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#261 SirMoo

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Posted 27 December 2010 - 02:12 AM

Were the lights for the LAAP SUV ever fixed? And what about the fire station there? Get that stupid gate working?

#262 billyfromhill

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Posted 27 December 2010 - 04:49 AM

Xplorer, I've confirmed from multiple sources that engine 88 is not an assessment engine. I'm not sure how this effects your plans.



#263 alekso1

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Posted 27 December 2010 - 05:48 PM

I think about some thing i think it wanna be nice if the medic can go inside the hospital and i can see it..-. :holdglass: like in winterberg......
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#264 SirMoo

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Posted 27 December 2010 - 06:17 PM

I think about some thing i think it wanna be nice if the medic can go inside the hospital and i can see it..-. :holdglass:

This is not possible due to the fact that I don't think the hospital has an interior built. It's just a skeleton. It takes a lot of time to build buildings where you can enter them, thus is why only a few have that feature.

#265 Xplorer4x4

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Posted 27 December 2010 - 09:34 PM

Xplorer, I've confirmed from multiple sources that engine 88 is not an assessment engine. I'm not sure how this effects your plans.

It doesnt.

I think about some thing i think it wanna be nice if the medic can go inside the hospital and i can see it..-. :holdglass:

Use the edit button, and no this wont be possible because of the way the mod works, as it is the medics go in the hospital with a patient and then disappear, a new prototype is spawned and gives the illusion that they dropped off the patient.

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#266 Xplorer4x4

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Posted 01 January 2011 - 03:23 AM

Just a small update, Reece.C and Kookas both have both started working on models. All together this mod should include 7 new models going off the top of my head. Some will be shown off here. Some will not. ;) I will go ahead and reveal what 2 of them will be right now.

LA DWP - This is the LA Department of Water and Power. This is part 1 of a 3 part phase to remove the current egineer van from the model. The perso model will likley just be carried over and use the LA DWP truck instead.
http://www.flickr.co...man/3885741693/
http://www.flickr.co...man/4423380537/

LAFD Mechanic - Phase 2 is to include the LAFD mechanic who will be the only person to be able to repair fire apertures.
http://www.flickr.co..._us/3369303733/
http://www.flickr.co..._us/3369302749/

Might reveal more in time. ;) The mechanic truck model is around 90-95% complete. Reece is just trying to work out a few polygons atm to get it just right. That 90-95% is just the model and does not include the skin.

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#267 Texas_DPS

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Posted 01 January 2011 - 08:16 AM

that looks like a good idea. i like it. i had a working mechanic/engineer on my engines. i like my idea but yours better, keep up the hard work team, looking like hollywood,
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#268 swisscow41

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Posted 03 January 2011 - 07:25 AM

Is there any chance that you would consider adding captains and some sort of police supervisor similar to those in the SG submod to this mod? Haha I guess I just wish I could have the best of both worlds!
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#269 Xplorer4x4

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Posted 03 January 2011 - 11:20 AM

Is there any chance that you would consider adding captains and some sort of police supervisor similar to those in the SG submod to this mod? Haha I guess I just wish I could have the best of both worlds!

I don't know if I will do a captin. Just seems to defeat the purpouse of the bc.

As for the police supervisor, I thought about something like this, but I am unsure at this stage.

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#270 swatlord

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Posted 03 January 2011 - 06:43 PM

I don't know if I will do a captin. Just seems to defeat the purpouse of the bc.


My suggestion, if you are still considering the captain, would be to give them limited commands. Maybe a 'call nearest ambulance', 'call nearest officer', maybe even call BN Chief/ EMS Supervisor. Snowballing thought, maybe you could use a captain to command small incidents and request a chief if things get bigger.

Either way, another idea, if you DO decide to make the captain, make him USABLE. One of my biggest beefs with the SG mod is that you only have 4 people on that engine and one of them (the captain) can't use a hose, tools, anything. So, technically, you ony have 3 useful firefighters. and that's on EVERY engine. you just cut your manpower down on any given scene by at least 25%

But I digress, it's your baby, I'm just a thinker :P
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#271 Xplorer4x4

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Posted 03 January 2011 - 09:06 PM

I may look in to something along that lines, but your right, that was one thing that bothered me about the SG Submod to, was the loss of manpower.

