Four fidelity fixes, all verified in a live Studio datamodel (not just built):
1. Wire up the dead `bridge` flag. Circuit.luau marks 474 samples as bridge
spans but nothing ever read the field, so every elevated metre rendered as
the same slab on square columns. Flagged spans now get a steel box girder
(鋼箱桁橋) with stiffener ribs under the deck, carried on a transverse pier
cap and round columns at a wider pitch than the viaduct pillars.
2. Ginza 跨道橋. The Ginza section sits below street level in the filled-in
楓川・築地川 river beds and the surviving city bridges cross over it, their
piers landing in the median. Adds the crossing decks, parapets and centre
piers -- which is the physical reason lane changes are banned there, not
just a paint choice.
3. Junction speed plates. 江戸橋JCT内 / 浜崎橋JCT内 / 京橋JCT-旧白魚橋乗継所 are
posted 40 km/h, not the 50 km/h mainline limit; plates repeat more often
through the short restricted stretches.
4. Shiodome JCT -> Hamazakibashi JCT widened to 3+3 lanes via widthAt(), with
a taper (max ~1.7 studs/sample) instead of a step. Every fixed-width
consumer -- deck, median, parapets, lane marks, signage offsets, skyline
setback, finish line -- now reads widthAt() so nothing floats or clips.
Verified headlessly (tools/verify_c1_fixes*.luau):
girders 488 / 474 flagged samples, pier caps 85, columns 80
Ginza overpasses 7, piers 7, lateral offset from centreline 0.000 studs
speed plates 40km/h x7, 50km/h x8
deck width Shiodome 81.5 vs Kasumigaseki 60.0
seam lip max 0.0006, road-surface raycast step max 0.260, 0 deck holes
Two earlier "failures" were bad tests, not bad geometry, and the fixed
harnesses document the traps: deck parts are pitched by CFrame.lookAt so
Position.Y+Size.Y/2 is not the surface height (and LookVector is -Z, so the
end faces are easy to swap), and a seam raycast must filter to the Expressway
folder or it hits TunnelCeiling/MedianFence and reports a phantom 19-stud step.
Road markings now follow the 全標協 (Japan Road Marking Association) 2012/2018
standard rather than eyeballed values:
- Lane dividers: 8 m painted / 12 m gap on a continuous 20 m cycle carried
across segment boundaries (previously each segment restarted its own dash
phase, so the rhythm broke at every joint).
- Line widths corrected to 0.15 m lane / 0.20 m edge. The 0.45 m width often
quoted for expressways applies only to the boundary against a 変速車線
(accel/decel lane) -- now used at ramps only, where it belongs.
- Yellow SOLID no-lane-change lines through tunnels and tight curves, per the
standard's rule that the boundary goes solid where overtaking is undesirable.
- 導流帯 gore zebra at ramp junctions: 45 cm bars at 1.0 m pitch.
Signage:
- Guide-sign green corrected to the official #005D35; route badges #007F1F.
- Bilingual Japanese + romaji layout (JP above, romaji below).
- Added 規制標識 speed limit plates posted at 50 km/h -- the C1 Inner Circular
limit. (80 km/h is the Bayshore Route; the two are not the same.)
- Added キロポスト distance markers every 0.5 km.
Lighting/furniture:
- Tunnel lighting changed from blue/teal neon to warm sodium + cool LED runs,
and made continuous rather than every-other-segment.
- Deck lamps on a ~34 m pitch; added reflective delineator posts.
Verified in-engine by headless measurement, not by inspection: 14/14 geometric
assertions pass (dash length/width, edge width, yellow count, zebra pitch,
light colour, sign colour/bilingual, speed+km posts, markings flush with deck).
Sources and the corrections to widely-repeated wrong figures are recorded in
docs/japanese-road-standards.md.
Wheels: WHEEL_RADIUS was 2.0 (4.0-stud tyre on a 19-stud car = 21% of
length; real cars are ~14%). Derived from SHELL_LENGTH instead -> 2.70
dia, ratio 0.142. Suspension drop 2.2 -> 0.85 and GROUND_OFFSET
correspondingly lowered, dropping the body onto the wheels.
Roof fit, three separate bugs:
1. HEAD_ABOVE_SEAT (3.27) was the head CENTRE, not the crown. A default
R15 head is 1.20 tall so the crown is 3.87 up -- the constant was
short by half a head, which is exactly what poked through.
2. The adaptive seat solve measured the roof from the shell's bounding
box top, which includes spoilers/antennas/stray parts (up to +0.74
of junk). Now uses the largest part's top -- the real roofline.
3. wanted/seatLocal is a pan height but HEAD_ABOVE_SEAT is measured from
the seat CENTRE, so every car silently lost Size.Y/2 of clearance
(hyper_x got 0.07 instead of the requested 0.30).
