消防模拟:火苗燃动

消防模拟:火苗燃动

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Firefighting Simulator: Ignite solo guilde
由 ModerNertum 制作
A practical guide to understanding your fellow AI Firefighters.
Guide updated on: 25/10/2025
   
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Introduction
Hey there.
Deputy Chief Samuel Ramos here from Oakridge company nº7 reporting. Today I am addressing my fellow Firefighters and Officers about the importance of your fellow Firefighters in the field, in the case any human Firefighters are unable to join your squads.
Understanding the AI limitations
Right now, your fellow Firefighters are limited by the following factors:
-They can not identify floors about to collapse
-They can not identify fires deep within structures (walls, etc..)
-They can not differentiate between types of fires (flamable, greese, etc...)
-They can not use the basket on certain company vehicles
However, many Firefighters and Officers write them as worthless or poorly designed, which is not the case. In the following briefings I will explain what they can do, how to get the best out of their abilities and maximize their potential. Fellow colleagues, always remember that Firefighting comes through training, outside your calls, so you can be ready for when the call comes in. You never know what to expect on the other end and the dispatcher will only give you the information provided by the baystanders that called 911.
AI as Firefighters
This is the part you all waited for. By default, if you play with autonomous AI enabled they will be set to extinguish fires. This means:
-Setting up supply lines and connecting them to the hydrants
-Setting up attack lines
-Open any unlocked doors to access areas where fires are located
-Quenching fires, even if this means using the wrong source for the fire (ex: water for greese fires or anything for electrical fires while the power is still on)
As a commander you want to pay special attention to this behaviours and if they are not correct stop them immediately. I will explain how to stop wrong AI behaviours in the later part of this briefing.
All AI commands are set using the command wheel (Q by default if you play with mouse and keyboard).
AI as Firefighters (using ladders in vehicles)
The AI can, alternatively, use some of the ladder trucks ladders to fight fires. To select this, use the command wheel, then select orders and order them to Extinguish Fire using Monitor. The AI will then proceed to:
-Enable vehocle stabilizers
-Setting up the ladder to align with the fire
-Refuse to follow this command if the building is too low to use a ladder truck on
AI as Rescue Squad
Firefighters, Officers, do not think you have to solely focus on finding all the victims on a call. When you are unable to locate all of them, do not hesitate to rely on your fellow Firefighters. That is where the Search and Rescue command comes in. To use it open the command wheel, select the commands tab and hit the Search and Rescue button. A fellow AI Firefighter then proceeds to:
-Scout for any remaining victims and bring them to safety (either safe zone for conscious victims or stretchers for unconsious ones)
-Create new entry points whenever possible for ease of access to the victims location
-Whenever possible make a complete SAR of the location while you are focusing on other tasks such as locating sources of fire using thermal imaging
AI as Scouts
You all know the drill. Hazards: Nobody likes them and they have been the end of many experienced Firefighters. You know that fuse box you could not find? Or that gas valve you can not find in time? Well, look no further. We have it covered in this course. Here is how: Open your command wheel then select the commands pannel and the Search and Explore command. Your fellow Firefighters will then proceed to:
-Scout the area for any hazards and neutralize them (turn off gas valves, turn off power)
-Locate hazardous materials
-Scout for hazards in any room
-If possible again they will do a full SAE assessement of the emergency site
Contextual commands
You can also give individual orders to your fellow Firefighters. Located a room with 2 unconscious victims and 1 conscious victim but you are unable to carry all 3 at the same time? Well you can aim at the victim you can not carry and select either 1, 2, 3 (teammate slots) or 4 (anyone) by default to ask for assistance. Need to move a flamable material away from the flames? Same deal, aim at it and use a contextual command. Need assistance with a locked door? A fire at your location? The answer is contextual commands. Nearly every action in the game can be executed using contextual commands
How to stop the AI from doing wrong Firefighter behaviours
Listen up, your Firefighters are still very green on the job so they will make mistakes. It is up to you as a commander to correct them. But first you need to understand what the most common of them are:
-Using wrong source to extinguish fire
-Standing in the middle of a room where a fire is clearly no longer active
-Walking and falling through collapsed floors
-Struggling to follow certain orders due to them thinking the path is "blocked" by something
-And more...
The good news is a lot of these mistakes can be corrected by using contextual commands (see section above) like repositioning them using the "move to area" contextual command or others. Most of the time this will correct the wrong AI behaviour. Another ones to keep in mind are both the SAR and SAE commands in case any emergency objective is still missing. This will also correct the wrong AI behaviour
Conclusion
I sincerely hope this small briefing helped you understand and give more credit to your fellow Firefighters. While not perfect they are not certainly as green as you might be led to believe. Remember that we are a new fire station, in a new community. We need everyone support so everyone can be at their best. Firefighting is, after all, a team game. We become part of a family and that family becomes part of us. I hope to have helped you with my experience as a commander to understand better your fellow Firefighters.

