Posts by Whitchit

    @me181 If there is no option for it in the LSS Manager, I still would consider it worth discussing here, as some people have stated they would find it useful. I've had a look and cannot find it in the LSS Appstore or settings.

    Hi all,


    More Devon/Somerset area units:


    Vauxhall Astra Estate (Not my graphic, borrowed from @VICFire)
    Vauxhall Astra Estate (Not my graphic, borrowed from @Mark_)
    Mobile Treatment Centre
    Patient Support Vehicle
    DSFRS Fire Boat 'Vigils'

    This topic has already been touched upon by this thread, but I wanted to expand on it and see who would be interested, or whether the idea is flawed in some way.


    The police force I am building up on currently is in the process of selling off old stations and building much larger "Response Hubs" which are few and far between but contain a much larger police presence. I was wondering if it would be possible to implement a feature that, rather than using the option to move stations around (for 10 coins), instead merges stations completely, so that for example "station 1" merges with "station 2" and station 2 gains the vehicle spaces, vehicles including all graphics and set-up etc, and all personnel with all their current training and vehicle assignments, from station 1. Station one is then deleted. This could be a non-reversible coin-only transaction (or even premium feature), with a confirmation button to ensure it is not done by accident, which would earn the dev some more money towards the game and allow realistic players to keep up with the real world a bit easier. Obviously, A limit would need to be imposed where if someone tries to merge two fire stations with 25 vehicles each, the game either does not allow the station merge to go over the cap on vehicles per station, or advises the player "some vehicles will be lost during the merge" and potentially allows players to select which vehicles they wish to keep or loose. I think this should be allowed to happen for every fire, ambulance and police station separately, and also for any fire stations to merge with ambulance stations in order to gain the ambulance extension as discussed in the thread linked at the start of this post.


    Let me know what you think!

    I like this idea, for me I would definitely use it to distinguish between the different versions of thinks like small / large supermarket fires etc, where there are size variants of the same mission. Another great use would be a drop down for each of my smaller alarm regulations with the "upgraded" versions, for example person check often upgrades to officer down - it would be great to have the additional units available in the person check drop down menu rather than having to go through each upgraded mission selecting every individual unit that it hasn't been sent yet.

    I was wondering, What is the purpose / benefit of having cardiac surgery as well as cardiology, or neuro-surgery as well as neurology? Does it increase the credits you get back? I have not noticed a requirement for the surgeries (except general surgery) with patient transport.

    Not sure if this is an error/bug, but I am trying to swap my mass casualty with a fly-car from another station (both amb stations are full). It does not allow me to swap, stating that the station I am trying to swap the mass casualty to is full, even though I am swapping vehicles and not "shifting to" the new station.

    New Graphics Pack


    I have just publicised a new graphics pack on MC which is specifically for Devon and Somerset Fire and Rescue. Obviously anyone can use it anywhere but all the units are as close to the real thing as I could get. Not all graphics were made by me but credit is given to all creators whose work I have featured / edited.


    Hope you enjoy!

    I like this idea - many of the local ambulance stations in my area are merging to share buildings with the fire service, so this would be really handy! Potentially it could cost the same as relocating a building - 10 Coins? Just if the Dev wants to see it be a bit more profitable for him y'know?

    I'm not sure how popular this idea will be, especially with players outside of the UK (As I'm only aware of UK Fire & Rescue).


    In the service which I am playing (Devon and Somerset FRS) they have various levels of rescue capability - as shown by their types of units ranging from light, hybrid L&M and medium rescue pumps (Like the Rescue Engine in-game), as well as heavy rescue tenders which are equivalent to the Heavy Rescue Vehicle in-game. What I am suggesting in this thread is a change to the game mechanics and introduction of new units.


    Minimum rescue capability - can be used to fight fires and deal with very minor rescue scenarios like animals stuck in drains etc... (In-game, the usual type 1/2 engines)


    Light rescue capability - can be used to deal with standard traffic collisions as well as minimum capability incidents (In-game, a new unit called Light Rescue Engine)


    Medium rescue capability - can be used to deal with light or below capabilities, as well as more dangerous traffic collisions and minor structural damage etc (In-game, a new unit replacing the current rescue engine, called Medium Rescue Engine)


    Heavy rescue capability - can be used to deal only with rescue, basically the in-game heavy rescue vehicle, but would not be able to complete "Specialist Rescue" missions, such as stuck climber, trench rescue, medical emergency on crane etc. (In-game, in-game the usual Heavy rescue vehicle)


    Specialist rescue capability - would not be able to complete anything light, medium or heavy, but would have the ability to complete specialist rescue missions involving height or confined spaces. Could also be required in full building collapse and major airport terminal collapse where people may be missing etc. (In-game, a new unit called Specialist Rescue Engine). With the introduction of the Specialist Rescue unit, I would imagine more unique mission ideas may come forward to expand it's use in-game at "required" missions.


    The incentive to buy the lighter rescue vehicles would be a reduction in price, or rather an increase in price for the new vehicles:


    Type 1/2: 5,000 Credits
    Light Rescue: 10,000 Credits
    Medium rescue: 19,000 Credits
    Heavy Rescue: Same price (12,180 Credits)
    Specialist Rescue: 14,500 Credits


    Potentially there could even be new training for the specialist rescue unit which I suggest could take 3 days.


    The main issue I see with my idea is that of giving unit's a double-role, as I am aware Sebastian is not keen on adding more of them - perhaps rather than making the light/medium rescue capability mandatory, it would act instead to reduce the time the incident takes to complete, and therefore the Light/Medium rescue units I've suggested could also have a coin-only purchase option until the rank of Captain, when I believe the current dual-role units unlock.


    Please let me know what you think! :)

    I have a AW139 which I uploaded a few weeks ago.


    I do have a sea King in the works but unfortunately my PC is out if action for the moment. Hopefully it will be working soon.

    Saw the AW139 - That's brilliant! Was wondering more about the Sikorsky S-92 in HMCG Livery.


    Thank's a bunch for replying anyway, and sorry to hear about your PC!