Also lowered SHELL_DROP 0.6 -> 0.25 and let the seat clamp sink to
GROUND_OFFSET - SHELL_DROP, since hyper_x has the lowest roof (4.64)
and had no headroom to give.
Verified live in Play, avatar seated, all five models INSIDE the roof:
hyper_x 0.33, rx7_fc 0.31, silv_s15 0.37, gtr_r34 0.44, hatch_junk 1.09
Reworked the mainline and Daikoku Futo PA against real references (Wikimedia
aerials of Daikoku JCT + OSM way data for the junction) rather than guesswork.
- Divided carriageways: raised median kerb with dark anti-glare fence down the
centre, matching OSM (lanes=2, oneway=yes per carriageway).
- Edge containment: white concrete parapet topped by a dark metal railing --
the signature Shutoko silhouette -- backed by a kill wall so cars cannot
leave the deck.
- Palette corrected from dark grey to Shutoko pale concrete; asphalt lightened
to mid-grey to read correctly in daylight.
- Daikoku Futo PA: replaced the single straight stub ramp with a full loop road
encircling the parking apron (real loop ramps measured at 48m and 121m
radius), elevated on pillars, reachable from BOTH carriageways via on/off
ramps. Median and barriers open at those junctions so the ramps connect.
- Removed the old four-sided perimeter box; the apron now extends under the
ring, so there is no exposed edge to fall off.
Verified by executing MapBuilder headlessly under a stubbed Roblox API:
build ok, 823 road segs, 797 median segs (26 junction gaps), 1594 barriers +
1594 railings + 1594 kill walls, 72 ring segs at constant 389.6 radius,
apron covering the ring, all decks continuous at Y=46.
The stale-loop check indexed seatPart without a nil guard:
not seatPart:IsDescendantOf(workspace)
On respawn CarManager destroys the old car, so humanoid.SeatPart is nil for a
frame while heartbeatConn is still live. That path then indexed a nil value,
the error propagated out of the task.spawn thread, and the watchdog - the only
self-healing path in the controller - DIED PERMANENTLY. The car was undrivable
from then on, and the bug looked intermittent because the edge-triggered
SeatPart signal still covered the simple nil -> seat transition.
Nil-check seatPart before indexing, and wrap the whole watchdog body in pcall
so no future error can ever silently kill the loop again (warn instead).
Verified: 5 consecutive respawns then drives to MaxSpeed 163 studs/s at road
level (up=1.00), TIME_ATTACK sessionKm advances 0.003 -> 0.169 km.
Respawning left the car undrivable. CarManager.spawn() destroys the old car
and builds a new one, but the client's Heartbeat connection survived and kept
driving the DESTROYED car's motors. Because heartbeatConn stayed non-nil, the
cold-start watchdog concluded the chassis was already armed and never armed
the new car - torque stayed at the idle brake value and the car never moved.
Track the seat the live loop is bound to (drivingSeat) and treat the loop as
stale when that seat isn't the one we're sitting in, or its car has left the
workspace. On stale, stop and re-arm against the new car.
Verified: after 4 respawn cycles the car accelerates 49 -> 163 studs/s,
travels 273 studs, stays upright at road level.
The drive loop was armed purely edge-triggered from
humanoid:GetPropertyChangedSignal("SeatPart") plus a one-shot catch-up
applySeat() at init. On cold boot the server seats the player AFTER that
catch-up runs, so the edge is lost, startDriving() never connects, and all
four wheel motors stay at MotorMaxTorque = 0 - the car is completely
undrivable until the player manually gets out and back in.
Replace the one-shot with a 0.5s level-triggered watchdog: if seated in a
DriveSeat with no live heartbeat connection, arm it; if not seated with a
live connection, stop it. Immune to any ordering of bootstrap vs seating.
Verified on cold boot (no manual reseat): all 4 motors uniform, poisoned
torque values restored within 0.6s, car accelerates to MaxSpeed 163 studs/s,
holds it upright, and engine-brakes 163 -> 0.
Sit() dragged the seat's body assembly ~15,700 studs to the client-owned
character while the knuckle/wheel assemblies stayed at the spawn pad,
tearing the car apart; wheels then fell out of the world.
Server-side character:PivotTo() does not stick (client has authority) --
it holds one frame and snaps back, so the pre-seat teleport could not fix
this. Instead: record each part's offset from the body while the model is
intact, take server network ownership, let Sit() and the snap-back settle,
then reassemble every assembly around the body (forced level) and hand
ownership back to the driver.
Verified in Studio: max part separation 6.42 studs (exhaust, normal),
up-vector 1.00, driver seated, drove 98.6 studs at 41 studs/s intact.
