Caerfinon Posted June 17, 2021 Share Posted June 17, 2021 (edited) Contract Pack for underwater missions in the Kerbin Side Remastered world including; Exploration of underwater sites Deep sea salvage, recovery and rescue Coastal patrol missions Rescue disabled ships at sea Required mods: Contract Configurator Kerbal-Konstructs Kerbin Side Remastered Kerbin Side Remastered Gap Extras Water Launch Sites (Kerbal-Konstructs) KSC Harbor CountryDoggo's Random KK Bits Recommended Mods: (these mods are particularly useful for making moving around underwater much easier) Working Underwater Lite SunkWorks Maritime Technologies [WIP] Suggests: Kerbin Side Remastered GAP USI Exploration Pack (for the amazing Otter submarine) The Belafonte ( @ColdJ's recreation of the vessels from the film ) KerbalX : Caerfinon's list of useful naval vessels Where to download GitHub: https://github.com/caerfinon/KerbinSideRemasteredTLA/releases SpaceDock: https://spacedock.info/mod/2808/Kerbin Side Remastered - The Life Aquatic CKAN Wiki: https://github.com/caerfinon/KerbinSideRemasteredTLA/wiki Release: V1.1.0 on 2022-09-16 License: MIT Note: all mods required, recommended and suggested have been tested with KSP 1.12.1 and are functional for the purposes of this contract package Change Log Spoiler Version v2.0.0 for Kerbal Space Program 1.12.4 Released on 2022-12-18 Changes Exploration missions can now be completed by multiple vessels. (A vessel that transports other vessels, a separate vessel that submerges on the site, etc) Working under pressure. Changes to respect Part Pressure Limits Wrecks in salvage missions now spawn at a depth of 30 meters at the crash site and have neutral buoyancy Certification and Survey missions require minimum of 300 meter dives to complete, Exploration missions are unchanged in depths due to KK static locations, however, the depths of each waypoint are listed in the contract prior to acceptance so players can determine any additional steps they need to take to reach those goals. (Module Manager patches to increase part pressure tolerance may be required but are not provided) Version v1.1.1 for Kerbal Space Program 1.12.3 Released on 2022-10-23 Bug KSRTLA-CG-ShipRescue mission fails on acceptance. the Kerbal Trait assigned to the observer is incorrect. Mission is unplayable. Version v1.1.0 for Kerbal Space Program 1.12.3 Released on 2022-09-16 Changes all passenger Kerbals to use the new traits. Tourists or regular traits are no longer used. Citizen, Civil-Servant, or Servicekerbal The dialog character has been upgraded with appropriate sunglasses and hat Optional KK upgrades to the WatrerLaunchedSites marina if you have Kerbin Side Core installed from CKAN See additional instructions in file "INSTALL Marina Upgrades.txt" Version v1.0.7 for Kerbal Space Program 1.12.3 Released on 2022-09-12 BugFix Exploration missions with .noload dialog graphics are now causing Contract Configurator to throw an exception. Ghosted dialog boxes cannot be cleared from the screen. Changed all .noload files to regular .png files to fix. Changes Adds KK hanger facilities to each Coast Guard Base to allow the storage of a single craft under 5 tons in size. Version v1.0.6 for Kerbal Space Program 1.12.2 Released on 2021-08-25 Fixes Issue #8 Hydrothermal Vent KK static not present in KSP 1.12.1 problems affects KSP 1.11.2 as well Hydrothermal Vent site redesigned v1.0.6-RC1 changes hides wreck parts in VAB/SPH makes universal spawn points in Coast Guard bases invisible Version v1.0.5 for Kerbal Space Program 1.11.2 Released on 2021-08-20 Fixes Issue #15 Salvage mission Optional Parameters are set to "complete in sequence" in error Version v1.04 for Kerbal Space Program 1.11.2 Released on 2021-08-18 Fixes: Issue #13 Misnamed vessel key definition names in Coast Guard missions cause Contract Configurator errors Issue #14 Salvage missions - Occasionally survivors are missing from sunken aircraft - prevents missions completing. Version v1.03 for Kerbal Space Program 1.11.2 Released on 2021-08-03 Fixes: Issue #9 Dive Site 7 - Sunken Avalon Ruins throws Exception and will not load - RC1 Issue #10 Coast Guard Patrol mission - "Stay at Sea" parameter fails when using Bon Voyage for naval Travel - RC2 Issue #11 Deepsea Salvage mission. Vessels controlled by Bon Voyage collide with wrecks at crash site. - RC3 Issue #12 Salvage1 has incorrect Requirement conditions. Continually repeats - game breaking KSP support reverted to version 1.11.2. The mod will work in 1.12.x, however some Kerbal Konstructs features do not work correctly and cannot be corrected until that mod is upgraded to support KSP 1.12.x -- Version v1.0.2 for Kerbal Space Program 1.12.1 Released on 2021-07-21 BUG FIX #7 Site Dive Missions - Waypoints not generating correctly - Fixed #6 Site Dive Legend Dialog does not render Kerbal picture correctly. Feature removed -- Version v1.0.1 for Kerbal Space Program 1.12.1 Released on 2021-07-17 Adds functionality for 8 underwater Kerbal Kontructs sites and accompanying exploration mission for each. -- Version v1.0.0 for Kerbal Space Program 1.12.1 Released on 2021-07-10 Initial release Edited December 18, 2022 by Caerfinon version change Quote Link to comment Share on other sites More sharing options...
Le Lynx Posted June 17, 2021 Share Posted June 17, 2021 Ooooh! They are sea monsters? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted June 17, 2021 Share Posted June 17, 2021 (edited) YESSS! @Le Lynxthe Kraken is of course at home in the sea... Edited June 17, 2021 by Beetlecat Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 17, 2021 Author Share Posted June 17, 2021 1 hour ago, Le Lynx said: They are sea monsters? There can be... duh duh duh! Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 17, 2021 Author Share Posted June 17, 2021 Current Status: Working on KK statics for exploration sites. 1 of 10 planned statics completed. Agencies and Groups for contracts finalized. Optional support for 2 statics from Water Launch Sites (Kerbal-Konstructs) as missions planned. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 18, 2021 Share Posted June 18, 2021 I wonder if Minecraft would mind if we borrowed a few things. Guardian temples, Drowned zombie Kerbals etc. Quote Link to comment Share on other sites More sharing options...
Le Lynx Posted June 18, 2021 Share Posted June 18, 2021 @ColdJLooool Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 18, 2021 Share Posted June 18, 2021 2 minutes ago, Le Lynx said: @ColdJLooool Gurgle Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 18, 2021 Author Share Posted June 18, 2021 Current Status: Working on stock part modifications to create sunken wrecks for salvage/rescue operations Parts striped of all modules with exception of " ModuleInventoryPart" Parts retain stock mesh ballast resource added to cause part to stay submerged after placement via Contract Configurator spawn. (needs testing) Creating craft files for small/medium/large "wrecks" Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 19, 2021 Author Share Posted June 19, 2021 Play testing Jeb retrieves the black box from a sunken aircraft wreck Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 19, 2021 Author Share Posted June 19, 2021 Current Status: Defined group data nodes for recovery harbours. Added water launch KK static to the KSR Dusty Island site. Added "Black Box" part for salvage operations using EVA Construction. Completed large wreck craft file. Preliminary contract code for randomly located salvage missions. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 19, 2021 Share Posted June 19, 2021 (edited) Saw what you were using as your black box and thought this texture might be of use. When wrapped the "Black Box" is on the top of the model which shows as the face in the parts list. and is the correct way up. as a png of course. Edited June 19, 2021 by ColdJ Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 19, 2021 Author Share Posted June 19, 2021 Will give it a go. Thanks! Quote Link to comment Share on other sites More sharing options...
