Kuzzter

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About Kuzzter

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  • Location New York, USA

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  1. Hey just an update that there will be no update for at least a couple of weeks: prepping for family vacation, and then taking it.
  2. Yeah you really have to watch out, or else an unconscionable lust for rep might drive you to spend thousands of hours creating content for the sole purpose of entertaining your fellow forum-goers.
  3. Ummmm...check the links in my sig. I do have newer ones.
  4. **BZZZZZZZZZTTTT!!!!**
  5. Thanks all this is really great. Hopefully it won't turn out like: KUZZTER: ...and you shall choose the means of your own destruction!! FORUM: Empty your minds! Nobody think of anything!! KUZZTER: Too late! [Intrepid destroyed by Stay-Puft Marshmallow Man]
  6. Science fiction and fantasy certainly do lend themselves to worldbuilding and its unfortunate side effect, the infodump. When is too much too much? It depends on what the story is about. And I used those italics to stress that I don't mean the about in "this story is about a pilot and his really cool ship", I mean the about in "this story is about a conflict between duty and friendship". So, if the story is about a feature of our world and how we humans interact with it that you are choosing to explore by creating a dystopian or utopian alternate one, then skillful and deep worldbuilding is a must. If the story is about something else, then excessive worldbuilding makes the story about the cool world and distracts from what the story is about...that is, if the story is really about anything in the first place. TL;dr: This is literature we're doing here, not Minecraft.
  7. In Koviet space program, Ike intercept YOU.
  8. There's only one way to find out: Set the parking brake. Have the pilot go EVA, then press [SPACE] to let them fall to the ground. Use arrow keys to orient the camera to face the pilot and parked craft. Zoom out, then press "S" and hold. If you observe the pilot "walking away" from the craft, your landing was "a good one".
  9. Hmm, @Dman979 seems to sense a motive behind my innocent little request...no wonder very few people want to touch it. indeed.
  10. See, this right here is why I don't tell complicated stories. But then again I find that many readers (present company excepted!) aren't paying enough attention to remember the stuff they actually need to remember, so maybe it's not something to get too worked up about. I get more trouble from "astute" readers who want to argue about physics (e.g. the recoil incident...the 'gravitational lensing' incident...) But yeah, this is all part of what goes along with the territory when you publish an ongoing work of fiction inside its own comments section. We should all take it as a positive thing--I'd rather have readers engaged than not, even if they're only engaging to show they're smarter than me.
  11. The Mk3 spaceplane parts are certainly big enough to hold a decent-sized and capable rover. Kerbfleet's KSS Intrepid carries a small rover in the forward ramp, under its two Jooldiver survey probes: ...this was of course on Pol, which has low enough gravity for Sarge to park the rover by flying it into the dock on RCS thrusters. Certainly a larger rover will fit into the Mk3 bay if other equipment isn't in there cluttering things up, and you could probably rig a docking system that doesn't require levitation. Beeping while backing up is a tradition of the KSMC (Kerbfleet Surface Mobility Corps) and not required, though a general understanding of one's surroundings is highly recommended. Professional pilot, closed moon. Your kilometerage may vary.
  12. All right, at the risk of my sanity and perhaps my eternal soul, I am...shudder...soliciting reader input. Calm your wild exuberance! The request is a specific one. I would like interested parties to participate by ranking the crew of the Intrepid according to two measures: (1) ability and (2) cuteness. You must rank all twelve of the crew, bottom to top, in each category separately. If you can't remember the whole crew, or worse yet didn't even realize there were twelve of them, then I'll have to ask for your ago-- fine, here's a list: Captin Valentina Kerman (command pilot, commanding officer) Comder Dilsby Kerman (command pilot, first officer) Looty Kernel Jebediah Kerman (Air Service pilot, flight ops commander) Looty Comder Bob Kerman (science officer, second officer) Looty Comder Bill Kerman (chief engineer) Looty Lisa Kerman (scientist, the one who gets spacesick and goes 'meep!') Junior Looty Melbe Kerman (scientist, the drawlin' kattfishin' one y'all) Kaptin Tedus Kerman (Air Service pilot, the one who crashed on Eve and walked away like a boss) Junior Looty Kenlie Kerman (Fleet pilot, the one who writes stuff and wixes up his murds) Sous-Leuti Clauselle Kerman (engineer, chef du cuisine) Enzin Nimzo Kerman (engineer, chess tutor) Rocketry Sarjint Sarge Kerman (KSMC pilot, NCO in charge of probes, the reason we have censor bars) Two lists! Ranked! Twelve names on each, no more and no less fewer! Why? REASONS!
  13. To me, a Sherlock Holmes story is really not a mystery at all but an adventure, for the same reasons you cite. No one else can find the clues--not Watson, or anyone else. Well, they're in plain sight, but only Holmes, and only Holmes as written by Doyle, can look at a bootmark and say with all certainty that the man who made that mark got his limp on a particular bluff in Afghanistan and no other place. Well I might have to check out of this conversation as I wouldn't call myself any kind of world builder, I'm more of a world explainer. My goal is to tell a story that faithfully includes the familiar features and shared headcanon of the KSP game itself, as the readers play it. For example with regard to Kerbin politics, I don't divide the world into regions with governments--there's nothing in the game to suggest anything like that exists. But there are various agencies like Rockomax and Maxo, so I do talk about them and how they relate to the main Space Program. You might ask how I get from there to Kerbfleet, with its own set of uniforms, traditions and history which are not in the stock game at all--my answer is that Kerbfleet represents one plausible structure--call it a "skin" that explains the game as we all see it and play it. And I think everyone who plays the game, whether they're writers or not, consciously or unconsciously projects such a skin onto their gameplay. By now you're screaming, "WHAT ABOUT THE KERBULANS? YOU LITERALLY BUILT A SEPARATE WORLD! WAIT YOU DIDN'T EVEN DO THAT YOU HAD @GregroxMun DO IT FOR YOU!!!" Yeah, OK, that. Hey, writers gotta write sometimes But I'd still maintain that I haven't built a world there so much as presented an alternate and opposite "skin" that could also plausibly explain stock gameplay. You could play an entire career save as the Kerbulans, shooting down rescue contracts, refusing to explore beyond your homeworld, and getting your science from some as-yet-unexplained source.
  14. Yep @Ten Key, in any art form "the rules are made to be broken"--not randomly or capriciously, but in a way that changes the whole game and advances that art. Come to think of it, it's the same rule as for a political revolution--an unforgivable treason, unless you win No time for a longer response now, but the key examples given are clearly a Rashomon (multiple viewpoints) and in the case of the erroneous first person, a non-omniscient narrator. Both of these are fine by me, when done right and with "fair play". The reader knows that not all the different viewpoints can be correct, so he can be appropriately skeptical while reading the story. Same with the non-omniscient 1P if the author drops enough signals that the narrator is mistaken (like my werewolf example). It's when the author abuses omniscience and lies--as the author--to a reader that I think the trust is broken and the story fails.