Posts by EMS-Chief

    A Roof Fire can expand to an Industrial Fire or Commercial Fire, which will have patients.


    A Firefighter Down/Mayday would probably be better suited as a different call.


    As for a patient on this call, we could definitely look at this, like the potential for a worker to have been injured?

    actually Barake is correct and its relevant - until you make a station specialized it will primarily generate calls based on its type, and a chance for any extensions, once it becomes specialized it basically becomes a "new" station - it will generate the call at the specialization, and chance for any other extensions.


    for example Small FD Station - 100% fire call

    Small FD Station w/ forestry expansion 95% Fire - 5% wildland (i know the %is not accurate - only for illustrative purposes)(based on how many expansions one has)

    Small FD Station w/ forestry specialization 100% wildland

    I don't believe a specialisation will be ONLY to the specialisation, It would be more 95% wildland - 5% basic fire type of calls (I could be wrong with the percentages as well).



    If you have another expansion built on the station, I believe it will not trigger those calls (specialising in only the specific type).

    These units could be used for smaller missions than just major events. My county has a few Rehab/Canteen units that are owned and run by local VFDs they will usually respond if a fire hits 2nd alarm to tend to the emergency personnel on scene. These units could be used in many ways to assist anything from small to large missions. Would love to see this added!

    Those rehab units would most likely be initiated as part of the Fire Service, if it was to be implemented.

    This is definitely an interesting idea, and I like the concept. I think everywhere has an Emergency Operations Centre type of situation for events of a disastous nature.


    Good idea!

    I believe there was an issue in which if the forestry expansion is enabled, it will NOT spawn ARFF missions.


    Try setting the forestry expansion as "Not Ready for Action" and see if the ARFF missions spawn.

    Thank you, just so when I report it I am understanding and able to communicate it to the devs:



    - You set TURBO mission generation on with a specialisation

    - ALL missions are spawning one every 20 minutes

    - You turn off all specialisations

    - Missions start spawning one every 20 seconds


    Is that right?


    (I'm getting hung up on that you're not saying that specialised missions are taking up to 20 minutes to spawn vs ALL missions are taking up to 20 minutes to spawn).

    I believe the 2X Event is happening across multiple platforms, and these events usually carry an increased server load (more people want to take advantage of 2x credits). During the day today it has been considerably bad (last night it was okay with no real issues).


    Some things you can try to help your own situation:

    * Change Vehicle Icon Packages, switching to a CAD Tag pack I've noticed seems to help a lot (less animations moving around the map)

    * Zoom map into one area and avoid moving it around. For those who primarily use the mission list to go to missions.

    * Disable most map related items (alliance missions, alliance buildings, POIs etc)

    * Turn Off Alliance Radio


    Obviously these workarounds will not fix the situation, but may help in reducing latency for the game.

    Sorry Barake haven't asked about that one yet, I try to prioritise requests as to not over-burden how many requests we have in at once.


    My primary priority was the wildfire/bushfire issue for US and AU.


    I will escalate this one now to ask about it.


    I do thank you for reminding me though to get my butt in gear :)

    Police Motor Unit or Motorcycle? It does not seem to count as a patrol unit because it only has "1" person (obviously), but a patrol unit will count with only "1" person on it (I have tried it). Also it can't transport (obviously). They require special training to us, yet they never show up as a "required" unit. So what is the value?

    The Motor Unit acts as a patrol car on scene, I know those in my alliance use them for planned missions (where transport is not required) or on missions where there are no prisoners. If it is not counting, please provide a screenshot of the mission and I will escalate it for the development team to review.



    Wildland Dozers and Firefighting Planes or Helicopters. They require special training to use them. They have a significant cost. But, yet they never show up on a mission as "required". What is their value?

    The Wildland Dozers act as a mission speed optimiser, speeding up mission times. There is only one mission that I'm aware of which require the aviation firefighting and that is the Major Forest Fire (not the Major Wildfire call, to make differentiation)


    Note of these Major Forest Fire missions require "1 firefighting plane station"


    Here is the mission details for one of those missions:


    Game Wardens. Other than "children's excursions" they seem to have no real value but again they require special training to have. Any other mission that the one listed, they have to have a police unit dispatched to sent to transport prisoners. (Most fish and game agencies can and do transport prisoners). So what is the value of the Game Warden Extension?

    There are a few missions related to Game Wardens in the game, my trick to looking for them is to do a "Warden" search when looking in the possible missions tab. Here are the missions that I've found:

    Illegal hunting [551]

    Illegal fishing [552]

    Animal smuggling [553]

    Plant smuggling [554]

    Short Children excursion [555]

    Long Children excursion [556]

    Wilderness First Aid [557]

    Off-Road Vehicle Collision [671]

    Post-Fire Environmental Damage Assessment [727]



    Cheers,

    This is an error related to the LSS-Manager script.

    The HAZMAT that will go green when you have the correct number of vehicles is related to the vehicle requirements.

    The one that will not change is the personnel requirement. I know jxn_30 and the LSS-Manager development are aware that this is occurring, I don't think they've quite figured out how to fix it yet.

    This is working by design, during heavy server load prior to the implimentation of this feature, the call would either result in an error message or on partial amounts of vehicles being dispatched (with no notification that some units did not dispatch).


    This ensures that if you dispatch a vehicle, if it fails to dispatch you get a notice saying so and it gives you the option to redispatch the vehicles (without having to go back and manually reselect or pull another ARR).

    I do like the idea & I will give it a go


    The only problem I see before I even change my ARR’s to use gal of water is that it will dispatch my wildfire aircraft

    mjs03, if you put the gal amount at a level of for the PT level, would it bypass the smaller vehicles?


    I want to find a solution that works for all, and if we can accommodate it with current measures then we can solve it for all :)