooter studies. Its underlying MakeHuman hm08 body is explicitly CC0 in the asset header and project licence, section C. Fictional variations, clothes and poses are original; no photographed person, face scan or social-media texture is reused. The crew share geometry but have independent rigs; passengers use three baked, instanced poses. Boarding updates visible counts, not a complete walking/ticketing animation. Press 7 for Passenger saloon; 5 retains the close cockpit inspection.

Regular crew wear khaki. The SWIFT orange/black variant is provisional historical reference, not a verified current male uniform. The preserved 2026 women-DC tender has a different scope and does not establish all crew policy. These are low-poly anatomical characters, not photorealistic digital humans. Seat/hand/foot fit, appearance variation, animation and traffic interaction remain development work.

The people GLBs have zero validator errors but twenty documented non-root-skin warnings per detail level. Real Three.js deformation tests and browser checks cover parent transforms, seated legs, feet and hands; those checks are not a certification of every engine. The runtime establishes seated joints because the live GLB bind pose differs from the authoring pose. Fingers remain static, not a physical grasp simulation. These limitations are retained in the source notes.

The focused 200 m service-road frontage now has five recomposed original Blender property modules: differing homes/shops, rain canopies, counters, covered drains, entrances, compound boundaries and a shelter with a tapered pull-in. Saved Kerala roadside photographs guide relationships and scale, not a named market replica. Nearby frontage geometry is created in three scene clusters and disposed beyond a hysteresis boundary; original source meshes/textures stay shared resident. It is local scene residency, not live OSM route generation. People and two-wheelers remain on the service side; no bus stop or hump is invented on the mainline. Leaf-card UVs no longer sample the opaque bark island; plot-rear planting is layered and less uniformly gridded. Distant palm silhouettes remain visibly simplified.

Previous build notes

Build 11: the low-floor driver compartment

The supplied older Volvo AC low-floor interior screenshots guide a new curved grey console, broad padded steering hub, compact analog/info binnacle, angled rocker bank, automatic selector area, small powered-off monitor, blue driver seat and enclosed footwell. The close Passenger cabin view lets you inspect the console from an angled front-cabin position. Minnal's completed cockpit and model files remain unchanged.

Volvo's 2010 8400 announcement confirms the automatic city-bus family. The manual-lever screenshot is indexed in an Airavat B7R coach report; it is not combined with this layout. Photos inform original geometry only: no screenshot pixels, photographed people, watermarks or third-party bus mesh are shipped. Dimensions, switch positions and material finish remain authored estimates, not a manufacturer-approved fleet replica.

The new physical face shows gameplay speed/RPM/fuel needles, a modest automatic gear/odometer/trip display and actual warning states. The separate procedural fallback retains its legacy texture. Air-pressure, coolant-temperature, real ITS/CCTV and switch wiring are not invented. The monitor is intentionally off, not a fake camera feed. Doors, wipers, axles, suspension, original driving controls and environment remain as before. Browser QA and remaining limitations are recorded with the source.

Build 10: Minnal's driver compartment

The supplied interior screenshots guide a new green-grey pressed-metal cabin, with a ribbed engine cover, thin three-spoke Leyland-style steering wheel and blue horn boss, manual gear lever, compact sloping analog binnacle and cabin fittings. The green-grey layout is the primary reference; the different black-console arrangement is not mixed into it. These are original meshes and graphics, not copied photograph textures, a fleet scan or a manufacturer-approved interior. The photographed drivers and social-media watermarks are not reproduced.

Speed and RPM needles, a mechanical-style odometer, fuel gauge and warning lamps follow existing gameplay state. No air-pressure or coolant-temperature simulation is invented. The physical instrument insert uses an authored body-local surface and receives cabin lighting; it is not the previous large digital overlay. Minnal has its own driver-eye framing. Lowfloor assets, the transparent driving HUD and environment remain unchanged. The three Minnal detail levels retain their articulated steering, doors, wipers and suspension. Browser observations and remaining limitations are recorded with the source; this is still a development model, not a public-product quality claim.

Build 09: a driving HUD, not a dashboard of boxes

The driving header, boxed speed panel, route card and bottom controls bar are removed from the road view. Navigation now sits in the upper left on a transparent canvas: a heading-up route, pinned bus arrow, next-feature markers, a real distance scale and soft map edges. Coconut coast shows its actual authored service-road/frontage placements; mapped routes can show loaded OSM building outlines. No fake city streets or raster map tiles are added. Only georeferenced OSM geometry gets a north arrow; original scenes use an up indicator.

