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New York Modification V.1.01


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#301 Newfoundking

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Geschrieben 12 April 2011 - 03:06

I think that fleet Mechanic's truck is a cool Idea, I could be a second technical rescue unit,
That is something I don't think is a primary focus for us, duplicating units right now that is, since FSD has been replaced by ConEd engineers for calls, and the repair function at the station

Another thing that would be cool in the mod, would be a follow command for the Highway patrol units, so you could have a police chase, be no felony stop like in the LA mod.
I think this was something that we plan on doing. It will not be felony stop like the game, but it will be a script that allows a chase of some sort

Another is a firefighter must get an EMT bag from the Res1cue or Squad 61 before he can stabilize, but a FF w/ scott wouldn't have too.
Umm... I don't understand the second bit, about scott, but the rest, it's something I think brings it to the point of too real. Considering what they do, which isn't much, check vitals, and stabilize for a bit, you don't even need a first aid kit for that, since vitals is all manual checks for basics, and stabilizing is only for like +60-70% health anyways, so you're not doing much in the way of a medical kit being needed.

And finally is it possible for the Paramedics to carry injured persons while carrying his EMT bag? Thanks. It is nice to have some new American Units, That aren't from the LA mod,

You have probably never tried this in real life, but a regular ALS bag, I'm just talking the basics, not the drug bag or defib (we have three bags here, plus O2) weighs about twenty pounds and isn't something easy to carry. To fireman carry a regular person while carrying that, it wouldn't be easy... Plus paramedics here need to be able to team lift 250-300 lbs and I'm gonna assume that's the same or there abouts for NY. If so, and you expect someone to fireman carry a person their size, probably 170 or so, it just isn't gonna happen

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#302 BrandonAshton

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Geschrieben 12 April 2011 - 03:20

I think that fleet Mechanic's truck is a cool Idea, I could be a second technical rescue unit,
That is something I don't think is a primary focus for us, duplicating units right now that is, since FSD has been replaced by ConEd engineers for calls, and the repair function at the station

Another thing that would be cool in the mod, would be a follow command for the Highway patrol units, so you could have a police chase, be no felony stop like in the LA mod.
I think this was something that we plan on doing. It will not be felony stop like the game, but it will be a script that allows a chase of some sort

Another is a firefighter must get an EMT bag from the Res1cue or Squad 61 before he can stabilize, but a FF w/ scott wouldn't have too.
Umm... I don't understand the second bit, about scott, but the rest, it's something I think brings it to the point of too real. Considering what they do, which isn't much, check vitals, and stabilize for a bit, you don't even need a first aid kit for that, since vitals is all manual checks for basics, and stabilizing is only for like +60-70% health anyways, so you're not doing much in the way of a medical kit being needed.

And finally is it possible for the Paramedics to carry injured persons while carrying his EMT bag? Thanks. It is nice to have some new American Units, That aren't from the LA mod,

You have probably never tried this in real life, but a regular ALS bag, I'm just talking the basics, not the drug bag or defib (we have three bags here, plus O2) weighs about twenty pounds and isn't something easy to carry. To fireman carry a regular person while carrying that, it wouldn't be easy... Plus paramedics here need to be able to team lift 250-300 lbs and I'm gonna assume that's the same or there abouts for NY. If so, and you expect someone to fireman carry a person their size, probably 170 or so, it just isn't gonna happen

when he says scott
I believe he means an airpack.

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#303 iwhite11

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Geschrieben 12 April 2011 - 04:56

R1 doesnt fully staff at start-up I just add a diver to it's loadout when the game starts... Adding one at start-up would be dangerously slow because of how he waddles if you needed R1 for something.... Changing into dive gear is a later possibility but not a priority right now, we did add the ability to change into hazmat gear for the patch since that one is probrably more useful than the diver is.

