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Wkboy714

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Everything posted by Wkboy714

  1. There's a whole bunch of sirens used, usually they're all custom set up too. It really depends on geography. Different areas use different sirens and many areas use several sirens. Some are Whelen, like marius said. I think another common type is Premier Hazard. In my area, fire engines tend to have whelen sirens with the electronic two-tones. The only place I know of where the old two-tones are still sometimes used is Greater Manchester. The Met use a bunch of good ones, for example the iconic Stirling siren. Just watch some youtube videos (like this, this, this, this one and this etc) and you'll soon get to learnt the four or five main types
  2. Looks like a nice script. How did you get them to walk that slowly though? Can you switch between running/walking?
  3. Now here's an ironic emergency call This mod is excellent, thanks for your great work. A little rough around the edges, but aesthetically brilliant.
  4. The latest updates look excellent. Thanks!
  5. I'm glad to see this is back. The quality looks high. Good luck
  6. That was a good one, Shadylasse. Lots of realism. I prefer these everyday 'mundane' calls to the exaggerated arcade-style missions the game usually gives
  7. I think newer cars generally look better and more modern in battenberg livery, though I kinda like the charm of the old sandwich stripe. Also, I'm sure the Met doesn't cover Solihull's high street
  8. It's very easy to set up your own FDNY/EMS mode. Just edit your freeplayparameters file and disable all the NYPD calls. There's a tutorial here if you don't know how.
  9. Basically, for me at least, it's simply an issue of processing power. I have one of the dreaded Intel graphics cards and mine is integrated - I think most, if not all, Intel cards are integrated - which means it has much less spare processing power than other graphics cards. This mod, although brilliant and truly inspiring for me, uses loads more resources than EM4 normally does, and it isn't fully optimised (there is a lot of 'clutter' in the files, and a lot of high poly-count models that use up more CPU than they need to). Bear in mind the game likes to cache the mod when loading it, meaning a lot of heavy memory usage as the game is constantly 'remembering' all the HQ models in the mod. It's a bit like buying a modern sports car but it's stuck with an engine from the 1940s - there's only so much it can do and it's impossible to reach full potential. Eventually it'll overload. I could play V3.0 SD but even the small updates into V3.2 SD is now too much for my system to handle. Basically - Intel is not great for gaming, but it can run EM4 because it's an old game now. But this mod runs much more intensely, effectively making it a whole new game with new system requirements. tl;dr - even the SD version is quite resource-intensive for Intel users. It might simply be that we don't have the hardware for this much awesome.
  10. I've thought about adding in specials but they look the same and do the same as regular officers - what would the point be? What would distinguish them?
  11. Had some brief gameplay so far. Seems more challenging than the last version - this is a good thing. Nice job on the atmospheric loading music New event - great! Great extra content - still haven't tried out all the new vehicles, etc, going to give hours of entertainment using them all I'm sure. The option to turn recruits into Specops/rangers has gone whoops, ignore that, hadn't researched. (Oh and that constant crying baby noise in the camp is really depressing, it hurts my heart ) Overall great work, thankyou hoppah, 10/10 would bang
  12. Well that is certainly a ...unique light setup
  13. I've only played the SD version, but it's great so far, even though batallion 9 can be a pain to park. And the commands to change FF clothes during driving only seem to work for three of them.
  14. Some ideas? Alright then 1. I agree with the police station suggestion. The model with the interior would be nice, but not strictly necessary, just somewhere to drop prisoners without having to send cars off-map. 2. Maybe the ESU station/s - I notice they still have their Return to Station etc commands on them. 3. Fixed patrol routes please, so cars don't get stuck, and their speed isn't permenantly set to slow once set to patrol 4. New/changed around events like car crashes, etc. 5. Box alarms added in (just for AFA/false alarm functionality etc), along with that gas leak function, if possible. 6. Ability to use Search House script on most/all buildings if not already And just an idea...what about using the HD version map but replacing all buildings with standard EM4 models? That way, I think you could maintain the big concrete city feel (as EM4 has a lot of stock apartment blocks, etc), and we get some enjoyment of a new map (rather than the bogstandard boring played-to-death EM4 basic map), but our weakling Intels should be able to load just normal EM4 scenery just fine. Would this work?
  15. Your mod has some excellent features really shining through in this version too. Shame there are no (yet) box alarms on the standard map. That should be fairly easy to add myself, right? Also, the initial call rate was set to something like 300 - I was waiting ages between calls. And I have a small but gamebreaking bug - police cars set to patrol seem to be stuck at their slow speed forever after, speed settings have no effect. Also patrolling cars seem to get stuck travelling across the middle map bridge from the right side. I'm very impressed though, and really wishing I had a decent system to play the HD now!
  16. Hey Hoppah, I tried your demo mission and was impressed. It all seems to work perfectly Would it work for gated wyes? I do hope someone can work out how to transfer this into a script that can be added into freeplays, it'd be amazing.
  17. Thankyou Dyson. That was impressively quick. It's a shame as most of the mod's character was from your excellent map, but this version is better than having no option for us burdened with Intels
  18. Judging by the pictures, is it to close or open the lockers? Here: closed with Think campaign ad on them http://forum.emergency-planet.com/uploads/monthly_07_2013/post-370-0-88982900-1374444948.png Here: opened! http://forum.emergency-planet.com/uploads/monthly_08_2013/post-370-0-38788500-1375824718.png
  19. Goog made a simple mistake that takes a minute to correct. After installing... 1. Go to: [mod]/Models/Vehicles/03 LA Police 2. Rename "impala_wheel02.png" to "impala_wheel01.png" White wheels gone.
  20. Another thing I forgot to mention is better fire mechanics. The one thing that infuriates me about Emergency 4, especially when playing realistically, is how fast fires spread. It takes seconds for one bush or tree to engulf an entire forest, and likewise one house to catch the whole block, which is annoying as heck. I would like if fire spread was reduced dramatically, and objects burned for longer than they do now (before 'burning out').
  21. I'm not sure what you already have, but customised and/or new freeplay events, Call/dispatch units scripts, various siren choices for each vehicle (could randomly cycle) and various lightmodes, tasers, varied response times and other little bits and tweaks for more realistic role-playing gameplay would be my preferences.
  22. That looks brilliant, it'd be great if you could release it. With or without lights makes no real difference to me, as I could light it myself
  23. I don't know, however I would imagine no, as eating during a call could hinder communication and waste vital time, plus distract the operator. They would probably have to wait for whenever their break is, or ask to be relieved.
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