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moach_mayhem

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Everything posted by moach_mayhem

  1. ------------- updated -------------- alright! this is actually going better than i anticipated (not always true, but more than not....) by now i can proudly announce we have ourselves a fun little starting point for the comeback of the former glory that was SimCopter in full force (coming soon) and with that, i have decided to make the code public, so the curious may play with the latest WIP pushes and/or the enthusiastic may lend a hand with scripting collaborating through the magic of Git! go ahead, knock yourself out! get it here -- https://github.com/Moach/Heli4Hire -- (press the zip button for a most straightforward download, extract to your user-made missions folder, open in editor, hit preview) keep in mind, however - all scripts and content featured in this project are the property of their respective original authors - DO NOT redistribute without ensuring proper credit! you may not also use any of the contents of this repository for evil and/or evil-related purposes such as (but not limted to): world domination; spreading of deadly zombie viruses; overthrowing of local governments (with the exception of the federative republic of Brazil, which has it coming); all forms of advertising; harming harmless animals; whaling; non-requested structural demolition; protecting the economic interests of the automobile industry; broadcasting pop music; suicide-inducing bullying; mass murder; contract assassination; hobby assassination; terrorist activity; calling people names. failure to comply with the above will result (and may not be limited to) the breaking of load-bearing bodily parts, ninja sniper action, having your beard shaved on the tail rotor, and that your friends won't wanna play with you anymore. have fun! ------------- original first post -------------- Hi there, i'm new to TKOH but not to programming or flying (been making addons for MSFS and KSP for quite some time) anyways, TKOH got me inspired, to a point where i feel i might do something to give back to the game, while bringing back a lot of rotor-winged nostalgia from a game i'm sure some of you may have played back when it wasn't so... old :p the game was SimCopter, by Maxis (you know, that one where you cold fly around your SimCity2000 cities in a helicopter) that game had a very interesting open-world challenge, where it'd throw "emergencies" at you to which you should try to respond or risk losing an opportunity for profit... rings a bell? TKOH first struck me as a fine "spiritual successor" to SimCopter, and since it has the whole scripting engine to back it up, i though - why not? operation flashpoint was the first game i had contact with programming through - it later led to myself graduating in game development and a career as a programmer.... but hey, enough about work - let's play! programming is no biggie then, so while i have nothing to show for at this time, i have started a work-in-progress thread to gather a little bit of info on the receiving end (you) and what would be expected of a mission like this first run of intended features (in no particular order) * free-flight oriented mission, you start from your heliport and "call in" when you're ready to receive tasks * you get money for performing tasks well, as you fumble around you pay gets smaller until an eventual "abort" is issued lest risking more harm * money performs maintenance and buys choppers (courtesy the heliport module) * tasks would include: (and here's where i need your input, read on) * taxi service A (graded on steady flying) * taxi service B (graded on prompt delivery) * aerial photography/video shoot (graded on skill to circle and hover around locations) * sling loading (graded on steady flying) * search-and-rescue (graded on steady flying and response time) * law enforcement insertion and extraction (graded on ??) * news footage acquisition (same as aerial photography, but with added response time factor) then, most missions would be subject to a chance of some inflight "suprise", such as: * passenger medical emergency, requires immediate detour to hospital * aircraft systems malfunction (likelihood depending on your maintenance habits) * secondary passenger pickup (during taxi missions) * SAR victims may be on boat, land, rooftops or somewhere in densely wooded terrain but then, this is only what i was able to cook up on my own while writing this.... so that's where the purpose of this otherwise teaser-natured thread comes to play -- i mean to ask, what sort of tasks would YOU wanna find on a mission like this? i was looking to put together a mostly concise dynamic flying experience, without so many impossibly-picky golf players or unlikely construction loads that could very well have been done by truck... so then, whadda you think? of course, some addons could be used to make this more interesting.... but since that's subject to authors approval, let's take it one thing at a time.... first the basics i'll keep you posted on progress as it comes along:popcornsmilie: cheers!
