Ok. So, in our mod we have two designated hazmat stations on the map. Station 7 and station 6. Since foamers are mostly, and i mean MOSTLY, used for hazmat fires, that makes them paired to the hazmat. Blackout didnt want foamers in a different station than the hazmat companies... Understand? That also makes sense so we dont have to deal with naming the foamers at staiton 7 like foam 7 and foam 7-1 or something.
Thanks for the clarification, makes sense now.
But ambulance 5 also goes to station 6; is that also by design?
Apart from that, what i said here / before about ambulances (sirens/lights) is not entirely correct;
The siren button is activated when ambulances leave the hospital. You however have to deactive and activate it again to get it to work. Seems like a (small) bug to me.
Just played a bit and wrote down my experiences;
1. When coming from the hospital: the "auto siren" button is enabled but the siren is not on (you have to manual enable it via the siren on/off button).
However, the primary lights are in fact on while that button is disabled (not activated).
2. When sending to HQ: the primary lights sometimes go suddenly off but the lights button stays enabled (activated). You have to manual deactivate and activate it again to fix the lights.
3. Setting an ambulance to standby mode switches the primary lights off, which of course is fine. However (same as point 2) the lights button stays enabled (activated). When dispatching the unit (by just clicking somewhere or sending it to HQ) the lights stay off (you, again, have to manual deactivate and activate it again to fix the lights).
Apart from that: this is not a big issue but i just wanted to point it out.
Hope i am clear in my explanation.