Posts by omnishambles

    I'm not 100% certain this applies to you, however a little while ago they added something to their anti-cheat where if their system believes you're using a script to automate sending units to mission and sharing them, it will permanently disable your ability to share missions with your alliance.

    If you weren't breaking any of the game rules and weren't using any kind of script or software like the above, you will probably have to try and contact support using the option in-game to explain. I saw a post on the forum recently where someone had been affected in this way and was able to successfully ask them to remove the block.

    Overview: when dispatching units to a mission, the images/label and route do not display on the map. They do dispatch and will arrive at and complete the mission. Refreshing the page manually will cause the vehicles and routes to be shown as they normally would be.

    Platform: Windows 11/Firefox, Chrome, Edge, AND iOS app

    Player: tomnishambles

    I have missionchief set up to display vehicle images and routes on the map, and this was working fine. However, at some point over the last week (not sure when exactly - haven't played much), the display of vehicles and routes has broken. If I open a mission and dispatch a unit to it, then return to the main map, the dispatched unit will not show on the map and neither will its route. The mission image does update, from its red state to its yellow one. The units do travel there, and will complete the mission as normal.

    Refreshing the page whilst these invisible units are en-route will cause them to load in correctly, including their route outline. Units released by a completing mission do get drawn on the map without a refresh, which is odd.

    I've disabled all userscripts (LSSM), cleared cache and cookies. I've tried it in three browsers - FF, Chrome, and even tried it in Edge (I usually use Firefox only) and the same issue persists across all three. I have also tried changing the map setting from OSM 2.0 to just OSM, but that also does not fix the issue. I've looked in the browser console, and cannot see any errors, although I do see that navdata is being logged to console. No idea if that's relevant at all:

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    navdata: {"mission_id":257648619,"prev_mission_id":257648558,"next_mission_id":257649464,"prev_count":22,"next_count":105} 257648619:27298:12

    Is anyone else having this issue? It seems like it's not on my end, with it being across all three browsers and the iOS app.

    I think Morvran's idea about mission chains/mission expansions is a good one - it would be nice for these missions to 'emerge' from selected existing policing missions.

    I would just like to chip in that I would want such chains not to count under mission expansion for the purposes of the settings option to disable expansion. I regularly turn expansion off so that I can play when I am time-limited and don't want to come back to an expanded mission held up for missing units.

    In addition to these chains, I feel some CID missions should be their own thing, and spawn independently rather than emerge from other missions.

    I like Morvran's idea about investigations being a more involved thing than just missions, although I feel practically that may be quite ambitious due to the necessity for new game code in those circumstances, where a new extension/training etc is a much more minor code change or may even be done entirely in the database depending how they have things set up. I've limited my suggestions below to being more 'traditional' for missionchief, but I just want to be clear that Morvran's more in-depth suggestion is cooler than what I've brought to the table, and if the devs were up for a more code-intensive pack then I think a proper investigation system would be excellent. That said...

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    1. Gameplay:

    • How would you expect / envisage CID to exist in-game?
    • What training and vehicles would you expect?
    • What extensions?
    • How would you price it all?
    • What would the requirements be at missions?

    CID could exist in a few different ways, but I think being realistic about the amount of dev time that will be reasonably spent, I'll tailor my views towards something more in line with how other content packs/extensions have worked.

    I would expect CID to be an extension of a police station, requiring staff trained in Criminal Investigations (or whatever course title). I feel there should be one extension for CID, but possibly a couple of different advanced additional trainings on top of Criminal Investigations: Financial Investigation, Public Protection Investigation (or Missing Person Investigations), Intelligence Gathering, and possibly Vehicle Crime and/or Cyber Crime Investigations depending how wide the scope of the pack will be. These would be courses and would match with mission requirements for X personnel trained in Y, rather than to man specific vehicles (eg., no 'fraud squad car' etc), and generally not '3 detective cars' or whatever.

    Vehicles-wise, I would think about an unmarked car to represent unmarked pool cars to transport detective personnel to missions, and a covert car for surveillance missions. I'm a bit stumped about what other vehicles I'd expect from a CID pack, given that we're not including forensics which I think would otherwise be a good fit (but I understand why it may not be going into this pack).

    In terms of pricing, I wouldn't mind if the extensions were a touch on the more expensive side (as many more specialist things seem to be).

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    2. Mission Content:

    • What crime types do you want to see?
    • What types of missions would you be comfortable with?
    • What types of missions would you be uncomfortable with?

    Congruent with the above:

    • General crime/district crime: stuff like burglaries, robberies, arson, etc. These are the types of non-specialist crime covered by the generic Criminal Investigations training, and the default missions granted by the CID expansion on its own. Could cover some rural crime stuff too.
    • Financial crime: fraud, money laundering, seizures of proceeds of crime, identity theft, etc.
    • Public protection: a little limited due to sensitivity questions on some of the stuff, but I think missing persons stuff is fine, modern slavery (might need to workshop the titles of missions there to get the devs to go with it, I reckon), kidnapping (refactor the existing Kidnapping mission here, or add a similar one).
    • Intelligence gathering: surveillance, interviews at stations or at random addresses, managing/meeting/rescuing CHIS.
    • Vehicle crime: county lines (given we probably won't get specialised drugs stuff), plate cloning operation, chop shops, high value vehicle theft ring, etc. Crime occurring thanks to the roads, or directed towards vehicles.
    • Cyber crime: computer misuse, hacking, ransomware, etc. I feel this could be a little thin on its own, but then we do have some extensions and/or training with basically only one or two missions, so maybe we don't need to overthink how many missions we can get into this category.