Adding the ability to change into hazmat to R1 is a good idea but I think it would be better for the Squad because from what I've seen and been reading heavy resuce in NY don't really handle Haz-Mat jobs those are usually for the Squads or the one Haz-mat company that operates in the city. The diver ability would better suit R1 since those types of rescues usually fall on Heavy Rescue or ESU.

Here's the link about Rescues Company's and Squads.

http://www.firefight...rescue-or-squad

#304 MikeyPI

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Geschrieben 12 April 2011 - 05:57

Adding the ability to change into hazmat to R1 is a good idea but I think it would be better for the Squad because from what I've seen and been reading heavy resuce in NY don't really handle Haz-Mat jobs those are usually for the Squads or the one Haz-mat company that operates in the city. The diver ability would better suit R1 since those types of rescues usually fall on Heavy Rescue or ESU.

Here's the link about Rescues Company's and Squads.

http://www.firefight...rescue-or-squad

You misunderstand... What I mean is that the Haz-Mat company 1 truck and it's equiptment truck can now permit FF's to get hazmat suits out of the equiptment truck, we forgot about this so the guys can be sent in normal gear, but not change into the appropriate attire to fight hazmat fires on that truck... So that is what we fixed in the patch, Squad does not and will not gain hazmat capabilities in the upcomming patch... The diver suit change option imo is not necessary since divers are rarely needed and 3 units in this mod have the ability to carry the guy to the scene... Just staff him on the R1 on start-up and he's on the map, or call in the jet-ski carrier, or the USCG birdie and you got divers=)

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#305 iwhite11

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Geschrieben 12 April 2011 - 06:42

You misunderstand... What I mean is that the Haz-Mat company 1 truck and it's equiptment truck can now permit FF's to get hazmat suits out of the equiptment truck, we forgot about this so the guys can be sent in normal gear, but not change into the appropriate attire to fight hazmat fires on that truck... So that is what we fixed in the patch, Squad does not and will not gain hazmat capabilities in the upcomming patch... The diver suit change option imo is not necessary since divers are rarely needed and 3 units in this mod have the ability to carry the guy to the scene... Just staff him on the R1 on start-up and he's on the map, or call in the jet-ski carrier, or the USCG birdie and you got divers=)

Ok sorry about the mix up I was really just tring to help you guys make this mod as accurate as possibe not tying to correct the great job that you guys are already doing with the mod. I have a real interest in different fire and police depts, so i spend some time researching them learn about different units and their functions in there city, and even though alot of citys have the same units alot of time they carry out different functions, for ex. in some city's haz-mat is handled by the heavy rescue company's. So again great job on the mod

#306 engine30

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Geschrieben 14 April 2011 - 02:00

So I'm taking since no one has answer my question about Unlimited or limited water supply.....I take it as its not goin to change and just stay at Unlimited?
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#307 helljumper51

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Geschrieben 14 April 2011 - 02:12

limited will probably take a whole lot of scripting.
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#308 Newfoundking

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Geschrieben 14 April 2011 - 02:16

We left it unlimited

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#309 Pearl71

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Geschrieben 14 April 2011 - 05:59

Any chance were going to see the coast guard rescue boat? atleast for the single player? since the coast guard dose have a heavy involvement in the NJ/NJ Port system?
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#310 MikeyPI

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Geschrieben 14 April 2011 - 06:47

Any chance were going to see the coast guard rescue boat? atleast for the single player? since the coast guard dose have a heavy involvement in the NJ/NJ Port system?

It's possible but I would not hold your breath on that one, the next version we've already decided for the most part what we want to add, another boat that can pluck people out of the water is not totally necessary, not unless we make alot more water-rescue missions for the new map... If we do I'll add that lil coast guard toy boat they use for water patrols somehow into the mod off-map but still able to grab people from the water... To be honest we've not decided quite yet what all missions we want to torment ya'll with... Either way we are going to make most of you hate us because this mod is intended to be a challenge not a click, play around 20 mins on an incident, get a new incident type of deal... This mod is meant to make you angry... Think of it as staffer's revenge=)

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#311 aitor

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Geschrieben 14 April 2011 - 07:33

This probably said before but, are you going to do new missions?

