icebreakr 3157 Posted October 22, 2012 Release this week. Probably Wednesday. Share this post Link to post Share on other sites
derdoe 10 Posted October 22, 2012 Release this week. Probably Wednesday. Great news! :) Share this post Link to post Share on other sites
chrys45 1 Posted October 22, 2012 Hi Icebreakr :) I'm looking forward to your update. It's great. Share this post Link to post Share on other sites
gatordev 219 Posted October 23, 2012 I think this was asked a long time ago, but I can't seem to find the answer in the thread... Were you able to fix the various soldiers that were inheriting their class from Spec Ops? Everyone always got reported as "Spec Ops...2 o'clock..." If not, just putting it out there. If you've already fixed it, nevermind and thanks. Looking forward to the release. Share this post Link to post Share on other sites
icebreakr 3157 Posted October 24, 2012 Thanks for pointing it out gatordev, fixed for release. Share this post Link to post Share on other sites
icebreakr 3157 Posted October 24, 2012 Duala 1.97 release: - 450 MB 7zip sent to Foxhound @ Armaholic ;) Sorry I cannot provide any mirrors myself as I'm recieving a lot of traffic lately (tnx to Rocket, grrr... naah just kiddin'). Share this post Link to post Share on other sites
kremator 1065 Posted October 24, 2012 Excellent news IB ..... thanks mate ! Share this post Link to post Share on other sites
gatordev 219 Posted October 24, 2012 Thanks for pointing it out gatordev, fixed for release. Thank YOU for the release! Share this post Link to post Share on other sites
icebreakr 3157 Posted October 25, 2012 (edited) Armaholic first exclusive mirror is up: http://www.armaholic.com/page.php?id=9447 Please PM me if you are able to host mirrors. Thanks. br, Edited October 25, 2012 by IceBreakr Share this post Link to post Share on other sites
scarecrow398 43 Posted October 25, 2012 (edited) Incase you wanted to do a little more tinkering with the steyr in the future, a couple of things i noticed * The scope reticule is too large, it should be approximately the size of a man (head to toe) at 300m (How it appears in game at 300m) * The cocking handle is from a left handed rifle while the ejection port is setup for right and the rifle is held in the right hand * The Rifle zero is at 200m where as usually rifles are zeroed for 300m as they work pretty fine as there isn't a huge variation at 200/300/400, you can still aim at the chest and hit around the chest * The cocking handle reciprocates during firing, on the current steyr it does not, also it doesn't lock back after the last round in the mag is fired. How it appears in game firing Edit: Also the safety selector is on 'Safe', it should be pushed to the left with a red dot showing (pic, above the finger) Edited October 25, 2012 by Scarecrow398 Share this post Link to post Share on other sites
Fr3eMan 16 Posted October 25, 2012 Congratulations for the new release IceBreakr! Share this post Link to post Share on other sites
sickboy 13 Posted October 25, 2012 Congrats on the new release! It's up on SIX Updater Network (= lots of mirrors). Duala 1.97 release:- 450 MB 7zip sent to Foxhound @ Armaholic ;) Sorry I cannot provide any mirrors myself as I'm recieving a lot of traffic lately (tnx to Rocket, grrr... naah just kiddin'). You can always count on us. Just leave us a message if you need mirrors for your new updates: http://getsatisfaction.withsix.com/withsix/topics/mod_update_requests Share this post Link to post Share on other sites
maltti 13 Posted October 25, 2012 (edited) Excellent work Icebreakr, as always. Have to say I laughed my ass off when I was battling against group of Trashtalkers ;) Even I didn't quite get that french talking. :confused: In future releases, I´m hoping to see more "trashtalker" units in rebels side as well. Great work man! ps. Here is a link to a video. Check out that crazy attack with scream at position 2.50. Lol! Maltti Edited October 25, 2012 by Maltti Share this post Link to post Share on other sites
strpeer 1 Posted October 26, 2012 Hi,IceBreakr.Thank you for the release! When I used the latest version(1.97) in the editor,I got such errors. "Cannot open object ibr\ibr_plants\skala3_2.p3d" Share this post Link to post Share on other sites
sickboy 13 Posted October 26, 2012 Hi,IceBreakr.Thank you for the release!When I used the latest version(1.97) in the editor,I got such errors. "Cannot open object ibr\ibr_plants\skala3_2.p3d" Make sure you don't run it with the old ibr_plants from e.g Lingor. If you use multiple mods at once, make sure the Duala mod is loaded last. Share this post Link to post Share on other sites
strpeer 1 Posted October 26, 2012 Make sure you don't run it with the old ibr_plants from e.g Lingor. If you use multiple mods at once, make sure the Duala mod is loaded last. I used with Lingor.And it was resolved! Thank you Sickboy! Share this post Link to post Share on other sites
Rough Knight 9 Posted October 26, 2012 Thanks IceBreakr for your continuing efforts: ) I will have to check compatibility of my Carrier Operations- Duala campaign with the new version. Share this post Link to post Share on other sites
jakerod 254 Posted October 26, 2012 Are the sounds that the units make from Delta Force 2? Share this post Link to post Share on other sites
Wastelander 10 Posted October 27, 2012 A quick fly around 1.97 Tbdc9B4E8Yc Share this post Link to post Share on other sites
icebreakr 3157 Posted October 27, 2012 Great preview Wastelander. Also if you want to see the factions and other graphical stuff, here is the link for the images: http://www.icebreakr.info/isla-duala/media/ Share this post Link to post Share on other sites
kremator 1065 Posted October 28, 2012 (edited) Hey IB! Really enjoying 1.97 Duala. However the airport taxiway at Aeroport Molatia is proving difficult for aircraft to negotiate, especially MQ9 UAVs and A10s. The aircraft have real difficulty going across the grass at the west end of the taxiway. It's like there is a hidden object beneath the ground. For info I'm only running CBA and Duala. Have you seen this behaviour at Molatia? EDIT: Further testing in editor shows no problem - although the aircraft do bump across the grass still. Perhaps there in MP, where the processor is working harder they go slower and get stuck ? Edited October 28, 2012 by Kremator Share this post Link to post Share on other sites
icebreakr 3157 Posted October 29, 2012 Ahh, we fixed the runway AI approach at Kinsella, but didn't know that the similiar issue is at Molatian airport, too. AI should take off just fine though, as we used that in multiple missions and it works a-ok Share this post Link to post Share on other sites
vengeance1 50 Posted October 29, 2012 i am having the same issue at Tasmera Airport, plane won't turn and take off, like something is on the ground and can't get around it. Share this post Link to post Share on other sites
derdoe 10 Posted October 29, 2012 @IceBreakr: if you want, i have a script that enables me to track a plane's position on the map. If you want i can send it to you for optimising the taxiways. Share this post Link to post Share on other sites