#Set with helicopters ambulances

52 messages · Page 1 of 1 (latest)

valid skiff
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Hi ! Can we get the same as the firefighter please ? I have a bis city that is saturing because of the traffic, everyone is dying and i need another way to get my peoples saved, so can we get the set with only ambulances please ? It would be perfect

quaint parrot
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I completely agree that each type of helicopter should have its own depot to strengthen emergency response capabilities. And not just firefighting helicopters.

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And indeed, the first thing missing is potentially a depot for medical helicopters to bolster our emergency response capabilities.

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However, we could perhaps limit ourselves to just 2 or 3 helicopters instead of 5, but have a small clinic to accommodate patients if no hospital has available beds in its landing zone.

short flint
# valid skiff Hi ! Can we get the same as the firefighter please ? I have a bis city that is s...

there is a distinctive difference between fire helis and ambulance/police helis:

fire helis just interact with an event (fire), which can also occur in areas without road access.

ambulance and police heli both respond to an event too and also transport other cims, be it patients or prisoners, back to their facility.

So both, the ambulance and police heli depot would essentially have to be police stations and hospitals, which allow you to add helis as vehicles.

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so the best you could probably hope for is a very small hospital in footprint, which can spawn several heli depot upgrades in a radius

quaint parrot
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From a French perspective, I found it a bit strange that there was a depot with 5 helicopters and not rather a fire station specializing in forest fires but with a mix of helicopters and all-terrain ground resources dedicated to this mission.

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That's why I proposed a hybrid structure with the same footprint as the fire helicopter depot but with a smaller capacity for transporting rescued citizens.
For the healthcare sector, this would be equivalent to a small medical clinic (with a capacity of 25 patients) to provide this capacity. And if the structure were to retain 5 vehicles, it would only be 2 medical helicopters associated with 3 ambulances (or the reverse).

valid skiff
quaint parrot
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And although it's not the topic of this thread, I envision the same solution for the police, using the small police station.

short flint
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this is how the vanilla firefighting depot is set up: bottom left you have maintenance hall for 3 helis and top right a hall for 2 helis, bottom right you have the 5 integrated helistops.

Interestingly, the top left has been designed as a firtruck depot, probably a planned upgrade that they didnt finalize.

valid skiff
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oh i didn't know about that vanilla show it's interesting i love that !
yes maybe they will upgrade, we will know soon

quaint parrot
# valid skiff yeah i understand you said, but there is some helicopters that works the same as...

You're not entirely wrong in suggesting that the small medical clinic could benefit from a third expansion. This would involve a hangar and a landing pad for a helicopter that would not just be equipped for medical transport but also for search and rescue missions. In other words, the role performed in France by the EC-145s (and now also some H145-D3s) belonging primarily to the Civil Security service (and their call sign: DRAGON).

short flint
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if someone is gonna do a custom one, the upper building is the small clinic and than you could add additional helipads for 2 helis in a certain radius

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but yeah, we have had some great examples of modular buildings recently, be it the NL RP cemetary or the port gates and they same could certainly be made for some kind of rapid emergency repsonse center that starts with a small clinic and you can upgrade with several new depots for road and air vehicles horizontally and additonal patient capacity, trauma wings, disease center vertically on top of the clinic

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thats complicated stuff to set up in the editor though, even if you reuse existing meshes, so i wouldnt expect something like this being released early on from asset creators but maybe at some point through a CCP or Disaster DLC from Iceflake studios

quaint parrot
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(CCP??)

short flint
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well, CCP have to use existing mechanics while DLC expansions from the developer usually introduce new mechanics

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i always disable natural disasters so probably not the best person to chip in here

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was a bit disappointed that we didnt get any emergency response water vehicles woth bridges and ports, so maybe some kind of coastguard building at boats

quaint parrot
quaint parrot
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Given that the issue of naval transport was only truly addressed with the very recent Bridges and Harbors DLC, I hold it against them less than I do for medical or police services, which were already well-established from the start.

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But yes, a coast guard station within the port and/or operating independently could be beneficial. It all depends on the extent of the damage that natural disasters at sea could cause.

quaint parrot
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Because to even consider a proposal (which I wouldn't be able to implement), it would potentially require creating a model representing the depot's 176 squares (11x16).

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But for the moment, we only know the dimensions of the small medical clinic which is 25 squares (5x5).

short flint
quaint parrot
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But I would say the first question to ask is whether we're keeping 5 (medical and/or SAR) helicopters at the depot or not.

quaint parrot
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@short flint @valid skiff : It took me a while, but I managed to come up with a flat plan that would allow for landing areas in CS2 that could accommodate medium-sized helicopters, as well as a small clinic.

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I'm not entirely sure about the dimensions planned for the maintenance hangar due to a lack of precise data.

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It's not entirely impossible that I didn't specify the correct dimensions for some areas. In any case, despite checking, some figures don't seem to correspond to the dimensions I used.

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I'm frankly tired and I'll have to check again after a night's sleep.
But basically, my canvas is 1280x880 pixels, which is 10 pixels per meter.
And the basic tile in CS2 would be 80x80 pixels.

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Because the sizing in terms of squares may be wrong, but not the area I am planning.

short flint
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zoning tiles are 8x8m

quaint parrot
# short flint zoning tiles are 8x8m

To add my legends, I had to use 10 pixels per meter. Hence the fact that a tile (or a square, I never pay attention) is 80 × 80 pixels in the image I submitted last night.

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I'll redo the image later this afternoon, paying closer attention to the labels to eliminate the few remaining errors.

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@short flint, what do you think of my suggestion?

short flint
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its way easier to check lot and mesh sizes in the editor

quaint parrot
short flint
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yes

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the Asset Editor already works for editing assets

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and making new ones

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whats missing still is the ability to upload new custom meshes into the editor

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but we can use existing ones that are already in game

quaint parrot
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@short flint @valid skiff : After thinking about and studying different scenarios for part of the day, I think the best solution would be to have a DLC for natural disasters, like in CS. This DLC would provide new depots specifically designed for incidents requiring additional personnel.

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For the medical component, we would have a Search and Rescue Center with a small medical unit (capacity of 25 patients, like the small medical clinic), but more importantly, a depot housing three to five helicopters equipped with winches. These wouldn't be MD900s like those used for hospitals, but larger helicopters capable of winching operations. There are several options.
Personally, I would suggest the very modern Airbus H145 D3, distinguished by its five-bladed rotor. Its predecessors (four-bladed), the EC-145 and the H145, are widely used in France for both medical transport and rescue missions at sea or in the mountains.

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Of course, the helicopters will evacuate their patients to the nearest helipad. This could be one of the city's hospitals and not a return to the SAR center from which they departed.