A floating lower-right display shows live speed, gear and an RPM arc, with a compact governor/advisory readout. The bus's physical instrument texture remains live. Clean driving hides extra odometer/trip/fuel details; Vehicle details restores them without returning the old boxes. A slim destination indicator replaces the large road-progress card; toll and boarding instructions take priority when relevant. Door buttons appear only at the practice bay or while doors are open. Body-contact and harsh-ride warnings remain visible in either mode.

Press Escape / P, or use the small Pause control, for camera, lighting, audio, rear-camera feeds, governor, help, trip reset and the main menu. Keyboard shortcuts still work. Pause receives keyboard focus, keeps Tab navigation inside its options and returns focus to the driving canvas on resume. HUD density preferences carry forward; older development counters require a fresh opt-in in Settings, and new telemetry choices persist. Map redraws are quantized and capped at 12.5 Hz, not tied to every 3D frame. No new network assets, fonts or packages are required.

The visual design is original, using general driving-game HUD conventions rather than copied game artwork. Reference research included racing-game HUD search results and Forza's official HUD/accessibility guidance. Direct screenshot-host access was blocked during the reference check; no claim is made that this is a pixel reproduction of Forza or Motorfest. This is an interface pass, not a new realism, performance or production-release milestone.

Build 08: tolls, air doors and refined buses

Coconut coast now includes an original Kumbalam-inspired toll-plaza study, modeled through Blender MCP: terracotta pitched roof, clerestory, green fascia, operator booths, striped island noses, cameras, RFID cabinets, six articulated booms and independently controlled red/green signals. Its photographic reference is A Sanesh / The New Indian Express, 10 April 2025. The official IHMCL plaza list places Kumbalam on NH66 in Ernakulam; this does not verify our compact layout or dimensions. No photograph pixels, official fee table or third-party logo were reused. The 650 m scene remains fictional, not the actual approach to Kumbalam.

Choose Coconut coast → Starting point → Toll plaza approach. Slow down, line up in the outer lane, stop fully at the barrier and wait for green. A simulated tag scan opens it; there is no real FASTag integration, charge or payment. Closed booms block the bus footprint without adding untravelled odometer metres. Lane occupancy prevents a closing boom descending onto a vehicle. Ambient traffic requests its own lane. Island clearance is simplified body-envelope collision, not production rigid-body physics. Reverse approaches do not run a second payment flow.

Enable Sound for original synthesized pneumatic door hiss/latch and low-floor warning chimes. Use Boarding practice, stop and press E to hear accepted door transitions. Settings offers English, Malayalam with English fallback, or voices off. Announcements use only installed device voices marked local; Malayalam requires a local Malayalam voice. With no compatible voice, effects continue without speech. No cloud voice service, recording download or imitation of a real crew member is included. These are designed effects, not authentic vehicle recordings. Mute, pause, menu and reset cancel active cues.

Both Blender bus studies gain fuller front wraps, genuinely profiled ventilated wheel dishes and more restrained paint/glazing. Minnal's opaque destination boards are moved/slimmed to clear the existing driver's eye. The orange low-floor gains a curved upper display mask with correctly layered lettering. Existing proportions, axle binds, steering, door directions, suspension, wipers and three LODs remain. Source scenes and scripts are preserved; these are incremental reference-led studies, not production fleet scans.

Build 07: one connected stretch

A gentle six-lane bend connects service-road edges, open drains, laterite compound walls, driveways, five placed Blender house/shop frontages, utility wires and layered coconut/broadleaf/fern planting. The roadway and paint are batched by material; plant detail is bounded by quality and distance. Surfaces use photographed asphalt, soil, grass, plaster and clay tiles. Imported source plants were optimized through Blender MCP in a new preserved scene. This is an authored composition, not photogrammetry of Kerala or georeferenced planting/buildings.

The local slice-foliage.glb is 2,076,204 bytes / 17,122 triangles across its source LODs and fern variants; slice-surfaces.glb is 626,988 bytes / six PBR material swatches. Photographed branch cards preserve distant canopy coverage. Start waits for scenery readiness; a failed load has an explicit retry. Eco reduces plant budgets and disables shadows. At midnight the daytime foliage fill switches off.

