The Mud/Rope rescue vehicles are also CRVs and can replace these for all missions.
You will need the Mud unit (relevant training & expansion) and the Rope unit (relevant training) to unlock the Mud/Rope missions
Posts by Alctw10
Known bugs that have been reported since release
- Excessive time required to complete missions - Some take up to 1hour when full resourcing is on scene.
- Handoff missions that generate when bringing PTs back to shore do not display units required to complete. They require ambulances for each PT however does not display this. They also do not request 1 x CRV as they should.
- Coastguard Helicopter only transports 1 PT - This was supposed to transport 16 PTs at once however an issue occurred meaning this was reduced to 1 to avoid further delay to the content pack. DEVs advise this will be rectified in SAR part 2.
- Due to the above issue relating to Coastguard helicopters the mission "Evacuation from Cruise Liner MAJOR" has a reduced max PT number to 18. This will be rectified to a much larger number in SAR part 2 together with the helicopter carrying capacity.
Thank you all for your understanding, as a team we are very pleased with the content so far and hope you are too! As expected there are teething issues but we hope these will be ironed out ASAP.
Any further bugs please report on this thread as TACRfan has said.
Any questions relating to the units please don't hesitate to ask, my DMs are also open for queries.
Pleased to hear!
Coastguard Mud Rescue:
- Requires 2 x Mud Teams
- First team initiates the rescue
- Second team acts as cover and assists with the recovery.
- The second team also brings the mud Decontamination Unit (a trailer that all mud teams have)
- Decontamination units holds recovery winch, additional mud rescue equipment, jet wash and a water tank with chemicals to decontaminate equipment on scene
Happy SAR launch day! Part 1 just released with double credits!
Introducing the Coastguard & Lifeboats.
- 4 x Buildings
- 17 x Units
- 9 x Education
- 6 x Expansions
- 36 x Missions
Coastal missions to spawn using the US system where you can set a radius.
Coastguard/Lifeboat stations remain same price as the Ambulance stations.
The Coastguard Mud/Rope vehicles also act as a CRV for missions.
First update to receive a timed mission with a payout of 40,000!
SAR Helicopters can carry more PTs than normal HEMS!
I could go on and on but jump on and experience the new content yourself!
As with any update there are expected to be teething issues, please report any as soon as you can.
Any questions please do let us know.
Thank you to the community for being so patient.
Incorrect, Critical Care are used more than you think and not just for what you've stated.
Major Trauma and Traumatic/Paediatric arrests are not that common (obviously area dependant).
Now can I please ask that we keep posts on topic, Nige this is a UK game thread, Critical Care in the US will vary compared to the UK.. yes some similarities but they are different.
No more posts about what Critical Care do or do not go to.
I will submit some changes to the DEVs in the new year and will share with you what I can in here.
Where does it say that?
I have never been told that and I've never implemented it.
I am in the process of going through all the medical missions with my suggestions for changes such as vehicle requirements and CC chance. This includes missions added before I became CA.
Cardiac arrest does not have a CC percentage assigned which is why it won't generate.
Once the change was made from HEMS requirement to CC chance required any medical missions following this were added with a CC chance and the missions before were missed out.
In terms of building collapse and firearms attack, I have not been consulted about PT codes or CC chances for these missions (and others alike) and these have more than likely just been filled in by the DEVs.
Now that I have finished the Coastguard content my attention is back towards the medical side.
We obviously can't give timeframes as it relies on the DEVs however I can say it's still in the testing phase
Ambulance advisor here, thanks for the feedback.
In game HART are mostly used for the missions you have mentioned and other much larger ones, for many reasons but mostly because it incorporates the other services and the updates/missions they've received.
There are missions that you're suggesting already in the game for HART:
- Central Penetrating Wound
- Fallen Person
- Serious Head Injury
- Spinal Injury
- Traumatic Limb Amputation
Depending on the mission they will require varying HART resources.
Apart from the Penetrating Wound the others are reliant on POIs placed within the radius that your missions will spawn.
I have also put forward a while back a few other missions requiring HART units which have not yet been implemented.
The CAs and DEVs have been working together to bring new content that has already been released (PSU) and are working on bringing the biggest update to MissionChief (SAR).
Due to this some areas will be on the back bench for a while but I am working on more ambulance content to be released in the future once its the turn of ambulance service again.
If you have any suggestions for the Ambulance side I welcome you to send me a private message with them.
This is part of SAR Part 1 but added incorrectly by the DEVs, please do not train staff in this until the content pack is released as the training should then be moved.
I'll throw my hat into the ring to start.
1) have less of a delay to start them. 3 hours is a lot, so less would be better. 30 minutes, an hour maybe. That means we can get more in as well.
2) have a higher max number. I know it was recently upped, but having let's say 1 spawn for every 50 stations would be quite nice for some variety.
Starts in 30 minutes or when vehicle requirements met.. Good way to get round it
Not a mistake, put forward by the Fire Service DEV 👍
Yes then the usual light setup for vehicles such as dash, grills etc.
It's what's available at the time of ordering for the best price.
SCOOs have been staying blue but these are obviously different vehicles.
Also some Officer vehicles are white/silver depending on area and use.
No operational difference in colour.
All coastguard rescue vehicles are water/search response.
If you see one with a stretcher on the roof then the team specialises in mud rescue, if no stretcher and its a light bar then they either specialise in rope rescue or they don't have a speciality.
Obviously with the older vehicles the above does not work due to some carrying stretchers on the top with a light bar.. but all the newer vehicles (white) that's how you tell the difference.
With which service?
they are also some kind of SAR, arent they?
They are both types of SAR teams yes but not part of this update
Yes but by having ladders/platforms responding to cats up trees and less 1 truck calls the game is less realistic. I worked out of a station where 75% of the station calls on average would be 1 truck call. I guess the hard thing is not knowing geography, But I am sorry there is no way in the world we would send a ladder truck 50 miles to a cat up a tree, in fact, I am unsure if we still respond anything to those calls anymore.
Nige, you do a bit of complaining don't you.
Us CAs do the best we can to balance realism and progression for players with the content we put together.
While what you're saying is right, you have to remember this is a game and if it was 100% realistic.. it would be really boring and slow.
Just for clarity HALO =Hospital Ambulance Liaison Officer right?
Yes that's correct
As VICFire says above.
I will keep putting forward the idea together with the HALO that I previously suggested.
I'm currently working on some more ambulance content to put forward including some new buildings.
I personally had over 1,000 patients to deal with in one of my cities at the same time so the hospitals and the way they're used will definitely be a focus point.