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_paexit2.luau -- follow-up: the first pass looked for a "Road" folder,
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but the map's mainline lives under "Expressway". Also resolve which of the
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two ramps is the way OUT (the off-ramp rejoins the mainline), and give the
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pad-relative direction in terms the player can act on.
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]]
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local Workspace = game:GetService("Workspace")
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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 map = Workspace:FindFirstChild("Map")
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if not map then
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return "FATAL: no Map"
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end
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local pad = map:FindFirstChild("SpawnPad", true)
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if not pad then
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return "FATAL: no SpawnPad"
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end
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local function bearing(from, to)
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local d = Vector3.new(to.X - from.X, 0, to.Z - from.Z)
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if d.Magnitude < 0.01 then
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return "--", 0, 0
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end
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local deg = math.deg(math.atan2(d.X, -d.Z))
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if deg < 0 then
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deg += 360
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end
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local names = { "North", "North-East", "East", "South-East", "South", "South-West", "West", "North-West" }
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return names[math.floor(((deg + 22.5) % 360) / 45) + 1], d.Magnitude, deg
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end
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local expw = map:FindFirstChild("Expressway")
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log(string.format("pad at (%.0f, %.0f, %.0f)", pad.Position.X, pad.Position.Y, pad.Position.Z))
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log("")
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if expw then
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local nearest, nearestD
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local count = 0
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for _, d in ipairs(expw:GetDescendants()) do
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if d:IsA("BasePart") then
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count += 1
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local dist = (Vector3.new(d.Position.X - pad.Position.X, 0, d.Position.Z - pad.Position.Z)).Magnitude
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if not nearestD or dist < nearestD then
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nearestD, nearest = dist, d
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end
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end
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end
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log(string.format("Expressway: %d parts", count))
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if nearest then
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local dir, dist = bearing(pad.Position, nearest.Position)
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log(
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string.format(
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" nearest mainline part '%s' (%.0f, %.0f, %.0f)",
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nearest.Name,
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nearest.Position.X,
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nearest.Position.Y,
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nearest.Position.Z
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)
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)
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log(string.format(" -> %s of pad, %.0f studs, Y %+.0f vs pad", dir, dist, nearest.Position.Y - pad.Position.Y))
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end
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end
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-- Ramp detail: where each ramp STARTS (ring end) and ENDS (mainline end).
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log("")
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log("--- ramp geometry (which way out) ---")
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for _, nm in ipairs({ "PAOnRamp", "PAOffRamp" }) do
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local p = map:FindFirstChild(nm, true)
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if not p then
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log(nm .. ": NOT FOUND")
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continue
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end
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-- A ramp deck is built with lookAt(mid, road): its LookVector points at the
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-- mainline end. Report both ends so the direction of travel is unambiguous.
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local halfLen = p.Size.Z / 2
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local toRoad = p.CFrame * CFrame.new(0, 0, -halfLen)
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local toRing = p.CFrame * CFrame.new(0, 0, halfLen)
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local dir, dist = bearing(pad.Position, p.Position)
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log(string.format("%s centre %s of pad, %.0f studs", nm, dir, dist))
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log(string.format(" ring end (%.0f, %.0f, %.0f)", toRing.Position.X, toRing.Position.Y, toRing.Position.Z))
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log(string.format(" mainline end (%.0f, %.0f, %.0f)", toRoad.Position.X, toRoad.Position.Y, toRoad.Position.Z))
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log(string.format(" length %.0f studs, width %.0f", p.Size.Z, p.Size.X))
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end
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-- How far from the pad edge to the ring, in each cardinal direction?
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log("")
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log("--- getting from pad to ring ---")
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log(string.format("pad is %.0f x %.0f, so its edge is %.0f studs from centre", pad.Size.X, pad.Size.Z, pad.Size.X / 2))
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local ringParts = {}
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for _, d in ipairs(map:GetDescendants()) do
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if d:IsA("BasePart") and d.Name:find("Ring") then
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table.insert(ringParts, d)
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end
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end
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if #ringParts > 0 then
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local minR, maxR = math.huge, 0
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for _, p in ipairs(ringParts) do
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local r = (Vector3.new(p.Position.X - pad.Position.X, 0, p.Position.Z - pad.Position.Z)).Magnitude
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minR = math.min(minR, r)
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maxR = math.max(maxR, r)
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end
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log(
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string.format(
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"ring road lies %.0f..%.0f studs from the pad centre, in every direction (it encircles the lot)",
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minR,
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maxR
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)
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)
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end
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return table.concat(out, "\n")
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