Daikoku PA: lift mainline over the apron, rebuild both ramps
The PA ring road and the expressway mainline were both at ground level, so the ring parapet stood INSIDE the carriageway (measured -10.0 studs of vertical overlap: a wall in the middle of the road). Reference photos of the real Daikoku Futo PA show the expressway flying OVER the parking apron on pillars, with the PA at ground level and ramps climbing up to meet it. Rebuilt to match: - mainline lifted 38 studs through the junction, eased in/out (max 5.26% grade, within real expressway limits) - PA ring + apron stay at ground level; legacy PARingPillar props removed - both on/off ramps regraded over the full rise with smoothstep easing, segments overlapped 3 studs so wheels can't catch a seam, plus support pillars and edge kerbs where the deck is high Verified in-engine against built parts (tools/diag_daikoku.luau), not just source: clearance now +28.0 studs, both ramps continuous (max step 5.62, no gaps). tools/plot_daikoku.py renders the plan/section for comparison.
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--[[
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diag_builtnose.luau -- END-TO-END measurement. Build each car for real via
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CarManager._buildForDiag, then measure where the finished shell's nose
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actually points relative to the chassis forward axis.
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Why this and not more code reading: the solver computes the right 180-degree
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yaw (diag_solveryaw) and applies it without centring error (diag_centrefix),
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yet two cars still look backwards. So something AFTER the PivotTo must be
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undoing it. Rather than guess which line, measure the finished article.
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noseDot = (shell nose direction) dot (body LookVector)
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+1 -> shell nose points where the car drives (CORRECT)
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-1 -> shell nose points backwards (REVERSED)
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Cache guard first: require() caches per Studio session, so a stale
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CarManager would silently build old code and make this whole test a lie.
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]]
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local RS = game:GetService("ReplicatedStorage")
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local SSS = game:GetService("ServerScriptService")
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local out = {}
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local function log(s)
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table.insert(out, s)
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end
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local function find(name)
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for _, root in ipairs({ SSS, RS, game:GetService("ServerStorage"), workspace }) do
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local m = root:FindFirstChild(name, true)
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if m and m:IsA("ModuleScript") then
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return m
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end
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end
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return nil
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end
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local cmMod = find("CarManager")
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if not cmMod then
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return "FATAL: CarManager not found"
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end
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-- Guard: the reverted source must be what require() hands back.
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local srcOK = cmMod.Source:find("isFront = zSign < 0", 1, true) ~= nil
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if not srcOK then
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return "FATAL: CarManager source is not the reverted version -- aborting"
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end
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local ok, CM = pcall(require, cmMod)
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if not ok then
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return "FATAL: require(CarManager) failed: " .. tostring(CM)
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end
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if type(CM._buildForDiag) ~= "function" then
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return "FATAL: CarManager._buildForDiag missing (stale require cache?) -- restart Studio"
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end
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local Cars = require(RS:WaitForChild("Shared"):WaitForChild("Cars"))
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local ChassisMod = require(RS:WaitForChild("Shared"):WaitForChild("Chassis"))
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local TARGETS = { "rx7_fc", "silv_s15", "gtr_r34", "hatch_junk", "hyper_x" }
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log(string.format("%-11s %-10s %-12s %s", "shell", "noseDot", "yaw err", "verdict"))
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log(string.rep("-", 62))
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local built = 0
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for _, name in ipairs(TARGETS) do
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-- buildCarModel(car: Car, tuning: Tuning) -- NOT a string id. Passing a
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-- string was the harness bug that produced the CarManager:277 nil error.
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local carDef = Cars.Get(name)
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if not carDef then
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log(string.format("%-11s NOT IN Cars.List", name))
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continue
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end
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local tuning = ChassisMod.tuningFor(carDef)
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local okB, car = pcall(CM._buildForDiag, carDef, tuning)
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if not okB or not car then
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log(string.format("%-11s BUILD FAILED: %s", name, tostring(car)))
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continue
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end
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built += 1
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local body = car:FindFirstChild("Body") or car.PrimaryPart
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local shell = nil
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for _, d in ipairs(car:GetChildren()) do
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if d:IsA("Model") and d:FindFirstChild("Wheels") then
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shell = d
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break
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end
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end
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if not body or not shell then
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log(string.format("%-11s no body/shell on built car", name))
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car:Destroy()
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continue
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end
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-- Shell nose in WORLD space, from the shell's own wheel labels.
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local wf = shell:FindFirstChild("Wheels")
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local fSum, fN, rSum, rN = Vector3.zero, 0, Vector3.zero, 0
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for _, w in ipairs(wf:GetChildren()) do
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local sum, n = Vector3.zero, 0
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if w:IsA("BasePart") then
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sum, n = w.Position, 1
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end
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for _, d in ipairs(w:GetDescendants()) do
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if d:IsA("BasePart") then
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sum, n = sum + d.Position, n + 1
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end
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end
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if n > 0 then
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local h = w.Name:sub(1, 1):upper()
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if h == "F" then
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fSum, fN = fSum + (sum / n), fN + 1
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elseif h == "R" then
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rSum, rN = rSum + (sum / n), rN + 1
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end
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end
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end
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if fN == 0 or rN == 0 then
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log(string.format("%-11s no F/R labels on built shell", name))
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car:Destroy()
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continue
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end
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local nose = (fSum / fN) - (rSum / rN)
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nose = Vector3.new(nose.X, 0, nose.Z)
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if nose.Magnitude < 0.01 then
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log(string.format("%-11s degenerate nose vector", name))
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car:Destroy()
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continue
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end
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nose = nose.Unit
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local fwd = body.CFrame.LookVector
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fwd = Vector3.new(fwd.X, 0, fwd.Z).Unit
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local dot = nose:Dot(fwd)
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local yawErr = math.deg(math.acos(math.clamp(dot, -1, 1)))
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local verdict
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if dot > 0.85 then
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verdict = "CORRECT (nose = drive dir)"
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elseif dot < -0.85 then
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verdict = "*** REVERSED ***"
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else
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verdict = "skewed"
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end
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log(
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string.format(
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"%-11s %-10s %-12s %s",
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name,
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string.format("%+.3f", dot),
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string.format("%.1f deg", yawErr),
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verdict
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)
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)
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car:Destroy()
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end
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log("")
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if built == 0 then
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log(">>> NOTHING BUILT -- this is a FAILURE, not a pass.")
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else
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log(string.format(">>> built and measured %d/5 cars, then destroyed them (no scene changes)", built))
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log(" This is the finished article, after every stage of the build pipeline.")
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end
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return table.concat(out, "\n")
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