i suggest doing away with them.
But they just got here...
i suggest doing away with them.
But they just got here...
It is only my missionchief tab, both chrome and edge. Youtube, spotify and anything else continue to play audio. I'll just be playing and then the missions stop making sound. Anyone know any fixes or are we all just going to continue to look at my post and ignore it? Anything from the devs?
Why is it people feel the need to presume their posts are being ignored when nothing happens or their issue isn't fixed right away? I always thought I was impatient...
Petersen12, is your problem on the US, UK, or AUS version of the game? There are Errors, Bugs threads in each of the individual forums for those 3 versions, and that is generally where this type of issue would be brought up. There are Content Advisors and Mods patrolling those, that will usually ask for more details, then forward to the Devs as necessary.
If your issue still persists, you may want to repost it in that area of the forum, where it is more likely to be addressed than in a random post buried in the middle of a General Discussion thread. The Mods here are great, but they can't look at every single post, trying to parse out any issues that are going on.
In answer to the question I have not seen them pop up on my screen as missions but I don't have anyone on either side trained as I have been playing for some time, and since this training just popped up, it would be way too expensive to train everyone now.
The missions started to pop after I trained a few police officers. Of course, those missions required more personnel than I had trained (no surprise there), so I bit the bullet and trained all my PD (since I have relatively few stations and officers, it wasn't a massive expense for me). I can definitely understand how it could put a massive dent in finances for anyone with major territories to train even a few in each town for something that may get used once every 100 missions (or never).
I WISH PEOPLE WOULD READ BEFORE ANSWERING QUESTION THAT ARE ASKED. I DO NOT SEE A ANSWER TO MY QUESTION. I THINK PEOPLE SOMETIME ANSWER TO RAISE THE TITLE.
No need to shout, dude. There are missions (yes, I have had a few) that need traffic control. I have all my police trained on it, just in case. As for it being a fire school class, they have 'fire police' in most volunteer companies, usually all the old guys who have been there and can't hump hose anymore.
Today, the game is cooked. Assets direct lines, not on roads or ferry tracks directly in lines, across water and buildings., currently unplayable, Fix it please.
The across water is nothing new, going through buildings is. Sounds like a map update is in order...
Just finished a few minutes ago, no issues on the app, everything followed the correct roads. Maybe the issue self-resolved.
Heya y'all, this was an incorrectly generated patient requirement which coincidentally could be solved by rescue services helicopters but shouldn't have been there in the first place. We applied a hotfix so that this requirement shouldn't be generated anymore.
Greetings
Dennis of the dev team
Bummer... Would have been cool to have a need for LifeNet, instead of having to manually send them.
I am surprised that it does not require 2 wildland MCV... Some of that apparatus assignments amaze me, but I was told quite some time ago to stop complaining, so I just go alone and let the missions happen... No explanation asked.
Who would ask someone to stop complaining? Oh,yeah... someone who doesn't want to have their 'fantasy' mission be brought back to reality.
Should not have said anything... they changed it back.
It’s acts like it’s triaging the patients on scene, which makes the game more realistic. The UK version of the game is like this as well and it works great
I hadn't thought about it that way, but it does make sense now. Like any real MCF (uh... I mean MCI ), the most critical get shipped out first. Thanks for the input!
This is normal....may be some upgrade but I have seen this on most MCI incidents lately after units arrive
I don't see it as an upgrade, since you commit all your assets based on total patient load... only to transport 3 out of 18.
Just has a call drop as an MCI, but the screen with the patients looks really screwed up (see attached screenshot). This is the way my last few have displayed after the EMS chief shows up. Is this intended or is it a dev error to show this info?
DG.. im also from upstate ny and almost every VFD in my county has in house ambos. They dont provide service to the state prisons they have a separate ambo company that does that cause the state for years never paid them for the service and they told the state no more service.
All our fire companies (except the 2 I mentioned) got out of EMS because NYS refuses to let volunteer companies bill for EMS, not to mention they have a hard enough time getting hose jockeys, let alone medics, CC techs, and EMT-Bs. All the other EMS are separate corporations, so they can bill and pay the medics. Warren County is my locale, near Lake George. You in central or Western NY, cuse?
its about time cause most Fire stations have both in house there was not much need for either a sperate als station nor an extension for ambos
Unless you live in an area where there are separate fire and EMS entities, mostly where it's volunteer fire and (now) paid EMS with some volunteer supplementation. Only 2 fire companies are left in my area (upstate NY) with in-house ambos, and one of those is BLS only now.