  2. moach_mayhem

    Arma 3 Sound Missing in Multiplayer

    Fact, this has not yet (or ever) been fixed -- it very well seems players can only hear each other fire in the extremely unlikely case of them having the exact same mod set running -- this is a very annoying issue, and potentially dangerous too - since it's difficult to tell if a friendly is shooting at all, leading to impaired decision-making on line-of-fire crossing situations another fact, AI guns (on Co-Op servers) can always be heard, as well as any vehicle based weapons - whatever that means internally, it may help isolate the cause... I suppose this could be patched up (crudely) by a mod-based solution, perhaps... it's a most ungainly, unnecessary kludge of a workaround, but one might be able to somehow "listen" for other players shot events (CBA, maybe?) and force some generic "bang" audio to play on each shot, so at the very least you'd hear something, where now there is only misleading silence this could then be refined as to add distance and environment fx, but nevertheless - it's a hack to try and fix an internal bug with the most awkward lump of scriptly duct-tape.... this has been a bug for what now, a year? more perhaps.... I remember this same problem last year, and it's still there, after all that many updates - it seems this one continues to evade any means of resolution
  3. I guess for helicopters sideslip isn't as critical as it is for airplanes. Mostly due to the fact that you're not gonna "stall" anyways, so if you're "crabbing" one way or another it's no biggie, since it's not gonna end up with you doing a surprise snap roll as one wing stalls before the other... choppers are usually pretty happy while flying sideways, or in pretty much any other given direction - except "forward"... but it does bug me a little that the slip ball doesn't really move... I like my turns coordinated, and without my good old inner ear for reference, the lil' ball is pretty much all we got... I might be able to script something that banks the camera in order to address that - there's a new idea :rolleyes: it also bothers me that the "Whiskey compass" turns the other way around... IRL, those turn opposite of the direction you're going, i.e. they're wanna stay fixed to the world outside - the way it is now has it turning twice as fast as the helicopter to keep up. :p makes no sense...
  4. There isn't yet any way to adjust passengers tolerance to poor airsmanship - but good thinking, there oughta be. noted! also, the medium chopper (here known as the "Boss 422") isn't fully rigged out yet. last developments on this area did include the possibility for future addon choppers to be incorporated using mission-external cfg entries tho. so this would not only allow adding in the "Boss" - but really, every future addon helicopter that gets released, without need for script changes in the mission itself :) but so far, with my big move and all - I've just finally finished putting my PC back together: have a look cheers!
  5. alright, if updates are needed, here's what's been going on... since a number of months ago, nothing major has happened to this project, the sole reason for this - I'm moving to Canada! And moving is a quite a handful, specially when it takes you over 11000+ km to get there from half way around the globe... There are a number of reasons why me and my lovely french bulldog would go through the near-infinite troubles of hauling all our stuff across the equator - long story short, let's just say a game programmer in Brazil is to his career choices as would be a marine biologist on the Moon And the big move is due by next week! - This PC I'm writing from is only a few days from getting into the large box I have sitting next to it... A massive array of assorted nightmares related to the hows and whens of the million different concerns such a move requires are also looming over here, there's a lot that needs doing - and it only gets worse as the move approaches... on the lighter side of the news, last last week (2 weeks ago) I got a free ride on a REAL helicopter - my first ever rotor flight! you can read about it here: http://forum.kerbalspaceprogram.com/showthread.php/43377-Life-goal-Achieved%21-%28To-fly-in-a-helicopter%21%29 there's a picture and a nice little video I took afterwards too! plus, when I'm done moving, I'll be within driving distance of the very Seattle area I've become so familiar with after thoroughly rummaging over it countless times in order to insert the 1000+ landing locations available in our little project here... (I'll be in Vancouver, in case you're wondering) and that's the story so far... ask me again next week and there should be a world of news on it... but none that directly affect the progress of this endeavor - not just yet... (unpacking is also quite a toil)
  6. that whole real-life thing came about again... you know how it is... annoying lil'bugger then progress slows down considerably until the next 'window of opportunity' comes along... hopefully that won't be too long - but kinda hard to tell at the moment... loads of work to do - and a big move on the horizon (may be moving to another hemisphere before the year is out) i'll keep you posted - the project is still very much alive... it's just that little piece between the seat and the keyboard that has become a little bit unavailable for the time being :rolleyes: cheers!
  7. you oughta install the PBO inside the "Addon" folder included in the mission as a mod, create a @moach folder inside your ToH root and inside it make another one called "addons" copy moach_hw_basics.pbo to this new @moach\addons location and start the game then go in the "expansions" menu and have it enabled - it'll ask you to restart the game, after which it should all start working... or, you may also just put the moach_hw_basics.pbo file in your addons folder - it's less flexible, since you can't turn it on/off from the expansions menu -- but it works nonetheless... cheers!
