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AUX3AE

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Posts posted by AUX3AE

  1. Where the resources come from varies, generally I have to call for mutual aid truck companies and additional engines.

    Residential Fire: 3 Engines, 1 Truck Company, 1 Rescue Company, 1 Battalion, 1 ALS

    Multi-residential Fire: 4 Engines, 2 Truck Companies, 1 Rescue Company, 1 Battalion, 1 ALS

    Commercial Structure Fire: 4 Engines, 2 Truck Companies, 1 Rescue Company, 2 Battalion Chiefs, 1 ALS

    Shrub Fire: 1 Engine

    Shrub Fire w/ Exposures: 2 Engines, 1 Truck or Rescue Company

    Car Fire: 1 Engine

    Single Car MVA: 1 Engine, 1 Truck or Rescue Companies, 1 ALS (plus one BLS if not transport unit)

    Multi Car MVA: 1 Engine, 2 Truck or Rescue Companies, 1 Battalion, 2 ALS, 1 BLS

    Stroke / Fall: ALS (plus BLS if not transport)

    Hazmat Related: 2 Engine Companies, 1 Truck, 1 Rescue, 1 HAZMAT, 3 ALS, 1 Battalion

    Robbery: 2 PD Units

    Hostages: 2 PD Units, 1 SWAT Unit

    Riots: 2 PD Units, 2 SWAT Units

  2. I was just wondering what units you all send to:

    1. Exploded Gas Pipe

    2. MVA

    3. Unknown type fire

    4. Active Shooter :sporty:

    1: 4 Engines, 2 Truck Companies, 1 Rescue, 1 ALS Unit, 1 Transport Unit (if ALS cannot transport), 1 BC

    2: 1 USAR or Truck Company, 1 Engine, 1 BC, 2 Transport Units, 2 ALS Units (if Transport units not ALS capable)

    3: 1 Engine, 1 Truck Company or Rescue

    4: 3 PD Cars, one Supervisor, helicopter possibly, 1 ALS unit.

  3. I'm interested in the modification, but afraid I won't be much help with anything besides maybe editing some sound files, perhaps some realism checks, and a small bit of texturing. Regardless good luck, I know there are a few people here on the east coast who would like to see a more local modification released.

  4. Hello all,

    Is there a comprehensive scripting guide available for EM4? I have a decent history in C++/C# programming, but I'm not certain what scripting functionality is available in the game. For functions, hoping for a guide containing something like this:

    Function Name:

    Function Parameters:

    Example of Use:

    Additionally, I'm hoping the guide would contain information about available data types. What exactly is a GameObject, a Vehicle, etc? I'm assuming these are classes, or sub-classes? What properties do these classes contain? I suppose I'm just looking for a decent starting point.

    Are there functions to set an object's location, retrieve it's location, set particular parameters, or not? I believe a lot of useful functions could be created if more information was available about exactly what this scripting engine is capable of. I'm willing to work to compile this information, but I need a good starting point.

  5. I've disabled PD missions, so I only have to deal with Fire/EMS calls. I also use the new map submod.

    Unit | Hotkey | Location

    Engine 1 | 1 | Fire Station One

    Engine 3 | 3 | Fire Station One

    Engine 2 | 2 | Fire Station Two

    Ladder 5 | 5 | Fire Station One

    Rescue 6 | 6 | Fire Station One

    RA1 | | Fire Station One

    RA11 | | Fire Station One

    A2 | | Fire Station Two

    Station Control | 4 | Fire Station One and Two

    I use the station control hotkey to fill personnel in both stations. I've designated the top and western part of the map as "Box 1", and the city and southern portion of the map as "Box 2". Units are listed in the order in which I dispatch them.

