Commit Graph
15 Commits
Author SHA1 Message Date
jesse c8dabea53a 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.
2026-08-02 15:56:13 -04:00
jesse 967385261d Rebuild road markings, signage and lighting to verified JP expressway spec
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.
2026-08-01 17:08:39 -04:00
jesse 85730f0038 Fix monster-truck stance and head-through-roof clipping
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
2026-08-01 02:08:31 -04:00
jesse 37a83e0e8f Map: divided expressway with median, edge parapets+railings, Daikoku Futo PA ring road
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.
2026-07-31 19:46:53 -04:00
Hermes 0c5ecd2487 Real car meshes + physics-derived suspension + inPA/void fixes
CI / quality (push) Failing after 56s
Car meshes:
- CarManager: clone ReplicatedStorage/CarModels/<carId> as a visual Shell,
  weld to Body, hide placeholder blocks. Falls back to procedural CarBody
  when no mesh exists, so cars can be converted one at a time.
- Shell parts are Massless/CanCollide=false/CanQuery=false: the constraint
  chassis and driving feel are untouched. Verified 0 violating parts live.
- 5 catalogue cars mapped from the 67-model ServerStorage/CarLibrary import.

Suspension (ref docs/CAR_PHYSICS_REFERENCE.txt, devforum 3915628):
- BUG: old k=9000 gave 1.10 studs static sag against 0.90 studs total travel,
  i.e. the suspension sat permanently bottomed out and the spring did no work.
- Stiffness now solved from a sag target (70%% of half travel); damping now
  derived as a damping ratio c = zeta*2*sqrt(k*m) instead of an unrelated
  constant. Old pair worked out to zeta=0.31 (floaty); now 0.55-0.63.
- Measured after fix: ride height 1.97 studs, bounce 0.000, body roll 0.002.

Also: Circuit.inPA square test (PAFloor is 520x520, test was a r=260 circle,
corners falsely reported outside and spuriously armed runs), and void-fall
recovery now moves the character to the spawn pad BEFORE building the car.
2026-07-31 19:04:32 -04:00
jesse 3ae71f9dd3 fix(client): level-triggered watchdog arms chassis on cold start
CI / quality (push) Failing after 53s
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.
2026-07-31 15:52:12 -04:00
jesse 45069188be fix(CarManager): repair car torn apart on spawn by client-owned character
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.
2026-07-31 13:00:33 -04:00
jesse d45f35736a fix: car now drives - collision groups, rigid hubs, pad spawn, anticheat grace
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.
2026-07-31 10:04:47 -04:00
jesse be52290093 Add three-mode Wangan loop; rename project to Tokyo Wangan Racing
CI / quality (push) Successful in 1m18s
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.
2026-07-30 20:16:04 -04:00
Hermes 681c3462c6 Rename: Tokyo Wangan Racing (was Fast & Furious: Tokyo Expressway)
- Title in README + GDD, UI/log prefixes FnF -> Wangan
- Rojo project name -> TokyoWanganRacing
- Fix undefined `H` in CarManager seat CFrame (selene error) -> Chassis.BODY_SIZE.Y
2026-07-30 20:03:52 -04:00
jesse e0bee80795 CarBody: sculpted per-car visual body kits (cars-first priority)
CI / quality (push) Successful in 1m5s
- New src/server/CarBody.luau: wedge noses, raked glass, pop-up lights (RX-7),
  spoilers (lip/wing/GT), tail styles, exhaust tips, underglow, accent neon,
  alloy rims. All parts Massless+welded: zero physics impact.
- CarManager: replaced the old glass-cube cabin with CarBody.build().
2026-07-22 08:50:19 -04:00
jesse b3a1044df6 M1: constraint chassis (springs, servo steering, motor wheels)
CI / quality (push) Successful in 54s
- 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
2026-07-22 00:20:59 -04:00
jesse 07a67204ca Scope cut: drive-only MVP (remove racing + economy)
CI / quality (push) Successful in 1m1s
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
2026-07-22 00:11:11 -04:00
jesse e9aec28af3 Restrict RX-7 to allowlisted UserIds (owner + son demo lock)
CI / quality (push) Failing after 1m0s
- GameConfig: RX7AllowedUserIds allowlist + isRX7Allowed/starterCarFor helpers
- ProfileTemplate: no hard-coded starter; granted per-player by UserId
- DataManager: grants RX-7 to allowlisted players, public car to everyone else
- Economy.buyCar + CarManager.spawn: server-side refuse RX-7 for non-allowlisted
- Cars: RX-7 flagged Restricted; client dealership hides it from non-owners
- Gates: stylua clean, selene 0/0, rojo builds
2026-07-21 23:39:59 -04:00
jesse 9a2f2d4dc9 Initial MVP: drivable RX-7 vertical slice + server-authoritative systems
CI / quality (push) Failing after 5m53s
- Rojo + Wally project; ProfileStore (loleris) for safe saves
- Shared: GameConfig, Cars (RX-7 free starter), ProfileTemplate, Remotes
- Server: DataManager, Economy, CarManager, RaceManager, MapBuilder, AntiCheat
- Client: neon HUD + Garage/Dealership UI (buy/equip/upgrade), race/daily
- Procedural Tokyo expressway (spawn pad, finish line, neon pylons, kill walls)
- CI workflow (Gitea/GitHub), Makefile, selene+stylua clean, rojo builds
- Docs: README, GDD, realistic solo ROADMAP
2026-07-21 23:30:53 -04:00