  8. well, you did just find a good bug there! it's a fault in the safe-boarding script - as it may be, this just may happen in every rooftop helipad there is... fixing it now! btw - this prompted the creation of a handy little debug tool that allows one to specify the exact helipad where a mission will begin - which makes the process of debugging a location-related problem much easier :rolleyes:
  9. any medevac may still turn out in ways that gets you in the position of one flying a "hearse" - that's a fact :rolleyes: but yes, the plan is that indeed - if you manage to injure someone by your rotor-winged antics, this will generate a medevac - much as it did in Simcopter of course, there could be money in doing that, for a rescue is still a rescue - but then again, it just might be that once you return to base there will be a couple of guys in black suits waiting to have a little "friendly talk" with ya ;) but none of that is working so far, it'll be some work yet before anything else cheers!
  10. save progress is quite a mind-boggling barrage of twisted logic, you see... the script goes: savegame; complex stuff, right? ;) anyhow, that does little to nothing at the moment, mostly because plainly put - there's really nothing to save.... as soon as missions start paying off hard cash, and buying parts and choppers and whatnot plus the cost of fuel and maintenance becomes a thing - then it'll be worthwhile to pursue.... so far, between saving and not, there's really no difference that's the "glory" of WIP... :rolleyes: i'll get back to it now... still working on some new stuff to make the dispatch system more flexible (you may now report done and sign out after ending an assignment, that was surprisingly tricky to manage) cheers!
  11. ok, we got a new master up! still, no medevac or any emergency missions aboard - that's because there's a lot more to emergencies than the way the regular 'gigs' work... mostly because, emergencies are not gigs themselves, but gigs are spawned around them the reason for this apparent over-complication of things is because of the immense level of complexity that would rise from trying to handle emergencies through the same dispatch system that delivers simpler gigs... emergencies will be spawned by a separate mechanism, which will create only the emergency event itself, and will not actively track your efforts to address it (i.e, putting out fires, rescuing accident victims and whatnot) -- gigs spawned around these would deal with where you'd pickup a medic, or whatever you gotta do... this logical separation is a better analog of how a real event of such nature would take place in a real-life situation... and that is a somewhat off-the-beaten-path new approach to the programming of this sort of thing... I and HarvesteR called it "Organic Programming", and it basically proposes that any simulation should be programmed with logical patterns that best mimic the logic behind the real-life counterpart of the situation being represented... may sound obvious when phrased like this, but the current most largely accepted paradigm used on most games development goes quite contrary to this notion... specially so in the larger-budget titles (the so called triple-A's) - BIS may be the sole exception nowadays, afaik... anyhow - this generally standardized notion of 'tricking' a superficially developed span of logic to respond to situations by imposing a pre-determined set of rules around them may be tempting, specially when looking from a 'design' point of view... but once you get down to it, you'll find you have to build up a huge blob of messy code that does more to 'remove' unwanted effects than it does to create interesting possibilities... Organic logic posits that the better your program assumes the form of a digital analogue of the simulated matter, the easier it will be to produce straightforward, clean code that allows all possible situations to combine in perhaps unforeseen, highly interesting ways and delivers the best experience to the user... an example of this would be the way Simcopter handled a lot of what happened in your city - every accident victim was in itself a MEDEVAC waiting for your action, an arsonist started fires that were driven by the same logic behind firefighting jobs... an anti-example would be a game such as "call of duty" where all events are hard-wired to happen in a certain way, independently of the REAL cause and effect which would prompt a similar event in an more consequence-driven simulation... i.e. while in the ArmA series a tank will blow up from receiving damage from various sources, in most other games such a scene would be prompted by the player entering a trigger zone, starting a scripted sequence of forced events.... i'm not criticizing any particular way of doing things, but of course, while it may seem easier at first to force 'canned' events to proceed in predictable ways - it does too happen that a much more complex set of rules will be required to give such a system even the least bit of flexibility... and since flexibility is a key feature for our purposes here, it pays to bite the bullet and work up a more initially demanding but vastly better resulting system to deliver emergencies in such a more fluid way ok then.... what's next? well, in the meantime i did manage to code up a few new little things - things like an improved weather randomizer engine, that produces less predictable conditions different every time you play! most existing missions have had their working parameters revised - cargo runs and survey flights (now called "scout flights" for more open interpretation of the purposes bringing those people aboard your helicopter) will have a lower average count of cargo items / scout locations to fly in a single run, making them less demanding on time and the general gameplay better paced... also, the default helicopter now begins pre-equipped with doors, back seats and a boarding step - the minimum requirements for taking on passenger assignments... those may still be removed in the hangar screen, though... so again, a new master release is up, grab it while it's hot! cheers!