About the coast guard boat, if you decide to add in another version you could reskin to the NYPD boat, or the FDNY boat that are similars.

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#312 MikeyPI

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Geschrieben 14 April 2011 - 08:36

This probably said before but, are you going to do new missions?

About the coast guard boat, if you decide to add in another version you could reskin to the NYPD boat, or the FDNY boat that are similars.
God the NYPD ones are ugly... But I digress..

We do indeed intend to do missions down the road, right now we want to fill out Freeplay and hopefully make a supported MP system along with deluxue for the next version.. I wanted to let everyone have a new toy to suffer with err imean play with *acts innocent* .... So I released it earlier than I'd have liked, so some features were omitted, so we'll have to retry them for V2... The tower ladder, new helicopters, some new scripts are all scheduled for the next version along with a new map that is more or less a "sample" of an area of NYC that isnt totally high-rises... Unfortunately high rises don't work in this game lest ye enjoy seeing helos fly though them and cameras smash into them.=-( So we gotta work around that on this one, hopefully our "sampler" while not to scale will be sufficient to give the feel of nyc... Figure add in some more merican crappy cars err imean traffic cars *whistles innocently* and it'll make a nice V2.... Later version(s) we'll focus on missions but what we have ahead of us are more complex items that working in the original freeplay framework probrably should not work..... So unfortunately tinkering with them and finding ways around the issues are the priority, not just adding more toys that serve much the same purpose=) Hopefully everyone understands the direction we're trying with this mod, fun, but also useful toys... not just something because it can be done, but something that might actually make handling a mission/freeplay mission more effective, we're going to try to see if we can make em all work...

Time will tell but that's the agenda of the mod at this time;)

EDIT:
For those who've contacted me or wish to do a sub-mod based on this system... Please refrain until the V1.0 patch is released for this mod before you attempt to tamper with it, otherwise you'll just be wasting your time, the number of things we've changed/corrected are so great that it's a total waste of your time and energy to tamper with the 1.0 Initial release... Wait for the patched version before you attempt to tamper with it please. The patch for 1.0 is nearly completed adding features and reworking some existing ones has unfortunately delayed the release of it but hopefully people will be happier with the alterations done to the mod that make it challenging while adding some of the things that did not make V.1.0 Initial.

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#313 Sawdbuster

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Geschrieben 14 April 2011 - 08:21

Okay, I understand your points and the only thing that I really wanted from that grab bag was the plice chase, so keep up the great work :12:

#314 Pearl71

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Geschrieben 14 April 2011 - 10:18

cant wait for the challenge
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#315 jab16

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Geschrieben 14 April 2011 - 11:46

just curious, how long has the mod been under production??
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#316 MikeyPI

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Geschrieben 15 April 2011 - 12:54

The mod was started about 1.5 years ago give or take a month... I had to go away for work so production stopped for a time in the middle there... In reality around 9-11 months went into the project as it stands now... Most of it spent making all the models that had to be made to make the NYC feel.

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#317 gizmo719

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Geschrieben 15 April 2011 - 03:35

I re installed today and love it
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#318 EM4life

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Geschrieben 15 April 2011 - 05:50

I had no idea what this was until I looked in here, thought it was another small time NY mod that would never be done. Boy was I wrong, excellent mod here, thank you for your hard work! :bia:

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#319 BrandonAshton

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Geschrieben 15 April 2011 - 04:34

Excited for the next update =)

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#320 MikeyPI

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Geschrieben 15 April 2011 - 04:37

The next update will be a patch to resolve all the known issues that have been encountered and to put in a few features we just forgot to put into it that were supposed to be there, unfortunately one update to the mod is giving a fit so we're trying to resolve that one currently. There are only two issues left outstanding until the patch is complete, then it will be released once those things are done and verified.

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