Here is a suggestion for the developers... The picture shows four (4) Wildland Incidents that spawned at the same time that are closely located. This type of incident would most likely be managed as a "Complex" fire and and managed by an ICP with different divisions. If the developers could stop the dozens of random wildfires and make them expanding incidents not multiple separate incidents..
You mean the same devs that gave us the wonderful flood and disaster extensions/expansions?
I can't see that happening...
Display MorePart 2:
This may or may not be a really good addition to the game to expand the mission types and what actually happens in each but I want to hear your guys opinions on it. Same thing with the other post I made about the NFIRS system for POIs, maybe have that same system for missions as they spawn? Same thing I will explain how each series works and the general structure of the numbering system:
- 100 series incidents are fires. This is broken down into 7 different subcategories of different fires each with their own determinants
- 11 series are building fires
- 12 series are fires in mobile properties being used as a fixed structure like mobile homes or RVs
- 13 series are fires in mobile properties (vehicle fires) like vehicles, campers, aircraft, boats, etc
- 14 series are fires in natural vegetation fires, brush fires
- 15 series are fires in outside rubbish fires. This is trash fires, dumpster fires, construction fires, etc
- 16 series are special outside fires, mailboxes, outside equipment, etc
- 17 series are agricultural fires like crops or tree fires.
- 200 series incidents are overpressure, explosion, overheat, (no fire). Again this is broken in to 5 subcategories for each type
- 21 series are overpressure rupture from steam (no fire). This would be steam explosions
- 22 series are overpressure rupture from air or gas (no fire). This is pipeline ruptures, air tank explosions, etc
- 23 series are overpressure rupture from chemical reaction (no fire). This would be for process containers that exploded from mixing chemicals
- 24 series are listed as explosion (no fire). This is for every other explosion that is not an overpressure of some sort. Dust, munitions, fireworks, blasting agents, etc
- 25 series are for excessive heat, scorch burns with no ignition. This is for things like equipment failures where part of the equipment or electrical circuit fails and melts, etc
- 300 series incidents are for rescue and EMS incidents. Broken down into 8 subcategories
- 31 series are medical calls
- 32 series are EMS scenes like car crashes with or without injuries, etc
- 33 series are lock ins, somebody locked themselves in vehicles, structures, etc (does not include lock out, thats a different incident type, 511)
- 34 series are searches for lost people. Either on land, in water, or underground
- 35 series are extrications. Can be from buildings, vehicles, machinery, elevators, trench/below grade rescues, high angle, confined space, etc
- 36 series are water/ice rescues.
- 37 series are electrical rescues like for electrocutions or people trapped by power lines/energized wires
- 38 series are standbys, probably not useful in the game
- 400 series incidents are labeled as Hazardous condition (no fire). 8 subcategories.
- 41 series are flammable liquid spills/leaks
- 42 series are chemical releases, reaction, or toxic conditions. CO incidents, refrigerant leaks, chemical spills, etc
- 43 series are radioactive conditions, there is only one number for this 431, radioactive condition other as there can be so many different reasons for radioactive leaks and in the real world, it'll be federal incident managers and the NRC that do reports not a fire department. Probably not useful in the game.
- 44 series are electrical wiring/equipment problems. Shorts, arcing equipment, downed power lines, overheated motors/wiring, etc
- 45 series are biological hazards, like with radioactive condition, there is only number for this 451, biological hazard confirmed or suspected. Same reason, theres going to be government agencies that do reports on an incident like this and it wont be up to a fire department.
- 46 series are accidents/potential accidents. Building collapse or unstable structures, aircraft standby (ARFF alert levels), cleanup at a vehicle accident
- 47 series are bomb removals. Only one number again as other federal agencies will be doing reports. Not a bomb scare, there is another number for bomb scares, 721.
- 48 series are attempted burnings (arson), attempted burning/illegal burn, or threats to burn
- 500 series are service related incidents. 7 subcategories
- 51 series are "person in distress". Lock outs, or ring removals
- 52 series are water emergencies. water (not people) evacuations, water or steam leaks (includes open hydrants)
- 53 series are smoke problems. Smoke or odor removals like for cooking malfunctions.
- 54 series are animal rescues.
- 55 series are public services. police matters, assistance to the public, assistance to other government agencies/police, etc
- 56 series are unauthorized/illegal burns (not arson)
- 57 series are cover assignments. This is more of a real world thing where when one town has a large incident they will call in other surrounding agencies to cover their district while they deal with the incident. Not useful in game because there is no cover assignments.
