It's that time again. We're back with another developer blog.


What happened in the last month?


1. EVALUATION SURVEY

First of all, we would like to thank you for the numerous responses to our survey. There were definitely a few points that were read over and over again. Our goal has been reached.

The following points were adjusted / revised:

  • Travel times of external forces adjusted:
    You have reported to us that certain external forces take too long. We have looked at this and adjusted the times.
  • New icon for hydrants on the ground:
    To make the search for hydrants not always so time-consuming, the group leaders were given the function that they can also see hydrants in the vicinity. However, you can not connect to them. So that this is now clearer, there is a new icon for this:

    OLD: NEW:
  • Adjustments Alarm tags:
    Previously, there was a distinction between BF and FF, which is why mostly the BF was alerted. We have changed this. Now the fastest emergency vehicle is alerted. For the calculation we use factors like: Distance and departure time.
  • All Players can let people out of tent:
    The MANV tent system has been fundamentally revised. The client can now also let personnel out of the tent. Since there are also larger events in the MANV20-30 range with 1.0, the number of MANV tents has also been adjusted. The GW-SAN will carry two tents, the AB-MANV four. However, a maximum of four tents can be occupied (GW-SAN: 6x SEG-SAN / BTCOMBI or MTF: 6x SEG-SAN).

  • Adjustment of fire spread:
    The selection of the difficulty is now more noticeable and changes not only the minimum values of buildings, but really also the fire spread speed


2. SIRENS | NEW SOUNDS

A mod lives from many many supporters and partners. In this case we would like to thank Mama from RetroFitting. The team of RetroFitting has a huge pool of follow tone and martin horns. We were allowed to use this pool and have now integrated many new sounds into the mod. Look forward to it. It is really NICE 8)


3. NEW ICONS

Clean up (Hotkey: SHIFT + E):

To the hospital with siren (Hotkey: SHIFT + E):

Door opening case: Open building with door opening case:

Let personnel out of tent:

Air / gas measurement:


4. LÜDENSCHEID | MERGE FF14/RD06 - FF13 NOW EXTERNAL

As we have already announced in the last developer blogs, a new conceptual design of the fire protection is also taking place at Lüdenscheid. Today it is about the FF13, FF14 and the RD06.


So far the FF14 had a LF and a TLF3000. With the merge and the associated new construction, something was also changed in the vehicle fleet. The TLF3000 was exchanged for a TLF4000. In addition, the RW of the BF02 was transferred to the FF14. The FF14 now has a LF, a TLF4000, a SW and a RW. The RD06 got the old KTW from RD02.


5. CITY OF BRANDSTEDT | PROGRESS

Many hours have already gone into Brandstedt again. The navigation is constantly tested and revised. Blockers are set. Roads are moved, areas are rebuilt, ... Everything so that it is just perfect in the end. We would like to give you a few insights again this time:


Description: Helibase Brandstedt - base for Christoph 10 and Pirol 440


Description: Brandstedt center - densely populated, closely built-up, multi-storey buildings.


Description: Single-family houses in the south and north-west of the map


Description: Left = Brandstedt Church in the center of the city / Right = View from the north-west of the map towards the center.


6. BEHIND THE SCENES

So far, we have always shown you only the interesting things. Today we would like to tell you something that you never see.


When you click on a vehicle, you will see an "avatar image" in the bottom right corner. When you open the unit overview, you will see "medium icons". If you play with the control centre, you will see a picture with and without blue lights on the map. Let's calculate about 400 vehicles. Each of the 400 images must be converted into different formats. Until now, we had to do this manually. That took many many hours.


We needed a solution that would make this time-consuming task easier. After many tests and setbacks it was done. A self-programmed editor plugin, an own created 3D studio model and a Python script now ensure that what used to take hours is done in a few minutes. The creation of the RAW screenshots and the creation of all the images in various formats, now runs fully automatically.


For the player, such a thing may not be relevant. It will also interest the fewest. Nevertheless, we would like to give you a look behind the scenes with something like this. Especially, because many always think: Here a little bit, there a little bit and you have a mod. No, that's not the case. There are so many things, but they all happen in the background and unfortunately no one ever sees.


We hope that we were able to give you a good insight into the current happenings with our developer blog. The look behind the scenes may let you understand how much work such a modification involves and that certain "features", even if they are still so small, need many weeks in development and testing.


If you like this, maybe we should stream again, or you have any other remarks: Write it in the comments :) We are looking forward to your reactions 8)


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FAQ:

  • Do the things already exist now? No. Everything that is described and shown here concerns 1.0.
  • When is the update coming? There is no date yet. As soon as we are ready, we will announce it.
  • I haven't read anything about the 1.0 release, when will it be out? As soon as we are ready, we will announce it.


best regards

your Luedenscheid Team

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