RimWorld

RimWorld

GTek's Vehicles - Navistar MaxxPro MRAP
106 kommentarer
Crack Jack 1. okt. kl. 22:39 
having an issue where the colonist will paint the vehicles but not upgrade it
INU 28. sep. kl. 14:45 
thx dude
GrahammerTek  [ophavsmand] 28. sep. kl. 11:18 
@INU It's a problem with Vehicle Framework itself currently, the problem is fixed in the latest development build and should be fixed whenever it updates on Steam.
INU 28. sep. kl. 10:38 
Hey friend, I'm having some problems with the mod, could you give me some help? The error I'm getting is this ([12:34:30] Exception thrown while shooting turret HID_Navistar_M2HB_Vehicle TurretGroup_38607. Removing from queue to resolve issueShare logsFiles) I don't know if it happens with the other car mods, I'll check it out in a bit.
Solarius Scorch 12. aug. kl. 3:12 
Fingers crossed! ;)
GrahammerTek  [ophavsmand] 2. aug. kl. 8:36 
Neat, I'll take a look
Solarius Scorch 2. aug. kl. 1:26 
Smash Phil has just pushed some fixes to the Vehicle Framework. :3
Drex 22. juli kl. 23:40 
very thanks and take your time
GrahammerTek  [ophavsmand] 22. juli kl. 23:22 
They will, but there's a few bugs right now in the move to 1.6 with Vehicle Framework that are making it take longer than I expected. Sorry for the wait.
Drex 22. juli kl. 20:06 
hello will the mods be updated? thanks for this one by the way^^
Leonidas1989 19. juli kl. 1:09 
1.6??????
Eternal Night 14. juli kl. 2:05 
Great car and great mod!
»SoD« Thekillergreece 26. juni kl. 5:59 
Nows your chance to implement changes you wanted to! For 1.6
ikit_claw yes-yes 20. maj kl. 0:55 
nvm i went into the patch files and i believe i just needed to get the heavy auto turrets learned from ce. research-tree forked doesnt really show that i needed that learned to build the cars since it placed it super far away in the tree.
ikit_claw yes-yes 19. maj kl. 19:08 
idk what changed but i started a new playthrough and icant seem to build the vehicle after unlocking fabrication is there another prerequisite that i might have missed? i couldve sworn thats all i needed when built it on my last playthrough
GrahammerTek  [ophavsmand] 3. maj kl. 15:47 
@[PTG] RussianMan - They should be able to go through the garage doors from Vanilla Vehicles Expanded. If you're talking about normal doors then no, vehicles can't go through those.
[PTG] RussianMan 3. maj kl. 7:25 
Hi, first of all, congratulations for this really great mod.
Maybe I'm just being a little stupid, but the vehicle apparently can't drive through doors (large or small), even if you keep them open. Is that correct?
GrahammerTek  [ophavsmand] 29. apr. kl. 17:34 
@:D - I tried removing the floor armor completely before, ended up breaking people's saves. It doesn't seem to really affect that much, so I'll just remove it once RW 1.6 releases.
Satono Diamond 29. apr. kl. 17:28 
Floor armor seems to be too high (120 sharp, 480 blunt)
fres 23. mar. kl. 18:31 
@GrahmmerTek This was the issue, thanks :blockmongler:
GrahammerTek  [ophavsmand] 23. mar. kl. 0:26 
@fres - Do you have multiple versions of CE installed? I've usually seen that happen when people have the both the Github version and Steam version of CE installed, which causes Rimworld to get confused and breaks the CE patch files.
fres 22. mar. kl. 23:07 
I have CE installed, but the 50 BMG still uses steel as ammo. Do you know what causes this?
Ulas 11. mar. kl. 20:56 
Alright dude, thank you so much for the quick reply and for making this mod, i can already tell im going to love it. Appreciate ur effort
GrahammerTek  [ophavsmand] 11. mar. kl. 20:52 
@Ulas - With CE disabled the turrets use steel as ammo.
Ulas 11. mar. kl. 20:47 
does this basically mean that if you don't have CE enabled, you can't fire the turrets?
GrahammerTek  [ophavsmand] 15. feb. kl. 19:59 
@DigitalCam - There's no way around it currently, vehicles in general expect ammo to be enabled with CE.
DigitalCam 15. feb. kl. 19:51 
Without CE, M2HB machine gun use steel as ammo, or chemfuel for Mk 19 grenade launcher. But what about CE with the ammunition system disabled? It still requires 40x53mm grenade to fire even tho the ammo system is disabled. Any plan to fix that? Or is there any workaround?
GrahammerTek  [ophavsmand] 11. feb. kl. 12:11 
@Sumatris -Yeah, I've been thinking about it, this vehicle needs some love. More charge weapons in general are something I've been wanting to work on.

