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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

156 lines
3.9 KiB
Luau

--[[
diag_paexit.luau -- work out the real route from the SpawnPad out of the
Daikoku PA and onto the wangan mainline.
Reports, in world coordinates: the spawn pad, the ring road, both ramps,
and -- crucially -- the COMPASS BEARING and distance from the pad to each
ramp, so the answer can be phrased as "drive X studs toward <direction>"
rather than a vague description.
Bearings are given in Roblox world terms: -Z is treated as North.
]]
local Workspace = game:GetService("Workspace")
local out = {}
local function log(s)
table.insert(out, s)
end
local map = Workspace:FindFirstChild("Map")
if not map then
return "FATAL: no Map in Workspace -- build the map first (Play once)"
end
local function grab(name)
local hit = map:FindFirstChild(name, true)
return (hit and hit:IsA("BasePart")) and hit or nil
end
local pad = grab("SpawnPad")
if not pad then
return "FATAL: SpawnPad not found under Map"
end
log(
string.format(
"SpawnPad pos=(%.0f, %.0f, %.0f) size=(%.0f x %.0f)",
pad.Position.X,
pad.Position.Y,
pad.Position.Z,
pad.Size.X,
pad.Size.Z
)
)
-- Compass bearing from the pad to a target, with -Z = North.
local function bearing(from, to)
local d = Vector3.new(to.X - from.X, 0, to.Z - from.Z)
if d.Magnitude < 0.01 then
return "--", 0
end
local deg = math.deg(math.atan2(d.X, -d.Z)) -- 0 = -Z (north), +90 = +X (east)
if deg < 0 then
deg += 360
end
local names = { "North", "NE", "East", "SE", "South", "SW", "West", "NW" }
local idx = math.floor(((deg + 22.5) % 360) / 45) + 1
return names[idx], d.Magnitude, deg
end
log("")
log("--- ramps and ring ---")
for _, nm in ipairs({ "PAOnRamp", "PAOffRamp" }) do
local p = grab(nm)
if p then
local dir, dist, deg = bearing(pad.Position, p.Position)
log(
string.format(
"%-10s pos=(%.0f, %.0f, %.0f) %s of pad, %.0f studs, bearing %.0f deg",
nm,
p.Position.X,
p.Position.Y,
p.Position.Z,
dir,
dist,
deg or 0
)
)
else
log(string.format("%-10s NOT FOUND", nm))
end
end
-- Ring segments: report the ring's radius and height vs the pad.
local ringParts = {}
for _, d in ipairs(map:GetDescendants()) do
if d:IsA("BasePart") and (d.Name:find("Ring") or d.Name == "PARing") then
table.insert(ringParts, d)
end
end
if #ringParts > 0 then
local minY, maxY = math.huge, -math.huge
local maxR = 0
for _, p in ipairs(ringParts) do
minY = math.min(minY, p.Position.Y)
maxY = math.max(maxY, p.Position.Y)
local r = (Vector3.new(p.Position.X - pad.Position.X, 0, p.Position.Z - pad.Position.Z)).Magnitude
maxR = math.max(maxR, r)
end
log(
string.format(
"ring %d parts, radius up to %.0f studs, Y %.0f..%.0f (pad Y %.0f)",
#ringParts,
maxR,
minY,
maxY,
pad.Position.Y
)
)
log(string.format(" ring sits %.0f studs ABOVE the pad", minY - pad.Position.Y))
end
-- Where is the mainline relative to the pad?
log("")
log("--- mainline ---")
local roadFolder = map:FindFirstChild("Road") or map:FindFirstChild("Circuit")
if roadFolder then
local nearest, nearestD = nil, math.huge
for _, d in ipairs(roadFolder:GetDescendants()) do
if d:IsA("BasePart") then
local dist = (Vector3.new(d.Position.X - pad.Position.X, 0, d.Position.Z - pad.Position.Z)).Magnitude
if dist < nearestD then
nearestD, nearest = dist, d
end
end
end
if nearest then
local dir, dist = bearing(pad.Position, nearest.Position)
log(
string.format(
"nearest mainline part '%s' at (%.0f, %.0f, %.0f)",
nearest.Name,
nearest.Position.X,
nearest.Position.Y,
nearest.Position.Z
)
)
log(
string.format(
" -> %s of the pad, %.0f studs away, Y %+.0f vs pad",
dir,
dist,
nearest.Position.Y - pad.Position.Y
)
)
end
else
local names = {}
for _, d in ipairs(map:GetChildren()) do
table.insert(names, d.Name)
end
log("no Road/Circuit folder; Map children: " .. table.concat(names, ", "))
end
return table.concat(out, "\n")