  12. ok, internet is back up for me... a not trivial lighting storm recently made my puny wireless router into an honorary toaster for a moment there... so that cost me a few days of disconnection from the external world (how on earth did we live like that for all those years back then?!) anyhow... i think we're coming around the return of the medevac mission and the new emergencies... much work to do ahead - but all systems are go (for now) and the sky is blue for the first time in weeks, albeit the new router does have a "surge protection" logo printed on the box... anyways i'm not taking chances - this is why i don't have a cable hooking it directly to my PC, lest it becomes part of an unexpected new lightning rod let me get back to it... cheers
  13. you shouldn't need ArmA2... very odd, indeed the thresholds for a normal landing like this is something around 250 meters anyways - if your passengers can walk up to you, there should be no problem at all... or, wait what? -- you said a blue marker - that's not your mission, that's another one ;) your current mission marker should appear in black, and there would be no distance and time next to it, it would simply read "departure" do you see one of those around? if not, make sure you have "called in available" by radio 0-0-1 once you're ready to start - and remember, all radio calls can only be done when you're inside the helicopter and the power and radio are turned on there may be a bug there where trying to communicate with the radio turned off fails silently rather than hinting about what's (not) happening hope this helps! cheers!
  14. there may be another possibility i hadn't considered before... the ToH engine is in fact capable of communicating with a DLL or any other program through scripting this is done with the 'callExtension' command: https://community.bistudio.com/wiki/callExtension maybe this could be the gateway for porting HTR... if you need a hand with the custom scripting, i could maybe help you out - i reckon a script that could gather the needed flight information for HTR to respond in accordance would not be anything far fetched at all... then it could apply the needed corrections to achieve the proper handling characteristics - there are functions that allow injecting forces to the model, so it may very well work if done properly... cheers!
  15. awesome! - Fred, you're the man! can't say i had any major problems with the old model, as one does grow used to it to a point where it's like riding a bike after a while... but this is MUCH better, and i highly appreciate how the helicopter isn't quite as intent in trying to kill me anymore! ;) truly awesome! indeed - just awesome! i had always suspected that a more realistic representation of an MD500 would in fact not bank like an f-16, the way it did before... so this feels a lot more coherent, and easier to fly too! - the pitch control is a lot more responsive, whereas the banking is much more behaved now! this is quite an excellent mod - a real must-have in the making! - thank you very much indeed, sir! cheers!
  16. there is indeed supposed to be people there - they will board the helicopter when you arrive... this is true for all helipads on ground level, while on rooftops you may not see the passengers until they are already aboard (they would be on the ground, or perhaps 'inside' the building) - they're still there nonetheless in each case, there should be a hint appearing as soon as you touch down close enough to the target location... if you're not seeing that, you may be landing at the wrong place, or perhaps haven't requested the mission so it could start... all missions will display a hint telling you the time at which you're expected to arrive - that's the cue for knowing you're committed.... make sure to set the '-CURRENT ASSIGNMENT-' task as your active then, so you'll know exactly where you oughta fly into speaking of this same matter, the latest progress includes the need for the pilot to decide when it's safe for passengers to get in and out of the helicopter (this is a true pilot responsibility in real life) - so you'll be prompted with a decision action (much like for landing 'offroad') once you arrive at your departure and destination this was also an opportunity to change the boarding/deboarding processes so they use a common script, rather than each mission having to define the same functionality within it's own FSM this is a lot better for maintenance, for when any change is made to this script - it will reflect on all missions, eliminating the need to alter each one individually... alas, i did break a thing or two in the process, just little things like missing/forgotten markers at certain situations, but awkward bugs nonetheless - so that's a must-fix before this small new set features makes it to the master cheers
  17. nice going with the video! - thanks for making it! looking forward to seeing the 'sequel' ;)
  18. maintenance work is a little 'underfeatured' for the time being... as it stands now, every time you install a component on your aircraft, it'll be reset to good as new - so repairing stuff only required you to remove and reinstall the defective components (which is not yet in any way indicated by the largely unfinished UI) remember, WIP stands for Work-In-Progress... and progress now may finally resume! - my PC is back alive and kicking! - the reason behind the massive failure to even boot up past the windows loading screen without an appearance of the infamous BSOD was pinned down to a hardware failure on my main SSD unit replacing the faulty apparatus with a new (larger) one fixed the problem, with the small side effect of leaving me to reinstall, well... everything :p no important data was lost - but it'll be a while before all my software pool becomes operational again... i'm gonna take it one thing at a time and worry about each individual program as i come to need it... ToH took no time at all to get all set again, it was installed on my bulky RAID-0 setup which suffered naught from the case - and reinstalling Steam had the existing installation ready to go in no time (gotta love that thing) the editing tools needed for this project really require no major OS support, so just having them in the surviving drives makes them usable albeit "under new management" so we're back! let's see where i had stopped....