Also thanks for reminding me to update the L-ATV's preview images.
Sumatris 11. feb. kl. 2:22 
Would you consider adding the awesome charge turret from the L-ATV mod to this one as well? I really love that gun ^^.

BTW, you might want to update the L-ATV's mod page with the new upgrades. It's a bit outdated.
Observer 20. jan. kl. 5:12 
I can't seem to make the maxxpro spawn using construction?
GrahammerTek  [ophavsmand] 30. nov. 2024 kl. 13:22 
@Unknown Guy With Chinchilla - After reading the comments, I'm not sure if it even actually worked in 1.4, and it's too much hassle for me to downgrade versions just to check. So I figured it was best to just say it's not compatible.
Unknown Guy With Chinchilla 30. nov. 2024 kl. 11:20 
So, it's not possible to make it compatible with 1.4 again?
GrahammerTek  [ophavsmand] 29. nov. 2024 kl. 11:57 
It used to be 1.4 compatible but I think I broke it in an update accidentally, and haven't been able to test the problem. I should just remove the 1.4 tag at this point.
9九 29. nov. 2024 kl. 8:20 
So this is not compatible with 1.4. I wish I had read the comments earlier ._.
GrahammerTek  [ophavsmand] 23. nov. 2024 kl. 10:53 
@Kostaven - That might just be from issues with vehicle pathfinding in general. In the mod options for Vehicle Framework there should be a button to "recalculate moveable areas" or something like that, that usually fixes it. The bug happens to any vehicle sometimes.
Kostaven 23. nov. 2024 kl. 1:43 
The car often unable to move like it stuck or something. When this happen i need to turn the engine of, load out my pawn then in, start engine and pray it'll eventually able to move
Xerkus 16. okt. 2024 kl. 19:49 
I wonder. When Vanilla Vehicles Expanded mod is used, can this mod switch to the same salvage to unlock approach as VVE tier 3?

This vehicle is quite strong and loot to keep mechanic is kinda satisfying.
GrahammerTek  [ophavsmand] 13. okt. 2024 kl. 17:00 
@Xerkus - Fixed.
GrahammerTek  [ophavsmand] 13. okt. 2024 kl. 16:18 
Not intended, I can look into it in a bit.
Xerkus 13. okt. 2024 kl. 16:09 
On the vehicle framework settings page this vehicle is listed with World Speed Multiplier 2.5, while the L-ATV and most of VVE have 1. This does not seem right. Is it supposed to be that way?
mannyg11 7. okt. 2024 kl. 11:13 
managed to get the ammo working had to go into the files with notepad++ but normal will work, but look for the the turrets.xml file then delete lines 170-183 and save. then you should be able to load it up with steel
PitZahot12K 5. okt. 2024 kl. 23:04 
Why doesn't it appear when it finishes building?
EL PATRON 15. sep. 2024 kl. 19:23 
MaxxPro MRAP brother, how do we do this?
billyhume060307 7. sep. 2024 kl. 11:52 
tried to reload the ATV with steel it did not work and i can't make ammo
GrahammerTek  [ophavsmand] 7. sep. 2024 kl. 8:01 
In vanilla you use steel, in CE it's whatever caliber the gun uses.
If you have the available ammo: load it into the vehicle, man the gunner seat, and click the reload button.
billyhume060307 7. sep. 2024 kl. 7:52 
how do you reload the vehicles
GrahammerTek  [ophavsmand] 6. sep. 2024 kl. 10:19 
I think I will do that
TTAJ1bl4 6. sep. 2024 kl. 9:30 
Make it upgradable to fit back 7 pawns?
GrahammerTek  [ophavsmand] 2. sep. 2024 kl. 17:18 
Birthday Boi - Should just be called "MaxxPro" in the menu.
Aha 2. sep. 2024 kl. 17:05 
Hey so what is it called in the items menu? I cant seem to find it to be debug spawned unfortunately.