Four independent bugs kept the car immobile at the world origin:
1. Wheels collided with their own chassis. Wheel inner edge sits at 2.80
vs body edge 3.00, and wheel top -0.20 vs body bottom -0.70. The
overlap is intentional styling, but in one collision group the wheels
ground against the body: motors spun ~1 rad/s against 20,000 torque.
Wheels now use a CarWheel group that ignores CarChassis.
2. Suspension exploded on spawn. PrismaticConstraint+SpringConstraint
between a 0.6-stud hub and the ballasted body was unstable enough to
fling knuckles ~10,000,000 studs out, past FallenPartsDestroyHeight,
deleting the wheels. Replaced with a rigid welded hub mount.
3. Car spawned at world origin, not the pad. MapBuilder made a SpawnPad
part but no SpawnLocation, so characters spawned at (0,0,0) and Sit()
dragged the car to them. Added a real SpawnLocation and the model is
now pivoted after parenting, with the character teleported first.
4. AntiCheat snapped that legitimate spawn teleport back. An ~8,500-stud
server move reads as a teleport hack. Added AntiCheat.grant() so
server-initiated moves are exempt for a short grace window.
Verified in Studio: 881 studs in 6s, 496 studs/s top speed, 152 deg
steering, braking 33 -> 0 studs/s, chassis stays upright.
Eight geometric assertions against the built map, runnable from Linux over
the Studio MCP bridge. Each check tests the world that exists rather than
trusting that a build reported success.
Check 1 is the important one: it fresh-requires Circuit and asserts
823/200/474. Studio caches ModuleScripts, so a stale Circuit will happily
build a plausible-looking map of the wrong circuit -- which is exactly what
happened before. The shape checks are meaningless without it.
Found and fixed while writing this: a Sound with a doubled rbxassetid://
prefix in the imported CarLibrary chassis.
Probe note: pillar tops are flush with the deck by design (0.00 clearance),
so the car-envelope probe must ride fully above the road surface or it
reports its own supports as intrusions.
buildBridges() adds the two landmark structures the generated road was
missing, driven off the existing per-sample tunnel/bridge flags in
Circuit.luau (200 tunnel / 474 bridge samples, recorded at trace time):
* NihonbashiViaduct - box girder carried on piers over the historic
stone bridge, the C1's most recognisable stretch.
* Shiodome cable-stayed span - twin H-towers with fanned stays.
Also fixes buildSkyline() placing geometry inside the racing surface:
* the setback test compared the building CENTRE against 220 studs, so a
220-wide tower still reached 110 studs inward - through the tunnel
bore walls. Now tests the outer face (near - w/2) against
ROAD_WIDTH/2 + 60.
* it strided samples by 3, skipping the closest approach on tight
corners. Now tests every sample.
* NeonSign hangs off the +X face and was never clearance-checked at
all; it now gets its own test.
Verified in Studio against a full rebuild (823 samples -> 2468 road
parts): 400 tunnel walls / 200 ceilings for the 200 flagged samples,
621 buildings placed, and raycasts over every road part report 0
headroom and 0 lateral obstructions. Minimum building clearance 47.8
studs.
Daikoku Futo PA becomes the hub (Tokyo Xtreme Racer structure): park, pick a
mode, drive out the exit gate to start the run, pull back into the PA to end it.
Modes:
- CRUISE free roam, banks session + lifetime kilometres
- DUEL gap-based battle: hold 350 studs for 3s to win
- TIME ATTACK solo flying lap, 4 sector splits, saved personal best
New shared modules:
- Circuit.luau one source of truth for loop geometry. progressOf(pos) gives
lap distance, which drives lap detection, sectors and duel gaps
alike, so the map and gameplay can never drift apart.
- Modes.luau mode definitions + duel/time-attack tuning constants
Server-authoritative throughout: ModeManager samples the car real position on
Heartbeat and the client never reports distance, lap time or gap. Teleport and
respawn jumps are rejected from distance accumulation.
ProfileTemplate v3 adds DistanceStuds, BestLapTime, BestSectors, DuelsWon and
DuelsLost; ProfileStore Reconcile migrates existing saves.
Rename: repo, wally package, local dir and stale NAS asset paths all move off
the old fnf-sim name. NAS folder was already 0-tokyo-wangan-racing, so those
doc paths were broken before this.
The straight strip becomes a closed rounded-rect loop (~7,400 studs/lap)
built from centerline samples, Shuto-C1 style. Landmark zones:
- Daikoku Futo PA: drivable meet lot off the south straight (guardrail
gap entrance), painted bays, flood-light towers, bilingual sign —
cars now SPAWN at Daikoku like a proper meet
- Rainbow Bridge over the east straight: white suspension towers with
beacons, cross beams, rainbow-colored rail lights
- Odaiba beyond the bridge: blocky Unicorn Gundam (glowing eyes, horn,
pink psycho-frame strips) + 16-cabin neon ferris wheel
- Yamate-style tunnel enclosing the whole north straight
- Tokyo Tower replica (orange/white tiers, two lit decks, antenna) west
- Tatsumi PA overlook pad NE
- City-core skyline inside the loop + outer ring skipping landmark zones
- Bilingual green highway signs via SurfaceGui (JP + EN)
Gameplay contract preserved: SpawnPad/FinishLine/KillWall names intact,
kill walls hug every road edge except the Daikoku entrance.