  19. that happens somewhat randomly, actually... not so much due to any one position or another - the exact cause of it, unknown :p but then, it's still kinda rare, and it doesn't necessarily need to ruin your day, as you can just abort that mission and take up another run... anyhow, my PC went to the dogs yesterday... something is wrong with the boot partition, i don't know... never seen it happen before, so i took it to my 'guy' so he can have his wonderful machines have a look at it and hopefully, fix the thing without having to replace and/or format the whole SSD unit... well, he said it would probably be done tomorrow, but in the meantime, there's not much progress can be done here:rolleyes: anyways, the car seat i had ordered some time ago just arrived this week, and i've been using this surprisingly well-timed pc crisis to take my time and rig it all up into the simpit (read from beginning of this thread to see a picture of the beast) this i'm posting from my trusty laptop (as far as i trust windows 8, at least) -- yet very much comfortably seated on my finally adjusted new racing-style 'chair' now complete with side rigs for joystick, throttle unit and razer nostromo! cleverly attached with fabric loop-and-hook fastener patches ('velcro' is a trademark) so that all controls can be easily adjusted for positioning i'll post a picture once the PC is back in the loop... kinda lame to show it off while it can't be turned on cheers!
  20. still not MP compatible - that's the last bit on the to-do list.... it's hard to make multiplayer out of something we don't even know what the full set of features is - so when we have that, it 'll be easier to understand what must be adapted, what works and what doesn't... plus, SimCopter was a purely single-player experience, which makes recriating it as a multiplayer thing quite a larger challenge... therefore, this will be tackled only after we're set with all the not few things required to rise SC back to glory inside TkoH a proper list of features, yes, that is indeed missing.... will add it shortly! good call! :rolleyes:
  21. its not really hard keeping stuff updated - we're using Git, which makes this stuff pretty well seamless as work goes along... i mean, every time there's a change, Git can check what has been modified, regardless of it being a single character in one loose line of code or an entire folder worth of new stuff - it commits the 'news' very fast and uploads them to server right away... this happens several times a day (when work is getting done, that is...) -- and every time there's a commit done to the master branch, you get a new 'release' ready to download, no clumsy uploads or zip files to pump via FTP or any of that nonsense! -- just push a button, and it's there - takes about 5 seconds, really... the 'moachMod' branch, which you can access by the dropdown menu on the left side of the GitHub interface, is where the works goes on almost in real-time... it's updated so often, it's not even practical to try and keep up, unless you're using Git yourself as well... anyways, that branch is outright broken more often than not - so i do not recommend downloading directly from it, and advise to downloading only from the master usually i post a progress report whenever the master gets updated... but make sure to keep an eye on it, as some updates may still slip by the forum at times ;)
  22. well, there have now been some major changes to how dispatch handles gigs and stuff that's going on... when flying, you can't tell much difference, other than now you get a much clearer picture with other gigs turning red and becoming unselectable while you are committed into another... and that they appear blue or red depending on if your helicopter is properly equipped to handle each type of task accordingly, you now cannot take on assignments that require equipment you do not have installed - nor can you access the hangar while 'available' with dispatch - so this brings out new gameplay elements emerging from the combination of such features and limitations but beyond that, this under-the-hood feature leap will still allow more interesting situations to unfold, such as gigs that do not go away when requested, and instead allow you to pursue other options around them.... the whole point was to enable emergency type missions, like the MEDEVAC deal, to progress somewhat independently of you requesting them or not... in the specific case of the MEDEVAC scenario, you have the option to complete it even without calling it in at all... calling in on a MEDEVAC will then be a way for you to request paramedic assistence, which will require a pickup at the nearest hospital from YOU -- the victim may be taken to another hospital still, should this be closer to the accident than the one you where you took the medic up from anyways, right now with all the changes done, the MEDEVAC logic has been unplugged, and the latest master update will not have it dispatched tomorrow i'll re-write it (more or less completely) to incorporate the new features and have it work in this new more interesting manner... we are actually coming close to something now... it so appears that we are finally getting past the 'uphill' part of development... now we may account for a limited set of features pending on the to-do list, rather than an ocean of things undone ahead... we still need (in no particular order): - the ability to earn money/reputation from completing jobs - being able to purchase items and have them appear in the hangar inventory (integrate the still-underdeveloped office dialog) - finishing up the hangar interface with item images and condition displays - maintenance work and other hangar-related options - getting the rest of the emergency scenarios implemented - to assign equipment definitions to the other two default helicopters - custom equipment such as the bambi bucket for more advanced types of missions - being able to acquire new helicopters and take them out - a properly detailed pilot's manual teaching the ins and outs of the whole operation - packing it all up for the first 'official' release of course, this is all easier said than done -- but then, for the first time I find it's possible to see almost all steps leading up to 'completion' where before was a gray wall of undefined neverendingness but then again, there's no way of telling what we'll come up with along the way... who know what further madness has yet to spew out of our hyperactive minds?;) cheers!