The earlier far-palm image was incorrectly RGB despite being intended as a cut-out mask. Build 07 replaces it with a genuine RGBA feather texture; the palm GLB is now 1,310,664 bytes, with unchanged geometry. Highway keyboard steering now uses a speed-sensitive lock and gradual response; this is input assistance, not automatic route following. The road-edge envelope includes the yawed bus body. Four simple contextual traffic vehicles circulate on this small route; this is not production traffic AI.

New source art comes from Poly Haven under CC0: Tree Small 02 (Rico Cilliers), Fern 02 (Rob Tuytel / Rico Cilliers), Clean Asphalt (Dimitrios Savva), Grass Ground and Forest Ground 06 (Charlotte Baglioni), Red Sand (Rohit Seervi), White Plaster 02 (Rob Tuytel), and Clay Roof Tiles 03 (Amal Kumar). These assets are not verified Kerala species or property surveys. Official source URLs, authors, download sizes and MD5 checks. The existing frontage geometry remains original; in this slice its plaster and roof materials are replaced by these credited textures. The source Coastal_Slice_Assets_v01.blend and preparation scripts are included.

What changed

Build 06 separates Drive, Garage, Settings and Controls into functional game menus, with route and vehicle selection and a start/continue footer. Minimal driving HUD is the default; full instruments and performance telemetry are optional. These presentation preferences persist locally where storage permits. The streamed route system and contact-driven suspension from build 05 remain. Both original Blender buses remain: Minnal and the earlier orange Volvo-style low-floor. The procedural Minnal is a lightweight fallback. Front steering, wheel rotation, steering wheel, doors, wipers and headlights remain animated.

No mapped speed bumps were returned in the bundled extract. Physical humps are confined to the labelled fictional service-road training area, not represented as real NH66 mainline obstacles. Bump dimensions, suspension, clearance, damage and drivetrain values are gameplay assumptions, not safe-speed advice or a certified vehicle simulation.

Driving locations

The Vattappara study draws on the NHAI October 2020 Valanchery bypass–Kappirikkad technical schedules, Appendix B-VII: PDF page 66 / printed page 51 proposes 56 × 35 m spans, totaling 1,960 m; PDF page 69 / printed page 54 illustrates separate I-girder decks and supports. The scene adopts the proposed elevated length and twin-deck form. Its plan curvature, 22 m deck elevation, 700 m approaches, valley shape, pier sizes and girder depth are modelling assumptions, not facts established by that older proposal. The municipality's local context is not an elevation survey.

For Aroor–Thuravoor, Ashoka Buildcon's project scope and MoRTH's 16 March 2023 parliamentary reply describe 12.752 km of six-lane elevated road above an existing four-lane road. The playable study covers only about 3.14 km. Its 2,240 m elevated middle, 32 m support spacing, 26 m deck, 10.8 m height and central hammerhead piers are provisional art choices; final pier drawings were not established. These references do not certify the scenes, construction status or road opening. The full distinction between evidence and assumptions is recorded in docs/VIADUCT_SCOPE.txt in the source distribution.

What the map provides

The bounded Overpass source has OSM base timestamp 2026-11-01T12:40:50Z. The connected southbound path is 6,396.6 m long and retains way IDs, tags and coordinate provenance. The derived route snapshot, source extract and manifest are included with the served distribution.

Mapped building footprints are used where available and clear of the interpreted roadway. Heights use OSM height/level tags when present and estimates otherwise. Facades, rain shades, additional homes/shops, planting, drains and light positions are contextual art. Parallel service lanes are omitted until separately mapped, to avoid crossing real footprints. A six-lane envelope is drawn around one mapped carriageway; widths, median and lateral placement are not an engineering survey. No elevation source was returned, so terrain, bridge heights and piers must not be treated as surveyed/as-built. A mapped stop marker is not a verified current service or authorization to stop on a highway.

Community mapping does not establish present completion status. The elevated studies do not overwrite or add fabricated heights to this OSM snapshot: their paths are original and have no usable geographical coordinates. The long-term completed-road setting still needs engineering verification, including four-lane exceptions, interchanges and bridge details. This is not the full Kasaragod–Thiruvananthapuram journey.

Streaming, caching & public services

Normal driving uses the local snapshot. Nearby 500 m feature chunks load lazily and prefetch around the bus; route caching is bounded to 24 entries / 8 MiB with a seven-day TTL. Persistence is best-effort. The renderer separately generates 160 m scenery chunks, schedules decoration incrementally and releases distant chunks. Quality settings bound visible detail. These are resource controls, not an FPS guarantee.