- Scanned b-action-cam-footage/clipchamp (99GB, 5 videos of the FD):
extracted audio NAS-side via linuxserver/ffmpeg container (stream-copy),
scanned 69min return drive per-second for engine tonality + whistle
prominence (1.5-9kHz peak vs band median)
- New rev loop: 985-993s highway pull — 0.0Hz pitch drift over 8s,
whistle ~1.7kHz at +33dB, exhaust + turbo captured together (seam 0.001)
- New whistle-only loop: same pull high-passed 1.2kHz — isolated spool
- SoundController: optional per-car Whistle layer that rides boost
(throttle held at speed): fades in past 25% speed, pitch 0.9->1.35
- ROTARY_SOUND.md updated; three .ogg uploads needed in Studio now
- SoundController rebuilt around idle+rev loop crossfading (real racing
game approach): idle layer barely pitch-shifts (keeps engine character),
rev layer carries the speed range; crossfade window 5%-45% of top speed
- Per-car CAR_SOUNDS table so the RX-7 gets real 13B rotary loops while
other cars keep the generic set
- docs/ROTARY_SOUND.md: full record->loop->upload pipeline for capturing
the owner's REAL RX-7 (extract audio from video, zero-crossing cut +
equal-power crossfade seam, normalize, ogg, Studio upload, wire IDs)
- Toolbox rotary rips evaluated and rejected: unauditionabe off-platform,
short/unloopable, murky rights; the real car beats any rip
SoundController (client):
- Looping engine sound on the car body: pitch 0.7->1.9 tracks speed
(curved so low speed feels torquey), volume swells with throttle
- Tyre squeal loop faded by lateral slip (velocity along body RightVector)
and hard braking from speed; always playing at 0 volume to avoid pops
- 3D sounds with rolloff so other players hear cars pass
- Asset IDs from safe sources (Roblox Resources engine loop,
ProSoundEffects squeal); swap in SOUNDS table after audition
Ambience (server):
- Atmosphere (purple-grey haze, glare) so neon reads in the air
- BloomEffect for neon pop + subtle cool ColorCorrection
- Slow ClockTime ping-pong 22:00->03:00 over 10 min: always night,
but the sky breathes
CameraController (client):
- Scriptable chase cam only while in the DriveSeat; restores default on exit
- Frame-rate independent damped follow with look-ahead aim point
- Flat horizon (ignores car pitch/roll) so bumps don't shake the view
- Speed-based FOV kick (quadratic ramp) for sense of pace
- Cleans up on Died/despawn
MapBuilder v2:
- Highway extended 2400 -> 3200 studs with distinct feature zones
- Gantry arches (seg 2), enclosed neon-lit tunnel (seg 3), jump ramp +
landing pair on the right lane (seg 4, left lane stays flat)
- Procedural neon skyline towers flanking both sides (deterministic seed,
same city every server)
- End kill-wall so you can't sail off the far edge
- New shared Chassis.luau: geometry constants + per-car tuning from stats
- CarManager.buildCarModel rebuilt: prismatic+spring suspension per corner,
servo-hinge steering on front knuckles, motor-hinge driven wheels,
hidden dense ballast for anti-roll; VehicleSeat kept as input device only
- New client ChassisController: drives motors/servos from seat
ThrottleFloat/SteerFloat per Heartbeat; speed-sensitive steering lock;
engine braking on throttle release
- Driver gets network ownership of every unanchored part (constraint
assemblies are separate; missing one causes stuttery physics)
- Docs: MESH_SWAP.md rewritten for shell-on-chassis workflow; ROADMAP updated
Per user direction, the MVP is now simply driving cars on the expressway.
- Removed RaceManager and Economy modules entirely
- Slimmed Remotes to DataUpdated / SpawnCar / EquipCar
- ProfileTemplate now just remembers the last driven car (v2)
- Cars: dropped price/rep/upgrade fields; kept identity + driving stats
- CarManager: stat-based tuning only; RX-7 allowlist via GameConfig.canDrive
- DataManager: assign default car on join; downgrade RX-7 if de-allowlisted
- Client: replaced garage/economy UI with a simple car picker + respawn
- Docs: GDD/ROADMAP/README rewritten for drive-only; added docs/MESH_SWAP.md
- Gates: stylua clean, selene 0/0, rojo builds