SIMPLE SIM USERS GUIDE
Multiplayer Fire Simulators designed to train around your tactics!
These Simple SIMs are designed for use in a group scenario.

These SIMs may be played with as few as three people,
or as many as you like.

Recommended Use:
We recommend using these SIMs to train members using your command board, accountability system, and procedures. The SIMs may be setup in a classroom setting, or even run from a laptop out of the back of your actual command vehicle.

To Begin:
Set-up a projector, or position a computer screen where the Incident Commander(IC) can see the screen. The (IC) will not interact with the computer. He/She simply views the screen as they command the incident. The IC declares they are ready and the Computer Controller launches the SIM. One ‘player’ can serve as dispatch, and verbally provide a dispatch report to the IC. After this the IC arrives on scene. At this point the IC can announce a “sizeup” as he/she would over the radio. The IC is then given the option of performing a 360 around the structure. It is recommended that this is only done at the request of the IC to teach the importance of a proper “Sizeup”. If the IC wishes they may provide additional ‘radio traffic’ before being set at the command post.

SIM Play:
Once the IC is set at the command post the SIM is begun. The fire will not change and will never grow, or go out unless the computer controller tells it to. Each player should be prompted as to when their company has arrived on scene. You should use a timer to cue the players as to their arrival. Use times relative to your area for added realism. When each ‘player’ arrives they should announce this as per your normal radio procedures. EXAMPLE – “Engine One to dispatch. We are on scene.” Once a player announces arrival they should report to command for an assignment.

The IC will issue assignments to ‘players’ as their companies arrive on scene. The computer controller may use the assignment buttons to show characters on scene representing task the IC assigns. From this point on it is up to the IC to determine how the incident progresses. The computer controller should adjust the fire conditions based on the simulated tasks the IC assigns. If the IC is using poor tactics the computer controller should add more fire. If the IC is assigning good tasks and using good tactics the computer controller should begin to decrease the fire. The incident may terminate at your discresion. Have all ‘players’ talk during the exercise as if actually using radios. The players should also take notes to track their assignments and for discussion at the completion of the exercise.

Challenges:
To seriously challenge the IC the controller may use the EXPLOSION or COLLAPSE button. If done, then all members inside should have been pre-informed as to how to react. One very effective tactic is to have them go silent and answer no radio calls to simulate a down crew.

Additionally the controller can use the COLLAPSE button to when a crew is assigned to the roof.
Again, this crew should go silent following collapse.

Sim Injects:

The Exercise controller can also insert various injects to challenge the IC. These injects could be pre-written on index cards and then handed to different players during the SIM. Some examples include:

~ Your crew is lost. Call the IC and declare a Mayday (also good for training members on Mayday procedures).

~Your crew has found a victim and is bringing them out.

~Your crew needs another hoseline inside.

~Report to command that fire has extended into the attic.

Players may also be used in other capacities to challenge the IC. Players can be sent to the command post to play the role of worried home owner, media, or other agency. The possibilities are endless with these SIMs. Use them to train on your procedures and tactics. Define the SIMs to match your area.

As always, enjoy, and stay safe!