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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

109 lines
3.4 KiB
Luau

--[[
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."