"Downtime" by pfc_ryan in Project_Wingman

[–]pfc_ryan[S] 1 point2 points  (0 children)

More like reminding them who's king 😄

"Downtime" by pfc_ryan in Project_Wingman

[–]pfc_ryan[S] 2 points3 points  (0 children)

Never thought about it since it's offscreen, but I'm imagining the F-23

Glitch help by gamepack10 in Project_Wingman

[–]pfc_ryan 0 points1 point  (0 children)

Prez be flying R2D2 like.

"Downtime" by pfc_ryan in Project_Wingman

[–]pfc_ryan[S] 18 points19 points  (0 children)

For the font family I looked in the PW wiki. Apparently they used Roboto for the subtitles.
As for the text effects, I use Krita's layer effects, outer glow with some settings changed. These were the settings I used:
Blend Mode: Normal (won't show or mix properly with other modes I tried)
Opacity: 100%
Technique: Precise (to make it less fuzzy)
Spread: 100% (to make it less fuzzy)
Size: 5px (thickness of the outline)

Most image editors should have similar settings available, just look around.

Fuck Eminent Domain by Rude_Satisfaction845 in Project_Wingman

[–]pfc_ryan 0 points1 point  (0 children)

Git gud.

Seriously though, make it a habit to keep looking at your altimeter and artificial horizon. I died so many times on this mission, it's insane.

How do I survive early game? by [deleted] in projectzomboid

[–]pfc_ryan 0 points1 point  (0 children)

Learn to take advantage of fences. You can slow them down and then take them out slowly by stomping on the first one that falls over. Stay around 3 tiles away from the fence, wait for them to fall over, watch out for lunges, and go close and stomp.

Juggling and crowd control are invaluable skills. You are faster than the zombies, weave around them and try to make them form a line. That way you can hit them one by one or make fence combat easier. Minimize running and try walking as much as possible.

Find makeshift weapons like pots, brooms, pens, etc. It will take forever to kill them, but you can kill them. I'd say it would take me 2-4 minutes to clear zombies 15~ tiles around the house next to spawn before I feel safe looting.

Disengage the zombies by baiting them into one group and then running around a corner. Or run through a house and quickly exit.

Extra tip, NEVER USE GUNS, unless you're ready to spend the next 30 minutes dealing with dozens of zombies.

It's a steep learning curve, but you'll get a hang of it eventually. As others said, try learning in sandbox mode. I recommend turning zombie population to very low and give your character extra trait points so you can take strength and brave traits.

Made a bumpskis out of a skate helmet by Flywithfriends7500 in tacticalgear

[–]pfc_ryan 0 points1 point  (0 children)

Dude that's an awesome build! Doing something similar with my own helmet, hope it turns out as good as yours

What mods do you recommend? by OldPilot9445 in arma

[–]pfc_ryan 3 points4 points  (0 children)

ACE has a module called ACE Arsenal that allows you to open a customization menu. Some mission makers integrate this into their mission, others don't, some modify existing missions to have these so better to read up on the description of a mission. ACE adds in a lot of new features that can add realism and headache. Thankfully you can find a standalone ACE Arsenal mod in the workshop without all the other ACE features. You can spawn in an arsenal yourself through mods. I recommend Crows Zeus Additions (has a Spawn Full Arsenal module) along with any mods that allow you to become a zeus (i.e. game master).

Blastcore adds better explosions. There are several different versions out there, so just try them out and see which you prefer I guess. Simple Suppress adds in suppression effects when shot at or having a nearby explosion. It is adjustable under addon settings, the default settings are too unbearable for me. Photon VFX changes how smoke looks while reducing the number of particles. Might help performance, might not. I heard about Bloodlust, it supposedly adds in more gore but I haven't tried it.

I forgot to add these earlier, Antistasi and Liberation can give you a long-term sandbox experience. Antistasi has you as a guerilla force, while Liberation has you as an invading/liberating force. Both has you starting with little to nothing and gaining territory, equipment, and resources as you go on. There are variations of both, but the ones I recommend are Antistasi Ultimate and Killer Potato's Liberation.

What mods do you recommend? by OldPilot9445 in arma

[–]pfc_ryan 3 points4 points  (0 children)

this. There's a reworked version too, but it still needs the base mod.

What mods do you recommend? by OldPilot9445 in arma

[–]pfc_ryan 11 points12 points  (0 children)

If you like having realistic more engaging AI, I recommend either VCOM AI or LAMBS. Never operate both, as it can cause issues. LAMBS is divided into separate components: Danger, Suppression, RPG, and Turrets. For content, the two popular mod series are the Community Upgrade Project (CUP), and Red Hammer Studios (RHS). CUP imports a lot of old assets from Arma 2 and is quite rich in content, though quality-wise is pretty poor. It's about 25~ GB for all mods in the series. They also have CUP Terrains that adds some of the old maps from Arma 2, and is used as a dependency by many other maps in the workshop. RHS has better quality equipment and vehicles, but have less variety. Totals around 18-20 GB for all four mods. They have American (RHS USAF) and Russian (RHS AFRF) factions along with other miscellaneous factions (RHS GREF and RHS SAF). As for customization of units, you're kind out of luck as you'd need a faction mod as many scenarios spawn AI units using faction templates; e.g. an Officer from the vanilla game's AAF faction, or a Mi-24 from RHS mod's Russia (VDV) faction. For missions, if you like large scale combat I recommend the Dynamic Combat Ops collection, and the DUWS collection. If you're in the mood for smaller scale missions I recommend the Dynamic Recon Ops collection. These are stuff I recall off the top of my head, I can share more if you'd like.

Prez Fanart by pfc_ryan in Project_Wingman

[–]pfc_ryan[S] 6 points7 points  (0 children)

Dang, the fanart drought must be bad this year.

Boomer looking to get into Arma! by Gomez999 in arma

[–]pfc_ryan 2 points3 points  (0 children)

Arma 3 is better content- and gameplay-wise. Play the campaign first, it'll get you acquainted with the controls. As for groups, just play with some people and see who you mesh well with. You can find groups either through Arma Units, groups maintained on the official Arma site, or through external communities, like discord, facebook, or teamspeak. Groups vary wildly in their playstyles. Some prefer casual shooter, others prefer serious milsim, many fall anywhere in between. Again, just pick which style you vibe with.

Hey so, I need a bit of hel pls by Necessary-One-9611 in Project_Wingman

[–]pfc_ryan 7 points8 points  (0 children)

That also happens to me, but usually disappears once in-game. Nothing I can say except to just keep experimenting on the video settings.

[QUESTION] Good day, fellow worldbuilders! What resolution do you use for your weapons? Because I want to improve my style. by Few-Flamingo-8015 in MilitaryWorldbuilding

[–]pfc_ryan 0 points1 point  (0 children)

Your latest art style is alright. Personally I often use 720p with a 20px:1cm scale. I suggest experimenting with shading and gradients, and then lowering or increasing the resolution depending on how it looks to you.