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Mod Details

AC's Ridable Vehicles

AC's Ridable Vehicles 0.15.0

Created by AnanasCharles

3.3K Downloads

SPT 4.0.13 Compatible

The first player-drivable ground vehicle for SPT

Latest Version 0.15.0
SPT 4.0.13

Updated Tuesday at 9:39 AM

12.62 MB

Version Notes

v0.15.0 — The Getaway

v0.15.0 turns the Defender from a raid transport into a vehicle with consequences: it can stop rounds, take subsystem damage, break down, show that damage visually, and carry you and your trunk cargo out of Woods through the new Vehicle Getaway flow.

This release targets SPT 4.0.13 / EFT 0.16.9.0.40087.

Highlights

  • Vehicle Getaway extraction at four permanent Woods landmarks
  • EFT-native ballistic cover and subsystem damage
  • Progressive engine smoke, destroyed-engine fire, exhaust, and surface-aware wheel dust
  • Analog speedometer, fuel gauge, and six-zone condition display
  • Stable seated-player orientation fix
  • Fika damage-state replication

Vehicle Getaway

Park the vehicle within 20 metres of a supported landmark and remain nearly stationary for the configured countdown (20 seconds by default). The native extraction countdown UI shows the remaining time. The Getaway is available at:

  • South V-Ex
  • Outskirts
  • Scav Bridge
  • RUAF Transit

These are resolved from live scene anchors. They remain usable regardless of which vanilla extracts are active or whether that extract appears in the local player’s extraction list. Scav Bridge is resolved through the current scene’s legacy internal Factory Gate name.

Completing the countdown:

  1. Collects the direct item roots from the trunk of the vehicle currently being used.
  2. Restores the seated player before raid shutdown.
  3. Ends the raid with Survived status.
  4. Hands the trunk cargo to EFT/SPT’s native BTR delivery flow.

Cargo is not placed directly into the stash. The BTR Driver delivers it by message after the raid, using the same delayed mail system as native BTR item delivery. A notification is shown before extraction so the player knows to check messages. Native delivery processing also removes delivered items from insurance.

The hand-off is structurally extraction-only: dying, disconnecting, extracting on foot, or using a normal extract does not queue trunk cargo. With multiple spawned vehicles, only the trunk belonging to the occupied vehicle is sampled when its countdown completes.

Ballistic cover and vehicle damage

The Defender is no longer shoot-through scenery. Eleven authored hit volumes plus four runtime wheel volumes use EFT’s own BallisticCollider system and native material presets:

  • Thin vehicle body and roof: MetalThin
  • Engine bay: MetalThick
  • Windows: Glass
  • Tyres: Tyre

EFT’s ballistic solver remains responsible for stopping, ricochet, penetration, energy loss, impact effects, and rounds continuing through the vehicle into an occupant. The car is cover, not a force field; penetration and occupant hits still depend on the round and the material it crosses.

Default mechanical health at 1x durability:

  • Hull: 1200
  • Engine: 320
  • Each tyre: 110

Damage behavior:

  • Engine health progressively reduces available torque.
  • A destroyed engine or hull stops propulsion.
  • Destroyed tyres stop receiving drive torque and lose most forward and lateral grip.
  • Severe collisions damage the hull and engine.
  • A hull-destroyed vehicle cannot be entered.
  • Damage > VehicleDamageEnabled and VehicleDurabilityMultiplier control the system for newly spawned vehicles.

Instruments and vehicle condition

The default driving HUD has been replaced with generated analog instruments:

  • A speedometer that scales its range to the configured vehicle top speed
  • A separate fuel gauge with percentage readout
  • Amber fuel warning at 25% or below
  • Red fuel warning at 10% or below
  • A top-down Defender condition display for hull, engine, and all four tyres
  • Continuous green-to-yellow-to-orange-to-red health coloring instead of coarse steps

The previous speed/fuel/condition text remains available only through Debug > ShowHudText and is disabled by default.

Vehicle effects

  • Engine damage begins producing light gray smoke below 72% engine health.
  • Smoke volume, size, lifetime, and darkness increase continuously as health falls.
  • A destroyed engine or hull adds a small orange engine-bay flame.
  • A running vehicle emits light exhaust; exhaust becomes sootier with engine damage and responds to engine load.
  • Grounded wheels create low-cost dust above roughly 9 km/h on soil, swamp, garbage, grass, gravel, slate, and snow.
  • Dust color follows the contacted surface. Asphalt, concrete, metal, and water do not produce dust.
  • The smoke material, texture, shader, authored damage volumes, and exhaust marker are included in the rebuilt vehicle bundle.

Fika co-op

All Fika players, including a headless host, must install the matching v0.15.0 main mod and Fika addon. Fresh installs enable Fika > SyncVehicles by default; existing configuration files preserve their previous value, so verify the setting on every machine.

Fixes

  • Fixed nested trunk cargo being serialized more than once during Getaway delivery. The transfer now submits only direct trunk roots and rejects duplicate item IDs as a final raid-end guard.
  • Fixed analog gauge faces being vertically mirrored relative to their needles.
  • Fixed 0, maximum-speed, E, and F labels being obscured by the needle at endpoints.
  • Getaway now tells the player about pending BTR cargo before the raid-end transition hides or queues websocket notifications.
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Description
8 Versions
1 Addon
92 Comments

Details

  • GUID

    com.ananascharles.ridablevehicles

  • Additional Authors

    FattyPJ

  • Category

    Other

  • License

    MIT License

  • Source Code

    Codeberg: https://codeberg.org/AnanasCharles/SPT-DrivableCars

    GitLab: https://gitlab.com/AnanasCharles/spt-ridablevehicles/

  • Latest Version VirusTotal Results

    https://www.virustotal.com/gui/file-analysis/NmUyODAyNmI5YzgyNjUwMTI3Mzk2ZDJiZGI0OThkZTg6MTc4NDI1NTgwMw==

  • Fika Compatible Version Available

  • AI tooling (Claude) was used as a research and coding assistant during development, always under human direction:

    • Reverse-engineering support — decompiling and digging through the game’s assemblies to find the right systems to build on (the BTR’s passenger/seat handling, EFT’s physics scheduler, lamp and audio systems), so the mod uses the same mechanisms the game itself uses instead of fragile hacks.
    • Code drafting and debugging — implementation drafts and log analysis during the build-test-fix loop.

    All feature decisions, in-game testing, tuning (driving feel, camera, seat and light placement), asset selection and preparation, and release validation were done by hand. Every change shipped only after being tested in the game; several AI-proposed approaches were rejected or reworked based on those tests. The 3D model, sounds, and artwork are not AI-generated.

This mod is featured in 42 lists and favourited 38 times. Comfortably part of the furniture now.