“Refresh from OSM” is explicit and local-prototype-only: a bounded public Overpass request from localhost, with five-minute cooldown, 35-second timeout and snapshot fallback on failure/refusal. There is no continuous public-API polling. Network, CORS or server load may prevent refresh. Public production needs an owned extract service or self-hosted Overpass, not a shared public instance serving every player. See the Overpass operator's usage guidance.

No OSM raster tiles are downloaded or bulk-prefetched. Pre-caching here means small local derived JSON chunks, not scraping tile servers. The OSMF tile policy prohibits bulk downloading/prefetch features on the standard public tile service.

Map data attribution & licence

Map data © OpenStreetMap contributors, under the Open Database License 1.0. The source extract and derived route/chunk JSON are distributed under ODbL-1.0; unrelated original code/art retain their own terms. Keep readable map attribution. See OpenStreetMap copyright and licence and the OSMF attribution guidelines.

Two original bus studies, with explicit gaps

Minnal's exterior target is ATC210 · KL15 A2154, identified visually in Vis M’s 26 December 2024 photograph of the Mananthavady–Thiruvananthapuram Minnal. This is an exterior cue, not a current assignment or exact replica claim. The Pala photo by Sooraj k02 shows a different bus, ATC234. Both are CC BY-SA 4.0 reference photographs, not game textures.

Minnal’s authored 11.2 m body, 3.55 m height and 5.82 m wheelbase are assumptions, not verified ATC210 measurements. Rear/side details, cockpit, seats, drivetrain and door mechanism remain provisional. The live dashboard is an original game interface, not a verified fleet instrument panel.

The low-floor follows the earlier orange Volvo 8400-style family, informed by Sudheesh Nair S's front reference (CC BY-SA 3.0), RanjithSiji's Angamaly reference (CC BY 3.0) and Binoyjsdk's side reference (public domain). They are not textures. The 12 m body, 6.1 m wheelbase and low-entry/raised-rear floors are authoring assumptions; cockpit, rear, seats, accessibility and chassis specifications are unverified. No exact low-floor fleet number is claimed.

Environment references & assets

The user's supplied HaKZVibe scenery photograph informs a denser coconut-grove treatment. An original palm was built through Blender MCP, with curved ringed trunks, separated near leaflets, crown spears and the repaired feather mask for distant fronds. Its editable source is models/environment/Coconut_Palm_v02.blend; the local coconut-palm.glb contains three detail levels (9,264 / 2,584 / 548 triangles), six meshes and three materials in 1,310,664 bytes. Earlier streamed routes use six instanced palm draws plus lower-canopy/twig batches, with Eco/Balanced/High palm caps of 347 / 838 / 1,346. Coconut coast uses its separate composed planting and LOD budgets. These are rendering budgets, not real planting counts. Palm images are generated in Blender; the supplied photograph is not included in the game. Grove positions and dimensions remain artistic.

Minnal has stronger gameplay acceleration: the deterministic level-road, unrestricted test reaches 60 km/h in approximately 14.7 seconds, versus 23.0 seconds with the previous tune. The initial governor setting is now 60 km/h; its 80 km/h choice and progressive braking remain available. These values describe game behavior, not measured KSRTC performance or road regulations.

Churam is the user's reference for inhabited, layered roadsides. No Churam code, artwork, screenshots, models or audio are embedded, and Wayanad hairpins are not transplanted onto coastal NH66. HaKZvibe informs visual research; no frames/audio are reused. Kerala LAMS project context remains in the earlier research. The OSM route and the separate Aroor study must not be confused.

The first 48 m Kerala frontage kit was authored in a separate Blender scene through Blender MCP, with an editable models/environment/Kerala_Frontage_v01.blend source. It includes a tiled-roof veranda house, two original fictional shop bays, an external stair, drainage and covers, compound wall/gate detail and banana planting. Generated surface images and authored mesh geometry are original work, not photogrammetry, scanned properties or copied photograph textures. This one kit is not the finished Kerala environment. Its authored ground-level placement zones in the showcases are not actual addresses or verified building locations beside either viaduct.

The three exported GLBs each contain 12 meshes and 12 materials. LOD0 has 32,044 triangles / 3,792,552 bytes; LOD1 has 14,112 triangles / 1,761,732 bytes; LOD2 has 3,500 triangles / 766,436 bytes. These are measured asset counts, not FPS or memory-use benchmarks. Bounded scene sections share the loaded frontage geometry/materials and release instances as they leave view.

