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Madman

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Everything posted by Madman

  1. I believe the biggest factor for the removal was the fact that LAFD only has 3 or 4 water tenders, so it is a very rarely used apparatus. With the removal of the jaws from the Engines, it makes more sense to have a USAR Squad available to provide extraction tools.
  2. It's great to hear that you figured this out. Will the non-LAPD vehicles return to the LAPD station to drop prisoners off still?
  3. Good job on stopping the leg humpers before they post.
  4. Can you add the LAFD Heavy Rescue tow truck with it? Just kidding of course. Sounds like a great idea and I'd use it or sure - I'm always in there tinkering around with how often events happen. Good luck.
  5. Downloaded the folder again and even checked the lights inside the editor - they are not the right ones. Tony, can you take a look at this?
  6. Its true that you only need to reskin the model, but the game could care less and treats it like a brand new model. I was simply stating that the mod's load time would be increased with a higher model total, plus the in game vehicle selection menus will be crazy long....that's all.
  7. He would need to have separate models of each car and then the list of available vehicles would grow out of control. The mod would also take much longer to load as each model would need to be loaded individually into the game.
  8. I agree Hoppah and understand fully why you did it and intended to play the mod how you explained, by using FFs from the other engines to expand the capacity of the one engine. I was commenting on the thought that you could send one engine to a call and have 10 firefighters hooked up to it while leaving the other engine at the hall.
  9. It is my understanding that it will NOT be in the new mod. I forgot that EMS14 was discussed previously and was just asking Mike the role of it in real life.
  10. But where would you get 10 firefighters? That is the only problem. Sure, you can have 8 FFs hooked up to the truck but you will need to send 2 trucks to the scene to get 8 FFs and then you have 8 hose capacity with two trucks anyway. It will be fun to play the new mod and figure out all these new wrinkles of the game. The new connector will be great for distance though, sometimes when fires spread it is a pain to disconnect everyone and move the truck to reach the new fires.
  11. Yeah, every other light on every fire truck, police car and EMS are all new and great.
  12. Weird - I'll check again tonight. When I played last night, I replaced the entire folder with the one Tony posted up and the lights were still the original ones that didn't rotate or have strobes on the side. I could also tell they weren't the right lights because the directional arrow was still Hoppah's design.
  13. They definitely were not the new lights - I compared them to your video and they aren't even close to the same. Anyone else try these and have the same result?
  14. Lights look fantastic in the game Tony!! Although, I don't think your new Aerial lights are included - they look like the old ones.
  15. Great addition Tony, that'll be good when you don't want everything lit up but still want some sort of emergency lighting.
  16. Wow Tony, those are by far your best work. Can't wait for the prototype files to see them in game.
  17. Trucks look even better this time Tony, great work. Can you see what you can do with the lightbar on the ladder truck?
  18. Haha, nice attitude Mike...it's good to see your new internet fame hasn't gone to your head. Just because I've made my suggestion and "it's been answered" doesn't mean I cannot discuss the speed of the freeplay clock - I honestly don't get you guys and your elitist attitudes. People make suggestions in hopes of making the mod the best it can be, whether those suggestions are 100% accurate or not is irrelevant, they are valid in their mind so they make them with the best of intentions. Or are only gratuitous complimentary posts allowed? I'll refrain from posting anymore in this thread in respect to the Hoppah and Stan.
  19. It's not the fact that he doesn't want to do it - like Spaloo said above, he came off rude - and this isn't the first time. I realize that there are a million suggestions and most of them are pure nonsense, so that does have to wear thin on someone's patience. I could see his reaction if I asked for a tiller truck for sure, but I think my suggestion was a reasonably valid one and did not warrant the response I got. I am well aware of the game clock, but in my opinion the game clock is completely unrealistic and has no bearing on the game itself. The game clock is not relative to the size of the map, the cars, the buildings, the people....etc etc. Just because the ridiculously fast game clock says the current response time is close to correct, doesn't mean it is. I guess the BC takes 5+ "real game minutes" to make a radio call, and people walking an in-game block take an hour or moe - the examples could go on and on. Take the response time of trucks off screen. The current mod behaviour is for the trucks to instantly appear on screen, but according to the magical game clock, the response is accurate. But when the BC calls a truck or ambulance from the station, it takes so long there is no way it is correct in relation to the off screen vehicles. All I ask is that ther isn't so much emphasis placed on the game clock and more emphasis placed on how the game truly "feels". Spaloo also plays the game similar to how I do, so I guess he understands how the timing could be tweaked to have the game play more in ratio to how everything else occurs in the game. Spaloo truly does get it. If you want us to stop suggesting, that's totally fine. I will patiently wait for your next release and know that what will follow will be great and I will enjoy your efforts. You've done great work with your mod, (I've played it since the beginning in EM3 and have played the entire EM series since the beginning), and nothing I have said suggests the opposite. Your mod is the only reason I play this game and will continue to play in the future. Regards, Madman
  20. You know what I don't understand, why you are so bitter? You bang the "realism" drum all the time, but when someone makes a suggestion based on the fact of realism, (not just my recent staffing suggestion), you act like a 5 year old and stomp your feet. Is the mod supposed to be real or easy, tell me that - then I'll know what suggestions to make or not.
  21. Thoughts on the new BLS/ALS ambulances: When you click the "Goto to Hospital" button on a BLS ambulance, the emergency lights and siren should be off for the trip back to the Hospital. Would this be a typical behaviour Mike?
  22. I did not know that...obviously. I'll try it out next game I play. Thanks
  23. Any thought to having the initial alarm that populates the fire station not actually send any staff to the vehicles? It might just be the way I play, (with a BC acting as a dispatcher), but the first thing I do when playing freeplay is to send each vehicle out of the hall and then send it right back to empty everything out. It's just not very realistic to have each vehicle fully staffed and waiting around for a call to happen.
  24. The default game behaviour is that a paramedic has to heal the person, (to any level passed the helicopter or ambualnce cutoff levels), to be able to take that person to the hospital. In the current game/mod format, you cannot stabilize with a firefighter and then transport with a stretcher team to the hospital.
  25. Will there now be two buttons to call RA's? Or will the closest RA respond regardless of ALS or BLS?
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