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#272 swisscow41

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Posted 03 January 2011 - 09:57 PM

In terms of realism captains don't really do anything at incidents besides call for tow trucks, other units, and micromanage where the firefighters make cuts and spray water! ;-) Also the other person on the engine would be the engineer who stands by the pump panel and adjusts pressure and stuff. So really you'd only have two firefighters.

I like the balance between realism/game play in the SG submod and used the firefighter from the BC's car or an ambulance to make up for the "missing man" but definitely agree with swaylord about making him usable. It just gives you more options.
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#273 billyfromhill

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Posted 04 January 2011 - 12:23 AM

In LA city, a BC is dispatched to all "A" and "B" assignments. The task force captain (captain II) is only is the IC until the BC arrives, which is not that long. Keep in mind that the task force will arrive together, which is 10 firefighters total arriving all at once in addition to any resources already at the incident.

#274 Xplorer4x4

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Posted 04 January 2011 - 01:43 AM

In terms of realism captains don't really do anything at incidents besides call for tow trucks, other units, and micromanage where the firefighters make cuts and spray water! ;-) Also the other person on the engine would be the engineer who stands by the pump panel and adjusts pressure and stuff. So really you'd only have two firefighters.

I like the balance between realism/game play in the SG submod and used the firefighter from the BC's car or an ambulance to make up for the "missing man" but definitely agree with swaylord about making him usable. It just gives you more options.

You know I had thought about applying just that, have an engineer who runs to the pump panel when you hit rapid deploy and maybe have the captain just stand by the passenger side door, but for the game of game play, I am not sure how I feel about sacrificing 2 ffs much less one. Not to mention how others would feel about it.

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#275 Texas_DPS

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Posted 04 January 2011 - 04:54 AM

you could always add it. like in SG's mod i reconfigured it to have the normal staffing plus the captain so i didnt miss out on much.
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#276 swatlord

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Posted 04 January 2011 - 08:02 AM

you could always add it. like in SG's mod i reconfigured it to have the normal staffing plus the captain so i didnt miss out on much.

Eh, in my opinion, that's just another person you have to police up. Who knows, maybe you're on to something there. I still think maybe you should limit the commands so that, like Xplorer said, the BN Chief isn't arbitrary
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#277 ScotiaFD

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Posted 05 January 2011 - 12:07 AM

I like the idea of having the Engineer on the engine, but also the captain could be a good thing. Maybe the Captain could be on engine 88 out of station 1 and on the als engine out of the LAX station, that's all my opinion though.

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#278 Jakethejake

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Posted 05 January 2011 - 04:59 AM

You know I had thought about applying just that, have an engineer who runs to the pump panel when you hit rapid deploy and maybe have the captain just stand by the passenger side door, but for the game of game play, I am not sure how I feel about sacrificing 2 ffs much less one. Not to mention how others would feel about it.


I kinda like it the way that it is now. The reason being "realistic" doesn't really work in this mod. In my department, two guys would be on a hoseline, with an officer supervising. He may carry a tool and vent. If we have to make a long stretch, then he may act as a backup while the backup guy chases kinks. Most of the time a backup isn't needed. I like putting 4 hoselines on the fire, especially if I have an arsonist that the cops are having a hard time nabbing. Any officer worth a damned isn't standing by the rig while his guys are fighting fire. He may actually be the first one inside. Hey just a quick question from an east coast guy. What is an assessment engine? BLS?

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#279 Xplorer4x4

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Posted 05 January 2011 - 05:26 AM

Assessment Engine is just the opposite..well sorta. LA used to have ALS Engines like you see in the stock LA Mod. However, if memory serves me right, they just did not have as many guys completing paramedic certification so it was getting hard to staff ALS Engines with 2 medics. Budget may have been a factor to but I can't recall for sure. I imagine Billy will be along soon enough to correct me if either of those are wrong. With that said, the ALS Engines became Paramedic Assessment Engines, or Assessment Engines. The only change I am aware of, is instead of 2 Medics, it is just one medic.

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#280 Xplorer4x4

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Posted 05 January 2011 - 09:37 AM

For any one testing the release, Alpha 2 has been posted. You know where to find it. ;)

To everyone else, we are doing alhpa testing atm to experiment some things. We should be moving into beta testing some time latter this week or week end.

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