    Box Area| Call Type | Units (MA = Mutual Aid)

    1 | Unknown Type Fire | E1 or E3, L5 or R6 (depending on what is available)

    1 | Reported Building Fire | E1 E3, L5 R6

    1 | Confirmed Building Fire | E1 E3 E2 MA-E4, L5 MA-L55 R6, B1, RA1 or RA11

    1 | Vehicle Accident | E1 or E3, R6, RA1 or RA11

    1 | Car Fire | E1 or E3, R6

    1 | ALS Call | A1 or A11, E1 or E3, A2 (if no ambulance available)

    1 | BLS Call | RA1 or RA11, A2 (if no ambulance available)

    2 | Unknown Type Fire | E2, MA-L55

    2 | Reported Building Fire | E2 MA-E4, MA-L55, MA-L66

    2 | Confirmed Building Fire | E2 MA-E4 E1 E11, MA-L55 MA-L66 R6, B1, A2 (or MA Ambulance if none available)

    2 | Vehicle Accident | E2, R6, A2 RA1 or RA11

    2 | Car Fire | E2, MA-L55 or R6

    2 | ALS Call | E2, A2

    2 | BLS Call | A2

    Additional units can be called depending upon situational requirements. Additionally, I play rather oddly as I simulate the use of hydrants, generally staging engines on them. Special service pieces are located on sides A and C initially (if possible), and I usually try to keep each units roles as traditional as possible. Police are used for traffic control when needed.

  6. Not sure if this has ever been mentioned...

    For the Tower Ladder, would it be possible to add a button which automatically sets up the aerial ladder. It would work similar to the 'Connect Hoses' command for an engine.

    Steps (if the ladder has a crew):

    1. Crew member disembarks truck

    2. Truck sets up to put the aerial in service

    3. Crew member enters the bucket

    Any thoughts?

  7. I believe Hoopah is considering for 1.6, the extra parking spots as well as an empty Bay space in the fire station for whatever the player wants to put in their :)

    Where I am at, just about every station, with some exceptions has some sort of "Special Service" i.e: Ladder, Heavy Rescue, Hazmat, USAR, MCU etc.. so that is not really that unrealistic. My station that I run with has 4 "Special Services" (2 Heavy Rescues, a Ladder Truck and a Boat) and we are getting ready to add a 5th (In name, a Technical Rescue Support Company) and oh, we dont have an Engine. Definetly not the norm, but its just how the cards have played out here over the last 80 years or so.

    I

    Sounds like Berwyn Heights.

  8. Hoppah, I don't know if you were going to add command posts to v1.6 of your mod, but if you are, here is are some pics of a high tech CHP SUV Incident Command Vehicle.

    icv-rrv(2).jpg

    I would personally like to see this vehicle be in the mod with some cool new functions, but then again I like all units of any type that that have this much technology, so it's up to you to decide what you want to do with this. The below website has about 180 degrees of the vehicle including the lighting pattern. Maybe Mike has photographed this unit and can provide more pics and info about it. Link below is to the rest of the pictures.

    CHP Incident Command Vehicle gallery

    Looks a lot like the E-One 'Comms One' unit.

    http://www.e-one.com/index.asp?n=67&p=...s=67&pid=82

    Not sure what it's functionality would be in game though.

  9. The Charger looks just as good on the computer as in real life. A lot of county sheriff's around here are starting to run them as opposed to Crown Vics.

    The new version looks like it's gonna be great. THanks for the updates!

    Same as here, the state and local cops are beginning to buy some of them, though there aren't any plans to phase out the Crown Victorias either. The local cops around here drive dark-blue chargers, with all black rims and tinted windows... it's a spectacular sight to see them lit up and going to a call.

  10. What the fire dept usually does in the city i live in is they run the 5" supply line off the back off the engine to a hydrant that stays connected to the hydrant until they fire is out. Those lines pump water into a reservoir in the engine which supplies the lines off the truck which are usually 2 1/2" lines . The only connections i have seen on the front and back of the engines where i live are 5" supply lines which feed the reservior.

    Yes, I agree... but you will see that the 5" hose is not connected from the rear (you could drive until all of it falls off the back), it will be disconnected and attached to the side intake (or other intake) on the engine. It is not pre-connected so the driver does not destroy the pump if he drives too far. This is all irrelevant in this case, as it is not possible to emulate in-game.

    http://www.tempebeach.com/fire/Policies%20...les/405.03C.pdf

    Try reading that for a general idea.