Dismissed,
Deputy Chief Samuel Ramos, Oakridge Company nº7

Disclaimer:
I am, by no means, a Firefighter in real life. I merely have beaten this game with all gold medals in the 39 missions as my profile shows. This guide is merely a product of RP as, well, this is a Firefighting game after all. Anyway I hope it is helpful to all of you that play and enjoy this game.
9 条留言
Randy 10 月 25 日 上午 9:44 
I just started a new profile, did the first mission and then come back to do the drill at the station.
As im prompted to tell the AI to rescue victims i do that and he then goes to grab a victim, goes to the end and open the garage door but doesnt go out, rather he turns around and goes to the other end where the fire truck is and opens a window he climbs out of, then comes INSIDE again via the door he broke open earlier, opens yet another window next to it and climbs out and gets the victim "saved".

This is not the first time ive seen them do fked up stuff like that.
And it wont be the last either.
But THIS is a scripted missions and they still cant manage to navigate in a way that is normal.

So dont tell me that the many "misconceptions about the AI" are false.
Do they work? For some things like SAR and SAE yes, but their navigation and fire logic is broken.
ModerNertum  [作者] 10 月 25 日 上午 9:29 
This is what I am addressing in my guide and why there are many misconceptions about the AI in FSI circling on Steam right now. The AI here is not as bad as (insert name of game here) but do not expect it to be perfect either as long as the programmers are human beings. This is what I hope improves over time. Hopefully this clarifies your quarries.
ModerNertum  [作者] 10 月 25 日 上午 9:27 
Imagine this scenario: You make a game with 10 missions, half are recycled areas made backwards but the encounters are different. Some building are recycled textures in FSI as well but the encounters are different. Now you are a programmer and have to balance the AI to follow perfectly the player orders over the entirety of the 49 mission main campaign plus the 2 DLC ones. In a single map are millions of "dots" (these are the places the AI will execute the orders). If you see an AI moving towards the map its on its way to one of these "dots". The issue and why people claim the AI sucks is because "dots" that seem to be accessible for the player the AI can not reach them.
ModerNertum  [作者] 10 月 25 日 上午 9:27 
Of course the AI needs improvement and it is never meant to replace human players. But considering how many games I played and reviewed it is WAY better than those game AI. My guide was not meant to say: "Hey get good at the game". It was meant to explain why the AI in FSI is criminally underrtaed in my opinion.
As for your second quarry the assets might be the same but the game nature for each mission is not. The game has many dynamic elements attached to it. It is not a batch of 41 missions sowed together with linear scripting. Many dynamic elements happen during these missions the AI is unable to keep par.
Randy 10 月 25 日 上午 6:15 
For starters, credits for making a guide for the game.
BUT, it feels like this is written for an entirely different game that the one i play lol.

And saying that the AI is better than many of us claim, is being partly down to the 41 missions (at this time), is just a joke tbh.
What does the number of missions have to do with it?
Its still the same objects being used.
They just need to fix the AI logic as there so many simple things the AI fails on.

And why do they get worse and worse the closer you get to the end of the mission?
They NEVER run around saying the fire is out at the start, yet they do so towards the end of missions, EVEN when in a room with several fires. Giving them orders to move or fight fires doesnt work.

I can live with having to delegate orders etc in a game like this.
I dont wanna be a babysitter which is more or less needed to make them work at their "peak".

Your guide has a few valid things in it, but id say more invalid things.
ModerNertum  [作者] 10 月 24 日 下午 8:59 
I tested some more and it seems as if they have obvious limitations navigating the levels. Imagine crafting 39 missions plus the 2 from the DLC having all dynamic encounters in mind. Yeah, considering all of this they are not as bad as people make them out to be
DrunkenTee 10 月 24 日 下午 4:40 
As long as its not vented either by open window or cutting the ceiling, they'll refuse as to not fry themselves.
ModerNertum  [作者] 10 月 24 日 下午 4:34 
Never happened to me maybe because I never issued that order. I just open the doors myself but I will correct the guide. Thanks for the feedback
DrunkenTee 10 月 24 日 下午 4:30 
They do can identify backdrafts.

I tried to use them as sacrifices to open backdraft rooms and they identified it and told me no because of that.