Architectural visual references include Spworld2's Puthanathani town photograph (2 November 2019, CC0 1.0) and Sidheeq's old traditional home at Kaimalasseri, Malappuram (30 April 2013, CC BY-SA 4.0). They inform the research; neither photograph is embedded as a game texture. Older frontage photographs do not establish completed-NH66 setbacks, current shop identities or exact dimensions of this original kit.

The coastal tree is an optimized version of Poly Haven's Island Tree 02, credited to Rico Cilliers (cleanup/processing) and Rob Tuytel (scanning/processing), under Poly Haven's CC0 asset licence. It is third-party source art, not an original Anavandi tree. The official 1K glTF/textures were downloaded with source-file MD5 checks, imported into a separate Blender scene and reduced from the imported 1,072,213 triangles to 23,999. The local coastal-tree-lod1.glb has three meshes, three materials and nine embedded 512 × 512 JPEG images, totaling 3,366,932 bytes. The editable optimized source is models/environment/Coastal_Tree_optimized_v01.blend. Its native height is approximately 3.4 m; placement scales it to approximately 6–11 m as an art choice, not a botanical measurement or a verified Kerala species. Neither optimization nor the asset's photographic source makes the game environment photorealistic or location-authentic.

All three bus families were authored through Blender MCP and exported as local GLBs. The fallback bus, contextual traffic and original procedural scenery are distinct from the imported plants, photographic surface textures and HDR sky credited above. Mapped footprints and road coordinates are separately credited OSM data. Fleet paint/labels are reference-led illustrations, not an affiliation with or endorsement by KSRTC, SWIFT, Ashok Leyland or Volvo. Blender lettering is mesh geometry, not bundled system fonts. No purchased vehicle mesh or creator video is embedded.

The daylight HDR is Kloofendal 48d Partly Cloudy (Pure Sky), by Greg Zaal (original) and Jarod Guest (sky edits), from Poly Haven under CC0 1.0. It is not Kerala-location photography or dynamic weather. Sky provenance.

Three.js 0.180.0, HDRLoader, GLTFLoader and its helper are locally vendored under the MIT licence; see official r180 source. Normal driving uses local assets without a CDN or external texture/model service. Only explicit optional OSM refresh makes a map-service request.

Quality controls & remaining work

Use a desktop browser with WebGL 2 and hardware acceleration. Only the selected bus/detail level loads, with progress/cancellation/retry; replaced models release rendering resources. The raw bus-model cache is bounded to 8 MiB. Served Low/Balanced/High use LOD2/LOD1/LOD0; Adaptive starts light. Environment models share a separate bounded 16 MiB raw-byte cache. The session retains one lightweight people library, shared across buses and riders, with a 12 MiB file-size ceiling. Actor instances release their own rigs/instance buffers without destroying live shared geometry. The single-file edition embeds the local route/chunks, three lightweight buses, the lightweight people/rider library, LOD1 frontage kit, optimized coastal tree and all three coconut-palm detail levels. Offline assets cannot gain absent mesh detail when graphics settings change. Rear feeds cost extra rendering. These budgets are implementation limits, not a guarantee for every browser or computer.

The three frontage GLBs and optimized tree passed Khronos glTF Validator 2.0.0-dev.3.10 with zero errors and zero warnings after explicit Blender triangulation, tangent export and invalid-tangent repair. Repair changes tangent frames, not the geometry; the triangle/mesh counts above are unchanged. This checks asset structure and portability, not browser FPS or visual realism. Real low-, mid- and high-tier hardware benchmarking is still required. This build is not validated as equivalent to Bus Simulator 21 and cannot promise equal detail or frame rate on every device.

Still missing: the full Kerala route; surveyed elevations and as-built bridge/ramp layouts; a complete varied Blender environment and production material/vegetation pass; manufacturer-calibrated drivetrain/tyres/suspension; measured production fleet replicas; SWIFT and green non-AC bodies; finished crews/riders; rain-clearing/weather; production traffic AI; calibrated physical mirrors; hardware wheel/pedal support; and full saved journeys. Public-product polish, accessibility review and representative hardware testing remain work, not an achieved release gate. Source and earlier research are preserved. Expand after this bounded slice passes actual browser and user review.