Angel-125 Posted June 19, 2021 Share Posted June 19, 2021 This looks really cool! Will it support JNSQ? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 19, 2021 Author Share Posted June 19, 2021 Just now, Angel-125 said: Will it support JNSQ? I'm building it to be modular. So the location points I'm plugging in for KSR could be easily substituted for JNSQ locations. It might be a little "too ambitious" for it to be a single mod, but it could definitely be a JNSQ follow on mod as I did with the aircraft pack. And... JNSQ has has some really nice harbour statics under development. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 19, 2021 Author Share Posted June 19, 2021 3 hours ago, ColdJ said: When wrapped the "Black Box" is on the top of the model which shows as the face in the parts list I enjoy the irony of the black box being orange Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 20, 2021 Share Posted June 20, 2021 5 hours ago, Caerfinon said: I enjoy the irony of the black box being orange Yes. I always thought so myself. But in the real world the "Black Box" is bright orange so that it can be found when a plane's debris is spread over a large area. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted June 20, 2021 Share Posted June 20, 2021 Morbid, but true. Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted June 21, 2021 Share Posted June 21, 2021 (edited) On 6/20/2021 at 12:56 AM, ColdJ said: Saw what you were using as your black box and thought this texture might be of use. When wrapped the "Black Box" is on the top of the model which shows as the face in the parts list. and is the correct way up. as a png of course. Spoiler For some reason, I decided to add to this in my spare time, so here's the result: Sorry to intrude on this thread, I might download this mod when it's released (and when SunkWorks boat parts are released too) Edited June 21, 2021 by OrdinaryKerman Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 21, 2021 Share Posted June 21, 2021 1 minute ago, OrdinaryKerman said: Hide contents For some reason, I decided to add to this in my spare time, so here's the result: Sorry to intrude on this thread, I might download this mod when it's released (and when SunkWorks boat parts are released too) Wow. does that wrap properly? I had to put markers on the original and follow the clues to find where and which way up to put my writing. Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted June 21, 2021 Share Posted June 21, 2021 (edited) 44 minutes ago, ColdJ said: Wow. does that wrap properly? I had to put markers on the original and follow the clues to find where and which way up to put my writing. It should, Quote I imported the model into Blender and applied the texture, it looks OK: (viewport rendering was set to Diffuse Color, so no specularity or directional lighting here) But I haven't tested it ingame yet Edited June 21, 2021 by OrdinaryKerman Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 21, 2021 Share Posted June 21, 2021 Just now, OrdinaryKerman said: It should, I wish I could do that. I only just installed the latest Blender, but the .mu plugin doesn't seem to work in it and I haven't worked out to how to get an older version yet. Your model is excellent. @Caerfinon. feel very free to use @OrdinaryKerman's texture instead. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 21, 2021 Author Share Posted June 21, 2021 6 hours ago, OrdinaryKerman said: Sorry to intrude on this thread no intrusion. Thanks for your work on this. Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted June 21, 2021 Share Posted June 21, 2021 This looks like fun - I've never tried underwater exploration - although recently I had a very small science cube sat land at sea - it sank to 512m deep before I could succesfully recover it and I got awarded a "500m Underwater Reached" award or something similar. Unintended bonus! Took me a little research to work out that the submarine pictured in the original post is the "Otter Submersible", which is now in a combination USI Exploration pack: Noticed this isn't in the list of recommended mods though - might want to add that too! Thought: one of the contracts has to be "Find the Sea Kraken" - supposedly there's a location 1300m deep - I'd imagine it'd live there, in a large sea shell. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 21, 2021 Author Share Posted June 21, 2021 20 minutes ago, 610yesnolovely said: "Otter Submersible" The Otter is one of my favourite subs and I recommend all the USI mods. The mod recommendation list is a WIP and after rethinking a few things I may remove the KSRGAP mod (mine) as it doesn't contribute substantially to underwater game play. The other mods add harbours, underwater anomalies, and two separate methods of maneuvering underwater. The otter may make the final cut. 29 minutes ago, 610yesnolovely said: one of the contracts has to be "Find the Sea Kraken" In his house at Ker'lyeh dead Kerthulhu waits dreaming... (But no spoilers) Quote Link to comment Share on other sites More sharing options...
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