Metrics Lab

A 3D project by tj.

First published 12 November 2026, last updated 13 November 2026.

Made with R3 using physics, imported 3D models, sound and code.

Metrics Lab: test routine

Fly the VanGuard as usual. A script records every jump (take-off speed, airtime, height, distance, sideways shift, air input, landing) and your turn radius. Nothing you do here changes the ship.

Layout

  • Three ramps side by side, facing away from the start: 10° (left), 20° (middle), 30° (right, the same as Ship Lab's ramp). You start behind the 30° ramp.
  • Floor grid: dark lines every 50 m, bright lines every 250 m beyond the ramp lips.
  • Right of the 30° line: platform at 20 m (290–410 m beyond the lip), platform at 40 m (490–610 m), with a ledge at 10 m below the far edge of the 40 m one.

Routine (~15–20 min)

  1. Each ramp at ~150, ~225 and ~300 km/h, flying straight, no thrust in the air.
  2. Each ramp at 300 km/h with full thrust in the air (boost too, if you like).
  3. 30° ramp at 300 km/h, steer hard left the whole flight; then hard right.
  4. Try to land on the 20 m and the 40 m platform (two tries each).
  5. One deliberate fall off the far edge of the 40 m platform onto the ledge.
  6. Turn circles on flat ground: hold full steer with the keys (not the mouse) for 2+ s at a steady ~150 and ~300 km/h.

Order doesn't matter much and repeats are fine: the last 40 jumps are kept. Tell Claude when you're done.

Other ships

The Lancer (left of the VanGuard) and the Bulwark (right of it) wait on the run-up next to you.

  • Switch: Tab = the next ship (VanGuard → Lancer → Bulwark → …), or a number key on the top row: 1 VanGuard, 2 Lancer, 4 Bulwark (3, 5, 6, 7 are ships not in this lab).
  • You take the new ship over where it stands (no respawn); the one you leave idles where it is. Enter brings the ship you fly back to the start.
  • The probe follows whichever ship you fly: each switch starts a fresh jump in the probe, so switch on the ground, not mid-air.

Per ship (Lancer, then Bulwark):

  1. 30° ramp at full speed with full boost held through the jump.
  2. 30° ramp with nothing held in the air (full speed run-up, then let go at the lip).
  3. Land on the 20 m platform (two tries).
  4. Turn circles on flat ground: full steer on the keys for 2+ s at a steady ~150 and ~300 km/h (as fast as it gets, if it can't reach 300).