Posts by omnishambles

    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.

    This seems to affect a number of UK players in the same way, but not everyone. One factor I have noted as being consistent across affected players so far is that they were playing the game at the time of the event start (10am locally). If it's broken for you, did you have the game open at 10am? If it's working for you, did you have the game open at 10am? Interested to puzzle out the cause here.

    It is not currently possible to complete Valentines event missions. The missions will process, the timer on them will run down when the required units are present, and they will generate prisoners etc, however the mission will then remain indefinitely hanging.

    Units on the mission will remain there, but the mission will disappear from the mission list and from the map. The timer remains at 0. If you access the mission via the units' entries in the station interface the mission view will open, and will intermittently ask to refresh however this does not result in the mission clearing.

    The missions do not pay out, and do not grant progress on the Valentines missions task. Attempting to use the 'complete this mission using an ad' function on the iOS app will show the ad, but the mission will not complete and it does not consume the one use of the feature per day. This affects PC and the IOS app.

    Unfortunately this has always been the case, but the mission generation range slider did make it more noticeable. The missions are not technically generating in the sea, they're spawning on 'pathable' routes in the sea. Most commonly this will be things like ferry routes etc.

    It's really irritating, not least of all because it causes units to take very long routes to get to the mission, or to path directly to it as the crow flies, which results in them moving very slowly. I hope the devs will take the time to add a bit of sanity checking to the mission generation code, to query whether the coordinates selected are within the ocean and if so to then re-roll the mission from scratch. Another workaround they could do would be to allow the mission generation range to be set on a per-station basis, so we could opt to set our stations on the coast to a 1x range (which does not entirely eliminate the issue, but does reduce it), whilst still keeping the higher ranges for inland stations.

    Railway Police is an education that is required by railway missions. It isn't currently required by vehicles, but a certain number of available Railway Police-trained personnel are required for particular missions to spawn, and for those missions to be completed they will require a given number of trained officers on-scene. You can check which missions require it via the possible missions screen with the 'Railway Police' requirement selected.

    Following today's changes to the ARR system, it is now wholly broken for me.


    If I select the option to update visible ARRs, the entire list of ARRs are unable to be clicked on, displaying the 🚫 emoji on hover.

    If I unselect that option, I can click on the ARRs and they do dispatch, but the 'load missing vehicles' button no longer adds the additionally loaded vehicles to availability for ARRs, meaning they are always locked to the first set of nearby vehicles.


    I play via the Firefox browser on PC.


    Edit: the unclickable ARR issue seems to have resolved itself overnight.

    It would be nice if some of the missions tied into other, currently under-utilised, content packs and extensions. For example, perhaps a mission that requires technical rescue, or flood response? Or one which includes mountain rescue - a landslip in a remote area or something. Car/truck on railway line, to include the towing stuff. A lot of these new features get added with a few missions and then seem to basically never receive anything additional, so if there's the opportunity to work some of them into the rail stuff that would be good.

    mjkerr have you checked out the feature that has been added to the US version? It actually addresses some of the issues with the specialisations.

    In summary, the way it's currently now working on the US version is that within the main settings menu you can now choose between 'normal' mission generation range, 2x, 3x, 4x, and 5x (3, 4, and 5 are locked behind premium). These extend the spawn range of all missions.

    The in-game email they sent out to explain the new feature reads thus:

    It actually works quite nicely - there is notably less of the 'clumping' we get where everything appears in tight circles around stations, and when you're playing across a wide area with real life station locations the mission distribution at 2x is much nicer. The downside is, as I indicated above, that while turning it up to 2x works well for in-land areas, there's an issue if you play on the coast because I can confirm it does lead to more missions spawning in the middle of the sea on ferry routes etc. This could be addressed if the new setting was on a per-station basis, so that we could set stations near a coastline on 'normal' range and turn on 2x for the stations where that additional range won't cause sea spawns.