  11. yes and no, on nearly any engine you look at there is ONE connection on the rear of the engine which is used for a 2 1/2 inch attack line, while the 2 - 4 hose lays in the middle of the engine are 1 3/4 inch attack lines

    first part is right, 2nd part is kinda right....

    like i said, there is a 2 1/2 inch attack line on the rear of engines, but there is also between 1500-2500 feet of 5 inch supply hose used to connect to hydrants and other trucks

    wrong, the connection on the rear is a discharge, not an intake, if you hooked up a hydrant line to it you would blow up your pump

    I actually believe this is wrong. The 5" on the back is not connected at all... once the engine has wrapped the hydrant (for a forward lay) the engineer will have to disconnect the length of hose closest to the truck, then attack it to an intake on the side. It's impossible to pump out of the back of the engine.

    The valves you see attacked are used primarily to allow another engine to increase the pressure over a long distance. Since it's impossible for the engine to secure water from a hydrant, it's function cannot be modeled in the game. I haven't read the LAFD's SOG's, so I can't comment on when the value would be pumped through by a second engine, though I would assume it would be in rural situations, or areas where the fire is a long distance from the hydrant.

  12. uh there are hose connections... to my knowledge, there are two on each side of the truck in hoppah's mod (the two different engines)... yeah there should be one on the back, but the only realisim about that would be was if hoppah increased the gpm on it because on the back is where a 2 1/2 inch connection would be.. where as the hose lays on the sides are only 1 1/3 inch

    Actually, I don't know if this is entirely correct (unless this is listed in the LAFD'd SOP's)... I've seen plenty of engines with 2.5 inch connections in the cross lays (ours included) along with 1.75 inch lines. I'm not sure what the LAFD specs are for their engines, hopefully Mike can shed some light on the issue.

    Mike, do you know the hose layout for LAFD engines? What size hose is standard? Does the LAFD run CAFS capable engines, or is that left to Foam Tenders?

    EDIT:

    Here are some pictures of their engines, hopefully this will help some.

    http://mikesphotos.us/gallery2/v/Action/Ev...ageViewsIndex=1

    http://mikesphotos.us/gallery2/v/Action/In...ageViewsIndex=1

    http://mikesphotos.us/gallery2/v/Action/In...ageViewsIndex=1

    Upon further review, it appears you may be correct. It looks like 4" or 5" supply line, along with either 2.5" or 3" attack line off the back. The side appears to have either 1.5", 1.75", or 2" hose. If we were going for full accuracy, that would mean the engines should only have three hose connections, with the two crosslays both on the passenger side. The hose off the back of the engine would flow substantially more water. Again, I think we need the actual specifications and guidelines used by the LAFD to determine the actual setup used.

  13. Shame... maybe one day a game will come out that realistically involves most aspects of fire fighting. For an IC or operations section chief, it really is a "game" of strategy. If a game could mimic this, it'd be unique and a refreshing change.

    Hoppah, or anyone else in the know for creating missions: I was wondering how plausible it would be to change certain aspects of calls which occur in freeplay mode. Are the locations preset, and one randomly determined? For example...

    Some of the homes in the city are enter-able only by ladder. One aspect I really feel is missing from the game (mostly Freeplay) is the lack of searches required by truck companies. In reality, truck companies primarily deal with ventilation (not doable, as far as I know) and search (doable, I think). In the game, if a enter-able house catches on fire, does the game generate smoke inside of it? I recall this effect in the second mission of the original campaign... does this happen elsewhere? Is it possible that any of these houses catch on fire in Freeplay, and more so that there actually be people inside?

    On an unrelated note, is it somehow possible to edit the fire behavior in freeplay? I was hoping I could make fires last longer, and grow at a more realistic rate. Are these values editable?

    Sorry for the long post.

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