  23. i'm still trying to figure out the best approach to handling such emergencies in a more 'fluid' way... right now, there's a function that calls out a 'dispatch gig' - which spawns into a mission when you request it, and only then, generates the involved parties and stuff... an emergency would not work quite exactly like that... instead of waiting for YOU to request it, the thing should spawn itself, in a sense - so it will happen, whether you ask for it or not (isn't that always the case with unfortunate events?) accepting the task that comes with it would then add additional logic to the mess - as in, the victims of a crash would be right there at the scene, but the paramedics would require you to accept the task via dispatch.... if not, you could still perhaps 'risk it' -- maybe you have a doctor aboard as a passenger (this CAN happen) -- maybe you're confident you can land close enough and that the victim can still walk enough to board the aircraft like a normal person would in that case, you might end up a hero -- but you risk doing more harm than good, or just wasting everyone's time and your fuel going back to the nearest hospital in a hurry for a qualified rescue professional... the LittleBir... *ahem* Wright LD500 is not capable of fully-fledged medical operations in any of the currently featured configurations (or maybe at all, it's smaller than a VW beetle inside) -- so maybe with it you'd be constrained to responding to such emergencies under these limitations the Medium helicopter ("Boss 420") is the "official" air ambulance, and it should be required in order to perform a proper MEDEVAC, specially when the victim is unable to move by him/herself in simcopter, MEDEVAC's were individual events -- accidents involving a group of victims would create a set of multiple missions... that logic works for us, anyways, but it may be best to combine such events so that the game may treat them as a single instance, rather than making a huge mess... but keeping the logic independent for each victim makes the whole thing more manageable, specially because - you can still CAUSE YOUR OWN MEDEVAC by flying so poorly people would actually get hurt ;) this may be the next step then... now that I know what i'm doing (or think so)
  24. yeah, well - that was just what i was thinking... in the meantime, though, i did manage to figure out a way to make things more interesting for you in the helicopter while the paramedic is away... first off, the initially reported medevac location may not be completely accurate - so a brief confirmation search is in order upon arriving at the scene... then you gotta let the medic down - he'll jump off as soon as he gets the chance, even if you can't touch down safely - a low hover is enough for this (keep it steady!) then a few things may happen (i haven't really got that far yet, but it's right up next) - the 'default' outcome is that the medic will dismiss you upon securing the victim -- this is likely to be the case if your helicopter isn't suited for heavy-duty medical ops, or if it has no backseats... (maybe with seats a walking-capable patient could still use a lift, but that's about it for all you can do) then you make some easy(ish) money, albeit not as much as for a full medevac flight... for that, you'd need a properly rigged bird... i'm thinking it could be possible to add a stretcher to the lite chopper in the back when there are no seats... - but in a first implementation, that would require the air-ambulance medium aircraft specifically... perhaps if you do have it, you could still deploy medics rapidly with your immediately available helicopter, then once they get to the scene you can rush back and switch to the ambulance for the rest of the job... no reason why that shouldn't work (if you're fast enough) anyways, for now we already have the basics working, so that's the first round of emergency features right there... the more advanced stuff is now pending on being able to switch to another helicopter and take on missions with it (there's a lot of setup involved, it's not simply adding another bird on the next pad) ;) cheers then!
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