- 600 series are good intent calls. 7 subcategories. Most of these are probably not useful for the game
- 61 series are dispatched and cancelled en route. Not useful for the game.
- 62 series are wrong location/no emergency found. Not useful for the game.
- 63 series are controlled burns. Prescribed burns.
- 64 series are vicinity alarms, this would be for a burglar alarm at another location but someone calls thinking it is the fire alarm. Not useful for the game)
- 65 series are steam or other gasses mistaken for smoke. Smoke scares, vapor releases that people think is smoke. Probably not useful for the game
- 66 series are EMS incidents where the patient was already transported. Not useful for the game
- 67 series are Hazmat release investigation with no hazmat. Possibly useful for the game?
- 700 series are False alarms/false calls. 5 subcategories, maybe useful for the game?
- 71 series are malicious/mischievous false alarms. accidental activations of alarms, kids pulling alarms, someone smoking inside, etc. Maybe useful if we add mission downgrading or add a mission called fire alarm activation and then it is expanded to be one of these 700 series incidents?
- 72 series are bomb scares with no bomb. This would be useful as a mission if we addd mission downgrading.
- 73 series are system or detector malfunctions. Sprinkler systems, CO detectors, smoke detectors, suppression systems, alarm systems activation for no apparent reason or the malfunction of alarm panels, etc. Maybe useful for the game?
- 74 series unintentional system/detector activation, no fire. This would be accidental activations. Probably not useful for the game unless we add mission downgrading.
- 75 series is for biological hazard, malicious false reports only. Probably not useful unless we add mission downgrading.
- 800 series are for severe weather and natural disasters. only 1 subcategory and is probably not useful for the game because these incidents will probably have higher levels of reporting and wont be handled by the fire department.
- 81 series are all severe weather and natural disasters. Floods, earthquakes, lightning strikes, etc
- 900 series is the special incident type, and is probably only useful for fire investigation in the game.
- Incident type 911, citizen complaint (includes code violations).
Like with the occupancies list, there is also incident types UUU and 000. 000 being other, meaning it doesnt fit any of the incident types listed and UUU being unknown, you dont know what it is. These last 2 are probably not useful for the game.
I definitely think that the incident types isn't as useful as the occupancies/property use stuff for the POIs but I think it could allow more dynamic mission expansion. I also think it would be more realistic to have more missions that are unknown until units get there like fire alarm activations and stuff. Let me know what you guys think about part 2 of this post.
Here is the NFIRS incident code list. https://osfm.fire.ca.gov/media…ats_incidentcodeguide.pdf
Holy Hell, man! The devs have a hard enough time working on "their" version of reality and being able to keep it running. IMO, going this direction would result in the game being even more unplayable, especially on the Android app. I am all for reality, but I can't see the devs being able to make this work (think the flood/disaster trailer debacle).
Good to know it isn't just me. I can play it on my phone thru Firefox with LSSM v.4 or Chrome with no issues, so it's either in the app or on the server side that controls Android interaction. It is very frustrating...
And, don't get me started about having to reload all available apparatus before I can dispatch a call on either platform...
Edit: rule number one... always clear cache, uninstall and reinstall when performance degrades. Sooo... never mind the above rant. (One would think that after doing tech support for many years, I would have realized that...)
if they do this they might as well add fire patrol to the list of fire vehicles/buildings/extensions or whatever the logistics of that would be.
I'd sign for that... IF they get rid of the flood extension debacle...
Is anyone else that uses the Android app experiencing lag (i.e. screen freeze, missions not clearing)? Only way I can advance it is to go out of the app, and then back in to it.
Just want to make sure it isn't me... but I can't rule 'me' out as the cause...
Maybe let Type 6 engines patrol too, and give some use to the smaller wildland engines.
Maybe type 7 engines as well. Our forest rangers only have a 50 gallon tank slide-mounted into the back of their pickup trucks.
I would think heavy rescue vehicles would carry small pumps for special operations (such as a flood) They can still be a dry truck just with some support pumps for the other trucks.
Agreed, but to get to the 1500 GPM rating, they would have to carry at least 5 of them (presuming they all have an output of 300 GPM), taking up a lot of space and reducing the amount of gear the rescue could carry. Just keep in mind I haven't been on a fire truck in 30 years, and things may have changed just a little bit since then...