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.
This commit is contained in:
@@ -0,0 +1,108 @@
|
||||
--[[
|
||||
shot_shells.luau -- render the built cars for visual confirmation.
|
||||
|
||||
Numeric cues have now been wrong twice in this investigation (wheel-name
|
||||
probes silently matched the chassis; the "asym" proxy gave verdicts that
|
||||
contradicted the boot cue). The boot check is self-consistent but cannot
|
||||
judge hatch_junk or hyper_x -- which are precisely the two cars in
|
||||
question. So look at them.
|
||||
|
||||
Places all five cars in a row, all facing the SAME chassis direction
|
||||
(forward = -Z), and points a camera down the row from the side. On a
|
||||
correct fleet every nose points the same way; a backwards shell is
|
||||
obvious. Leaves the cars in Workspace under a folder so a screenshot can
|
||||
be taken from Studio.
|
||||
]]
|
||||
|
||||
local ServerScriptService = game:GetService("ServerScriptService")
|
||||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local RunService = game:GetService("RunService")
|
||||
|
||||
local Shared = ReplicatedStorage:FindFirstChild("Shared")
|
||||
local Cars = require(Shared.Cars)
|
||||
local Chassis = require(Shared.Chassis)
|
||||
local orig = ServerScriptService:FindFirstChild("Server", true):FindFirstChild("CarManager")
|
||||
local cm = orig:Clone()
|
||||
cm.Parent = orig.Parent
|
||||
local CarManager = require(cm)
|
||||
|
||||
local old = workspace:FindFirstChild("ShellReview")
|
||||
if old then
|
||||
old:Destroy()
|
||||
end
|
||||
local folder = Instance.new("Folder")
|
||||
folder.Name = "ShellReview"
|
||||
folder.Parent = workspace
|
||||
|
||||
local pad = Instance.new("Part")
|
||||
pad.Size = Vector3.new(200, 4, 120)
|
||||
pad.Position = Vector3.new(0, 4998, 0)
|
||||
pad.Anchored = true
|
||||
pad.Color = Color3.fromRGB(70, 70, 75)
|
||||
pad.Material = Enum.Material.SmoothPlastic
|
||||
pad.Parent = folder
|
||||
|
||||
local out = {}
|
||||
local i = 0
|
||||
local ids = {}
|
||||
for _, t in ipairs(ReplicatedStorage.CarModels:GetChildren()) do
|
||||
table.insert(ids, t.Name)
|
||||
end
|
||||
table.sort(ids)
|
||||
|
||||
for _, id in ipairs(ids) do
|
||||
local car = Cars.Get(id)
|
||||
if car then
|
||||
local m = CarManager._buildForDiag(car, Chassis.tuningFor(car))
|
||||
m.Name = "car_" .. id
|
||||
m.Parent = folder
|
||||
-- All cars share one orientation: forward = -Z, i.e. identity rotation.
|
||||
m:PivotTo(CFrame.new(-60 + i * 30, 5003, 0))
|
||||
for _, p in ipairs(m:GetDescendants()) do
|
||||
if p:IsA("BasePart") then
|
||||
p.Anchored = true
|
||||
end
|
||||
end
|
||||
-- Label above each car so the screenshot is self-describing.
|
||||
local sign = Instance.new("Part")
|
||||
sign.Size = Vector3.new(0.2, 0.2, 0.2)
|
||||
sign.Transparency = 1
|
||||
sign.Anchored = true
|
||||
sign.CanCollide = false
|
||||
sign.Position = Vector3.new(-60 + i * 30, 5010, 0)
|
||||
sign.Parent = folder
|
||||
local gui = Instance.new("BillboardGui")
|
||||
gui.Size = UDim2.new(0, 260, 0, 60)
|
||||
gui.AlwaysOnTop = true
|
||||
gui.Parent = sign
|
||||
local lbl = Instance.new("TextLabel")
|
||||
lbl.Size = UDim2.fromScale(1, 1)
|
||||
lbl.BackgroundTransparency = 0.3
|
||||
lbl.BackgroundColor3 = Color3.new(0, 0, 0)
|
||||
lbl.TextColor3 = Color3.new(1, 1, 1)
|
||||
lbl.TextScaled = true
|
||||
lbl.Font = Enum.Font.GothamBold
|
||||
lbl.Text = id
|
||||
lbl.Parent = gui
|
||||
table.insert(out, id)
|
||||
i += 1
|
||||
end
|
||||
end
|
||||
|
||||
for _ = 1, 10 do
|
||||
RunService.Heartbeat:Wait()
|
||||
end
|
||||
|
||||
-- Side-on camera: looking along +X at the row, so every nose should point
|
||||
-- to the SAME side of frame (screen left = -Z).
|
||||
local cam = workspace.CurrentCamera
|
||||
if cam then
|
||||
cam.CameraType = Enum.CameraType.Scriptable
|
||||
cam.CFrame = CFrame.lookAt(Vector3.new(0, 5022, 78), Vector3.new(0, 5004, 0))
|
||||
end
|
||||
|
||||
cm:Destroy()
|
||||
return "placed: "
|
||||
.. table.concat(out, ", ")
|
||||
.. "\nAll cars share forward = -Z (screen LEFT in this view)."
|
||||
.. "\nCamera set side-on. Every nose should point the same way."
|
||||
Reference in New Issue
Block a user