Posts by L95

    I could literally think of maybe 20 missions for the airfield expansions. There's so much untapped potential that could, realistically, keep a large ARFF in business before even looking at the police expansion.

    From memory there are various versions of this
    Not sure what the Code version refers to, I assume it is by aircraft type
    I have seen everything from two to eight appliances attending!

    I think that generically speaking, it would depend on the aircraft type but I would put safe money on the fact that those two to eight appliances were airfield based. The exception would be an active standby due to an emergency. THAT would be more ideal for a large turnout. But realistically, hot brakes will occur for an RTO or a landing, not a predetermined emergency.

    There's so much that could realistically be done with the ARFF but common sense needs to prevail rather than a "use all units we can think of" approach. Most airports would be relatively self-contained for most emergencies.

    Ground equipment fires, fuel leaks, FOD clearance etc would all be in-house. Sure, there's jobs that would gather an outside response such as: inbound emergency aircraft, fuel storage fire, terminal fires, crashes etc but police for a runway inspection.... that's just fiction. Timed missions would be a great avenue to explore as well.

    Hi folks,

    I’ve recently been taking a look at the airfield firefighting missions and there’s some stuff there that just doesn’t sit right. I’d like to suggest the following changes:

    Aircraft Leaking Fuel – Code A

    Currently this requires 1 Engine, RIV or Major Foam Tender.
    I’d suggest removing the normal engine requirement for these incidents. They would normally be handled by the RIV or MFT. On the several fuel leaks I’ve witnessed, all were handled by the ranger vehicle and foam tender. Whilst we don’t have a ranger vehicle, this could be interpreted as the RIV. Alternatively, adding the Airfield Ops Vehicle instead of the engine could be considered a realistic substitute.

    Runway Inspection

    Currently requires the 1 Airfield Ops Vehicle and 1 Police Car. The addition of a police car here is just pure fiction. Runway inspections are completed by the airfield ops vehicles alone. Now, at large international airports, these may occur less frequently but at the airport I work at, these are done between flights/spates of flights so maybe, these would be better as a timed mission instead.

    Hot Brakes – Code D

    Now forgive me here but this mission seems completely overblown. The hot brake events I’ve seen have required fire station attendance only. We’re talking about maybe 2 or 3 fire tenders. Not the massive response that MC requires. The current mission response would seem more appropriate as an in-flight fire response.

    Okay let me simplify the IRV ARR for you. Hopefully easier to understand.

    1. Incident Response Vehicle includes the ARV and DSU intentionally.
    2. DSU only dispatches a dog unit
    3. ARV only dispatches ARVs.

    This is exactly the same way the UK police operate. Dog units and armed units can be called to incidents to add officers to the scene. Whilst yes, you wouldn't send a FO to a noise complaint, you make send them to a domestic call if they are the nearest unit and there is a danger to life.

    If you want to get around this then do the following:

    1. Create a custom vehicle category I.e Patrol
    2. Assign your basic IRVs to that category
    3. In ARR, set up your desired responses using the custom category and NOT the IRV category.

    Hey there.

    Firstly, some great ideas for units but the suggested implementation wouldn't work.

    PSU and Riot Vans are a good addition and could be utilised for timed missions once they get implemented into MCUK. Whether the public order training would be a bit throttling... Thats a tough one.

    Traffic cars, in my opinion, wouldn't work. For starters I believe the architecture behind the game wouldn't be able to support moving missions. The TPAC may require a whole new mechanic (unless it just uses the transport style but I don't believe that would function well). I recall that the speeds are set by the map Devs rather than game Devs.

    Taser training for IRVs is also a bit sticky. It sort of crosses the boundaries that require ARVs. As it stands, ARV missions rely more on the personnel than the vehicle but the vehicle allows the use of a specific AAR for the ARV. A fair idea but possibly too diluting for regular ARVs.

    Personally I would love to see the utilisation of the Public Service units. Riot Vans could also be a seperate entity with a call set.

    PTS is a good idea but how it would be implemented, I'm not sure. It would possibly mean having to use the ALS/BLS codes as per the US version. If they were to introduce it without codes, it would require its own mission set. Which would actually be interesting. Alternatively, they could look at using UK Category codes for dispatching which would also be nice.

    HART would actually be a very good addition. With the specialist training you've suggested, HART teams would be a valuable and balanced asset for serious calls such as the building collapse.

    RRMs may be a little pointless given there would be no change to function. A nice idea but only really useful as extra sauce once they've brought the game up to date.

    OCED is a very good idea. Possibly used for the serious calls or maybe even its own special missions.

    HEMS cars would be a nice touch for when you have an air ambulance call on your doorstep. Could even double up as a OCED.

    Courses to become an APT could result in a reduced time buff. It would give a strong play to put your RRV paramedics on that course.

    Overall, I think these are some great ideas myself.

    Name/Type of Mission: Recycling Plant Fire

    Units Required:
    8 x Pump
    2 x Fire Officer
    1 x Aerial
    1 x HAZMAT (50%)
    1 x Water Carrier (90%)
    1 x RSU

    POI Required (Use “none” if not needed): Landfill Site

    Patients: 0 - 2

    Prisoners: 0

    Credit Reward: 4900