    Personally I am comfortable with any kind of mission. I recognise that the developers want to steer clear of some types of mission. I do think it would be a shame not to be able to include some of the HMET and/or organised crime stuff, I think it's possible to be vague enough on some stuff, and justify others with what's permitted in other game versions. For example, the US version has more variations on kidnappings and similar serious crime, so I do think if possible some kind of major enquiries training/extension would be welcome by most players, even if it rolled some non-sensitive organised crime in there. This could allow for content covering things like armed robbery, smuggling, serious assaults, major manhunts, etc.

    In terms of what I think ought be avoided, obviously no death/terror, and I think anything that touches on sexual offences is asking for trouble. I also get the sense that - given we've previously had missions with a named illegal drug in their title subsequently renamed a few days after being published - being specific about drugs might not be wise; I assumed there might be some app store-related issue there.

    One additional thing I'd like to highlight is that the pack should maximise cross-operation with other content packs. Let's see a mission or two that ties into airport policing and railway policing (smuggling investigations, serious assaults); tie some misper missions into search and rescue; require some regular traffic cars and recovery vehicles in the vehicle crime missions. Include some armed police requirements on some missions. Also look at which POIs that are either unused or under-used might be included. I know for example banks are totally unused and are a good opportunity for a robbery/armed robbery CID mission to include. Basically look to use this CP to add incidentally to other CPs which are less feature heavy - the railway CP did this really well.

    Apologies this is late - have been fighting to find the time to it and organise my thoughts on this. Likely incoherent as I'm tired, but I think a CID pack is a great call and has strong opportunities to be interesting.

    Wanted to just add my feedback on the custody suites. I cover a number of different force areas in my setup (Cumbria, West Yorks, Humberside, South Yorks, North Yorks, Merseyside, and Cheshire), and some of those forces have dedicated custody suite buildings. Previously I built stations for these with just the large prison extension, but this was a comparatively expensive way to do it. I'm pleased with the dedicated custody suites being added.

    Although I play more realistically, they will also come in handy as player-built prisons, for players who don't mind the relative lack of realism in having police transport directly.

    Thanks for the work on this feature to our content advisors. :)

    The three new calls introduced today - sprained ankle, sprained leg, sprained arm - all have a critical care chance of 50%. I'm sure this must be in error -- the respiratory arrest call has a critical care chance of 70%, for comparison.

    Edit: the missions also show that a BLS can substitute for an ALS ambulance, which is from the US version, so that may also need fixing.

    Please could one of our content advisors look at whether these sprain missions were actually intended to have a 50% critical care chance?

    Question, where are USAR modules under?

    are they in SAR hqs or smt else?

    They don't exist currently. In real life they're fire service assets - pods carried to the scene of various bigger incidents which contain various equipment and supplies. There are five different 'types', and fire services have (or had) one of each of the five. You can read about the different USAR pods here: https://bucksfire.gov.uk/publications/u…rch-and-rescue/

    In game currently they're best represented by a rescue pod which is what you'd use Stone Mane's (excellent) graphics for.

    Hi, this was designed so that they would function like HART and missions would spawn anywhere near fire/pol/amb stations. If this is not happening please let us know.

    I'm only having bomb disposal missions appear in the radius of the bomb disposal stations. Those stations are assigned to their own dispatch centre, but this does not have the 'coverage area' option checked.

    This seems like a well executed content pack, thank you to those who made it happen.

    There are a very limited number of EOD locations in the UK, so it would be great if the mission spawn area controls from Mountain Rescue/lifeboats was added to the bomb disposal stations, so we could set them to cover much larger areas. For example there are only two marine EOD locations in the UK as far as I know - Plymouth and Portsmouth - so for those playing with realistic stations there will be very very few marine EOD missions. Spawn areas would allow people to expand the ranges of these stations without increasing the range of every other station.

    An alternative to that would be making them work like the towing stations do, where instead of generating within a radius of the station they generate pretty much anywhere, provided the stations/extensions/POI requirements are met.

    I understand we won't get the 'spicy' missions, but hopefully in future they might consider adding missions like abandoned luggage or other 'false alarm'-type callouts. Totally get the compromise to get this through the door though.

    Prior to the SAR update "Operational Support Vans" were pretty much the default unit in SAR stations/missions. The SAR update removed that unit completely, replacing it with SAR 4x4s and Operational Support Trailers instead. The old Operational Support Vans continue to exist, and will fill the required units in relevant missions, but can no longer be purchased or dispatched via ARR. The idea is that you use the trailer instead.

    It would be good if they returned - there are definitely vans or 4x4s filling that role in real life, likely more than trailers.

    That's a good idea — adding these vehicles to fill the existing ATV Carrier role in-game. It would be nice if they also had additional functionality alongside a wider rework/implementation of wildfire/rural fire missions, but your suggestion seems like an easy win for the time being.