Difference between revisions of "Campaign: Mun Race"

From Kerbal Space Program Wiki
Jump to: navigation, search
(KS-101: Command Pod Escape Tower Ejection Test)
 
(40 intermediate revisions by 9 users not shown)
Line 2: Line 2:
  
 
==Introduction==
 
==Introduction==
Robotic [[Campaign: Probes and Rovers|probes and a rover]] were on the Mun. Most of them Kerbiet. The public wondered if the first flag planted on the Mun would be Kerbiet. The final lap of the Mun Race was on! With the first launch of Kerbollo Program, Gene Kerbin and rest of the Kerbicans at the Kerbal Space Center were making a statement to the world. They figured the Kerbiets were taking too much time playing it safe with the Mun with their robotic missions. They wanted instead to meet the President's demands to get a Kerbal to the Mun before the end of the decade, and the decade was already half over! Thus began the most incredible engineering endeavor the world had ever seen.
+
Robotic [[Campaign: Probes and Rovers|probes and a rover]] were on the Mun. Most of them Kerbiet. The public wondered if the first flag planted on the Mun would be Kerbiet. The final lap of the Mun Race was on! With the first launch of Kerbollo Program, Gene Kerbin and rest of the Kerbicans at the Kerbal Space Center were making a statement to the world. They figured the Kerbiets were taking too much time playing it safe with the Mun with their robotic missions. They wanted instead to meet the President's demands to get a Kerbal to the Mun before the end of the decade, and the decade was already half over! Thus began the most incredible engineering endeavor the world had ever seen, the Kerbollo Program.
  
Before the week is out, you'll be landing on the Mun roving around fixing busted robotic landers.
+
 
 +
This will present a mission manifest to allow you to plant a flag on the Mun before the week is out. Missions are based on the American Apollo Program, 4-12 (1967-69).
  
 
===Specifications===
 
===Specifications===
*'''Length:''' 40 hours
+
*'''Length:''' 3-5 hrs (8-15 with optional missions)
*'''Difficulty:''' Probably darn near the hardest thing you've done in the Kerbal Space Program short of docking.
+
*'''Difficulty:''' 6/10 (Proficient)
*'''Skills needed:''' Navball navigation, [http://forum.kerbalspaceprogram.com/showthread.php/15652-Orbital-Mechanics-101-A-Kerbal-Space-Program-Tutorial Orbital Mechanics 101], Rendezvous, daft piloting skills, and wee bit of mission and vehicle planning skills
+
*'''Skills needed:'''  
 +
#Intermediate navigation via [[maneuver node]]
 +
#Advanced [[orbit|orbiting]]
 +
#Basic [[docking]]
 +
#Intermediate landing
 +
#Intermediate [[Tutorial:Intermediate Rocket Design|rocket design]]
 +
#Basic mission planning
 
*'''For version:''' Every version (tested on 0.20.2)
 
*'''For version:''' Every version (tested on 0.20.2)
  
===KS-101: Command Pod Escape Tower Ejection Test===
+
===Recommended Mods===
A number of advances in design and engineering were made after the Kerbinai Program. KSP engineers have finally developed the [[Probodobodyne OKTO2]] remote command module, as well as the [[Mk1-2 Command Pod]].
+
*[http://forum.kerbalspaceprogram.com/index.php?/topic/122020-122-bluedog-design-bureau-stockalike-saturn-apollo-and-more-v11-razved-24feb2017/ Bluedog Design Bureau] - This is a mod we've mentioned twice prior, but this is where it shines, featuring the Apollo CSM, LM, and the Saturn I, Saturn IB, and Saturn V. There are also parts enabling you to make spacecraft and rockets that were either proposed but never made, or come from the popular alternate history project ''Eyes Turned Skywards''. After the Mun landings, feel free to continue using the Kerbollo spacecraft as your main manned Kerbican spacecraft and nix the Space Shuttle entirely.
*Design and test an escape tower for the [[Mk1-2 Command Pod]] using [[Probodobodyne OKTO2]] as your unmanned control unit.
+
*[https://forum.kerbalspaceprogram.com/index.php?/topic/73686-17x-tantares-stockalike-soyuz-and-mir-17109062019new-colours/ Tantares] - We don't know why you'd want the Kerbiets to get to the Mun before the Kerbicans, but we're not going to question your morbid curiosity. Tantares has every part of the proposed Soviet lunar spacecraft, including the Soyuz 7K-LOK, LK lander, and N1 rocket.
**Alternatively, 0.23.5 adds a [[Launch Escape System]], allowing you to simplify the design process.
+
 
#Vehicle must be unmanned and therefore contain [[Probodobodyne OKTO2]] with [[Mk1-2 Command Pod]] attached.
+
==Kerbollo Mission Plan==
 +
The Kerbicans design the Katurn V rocket and a plan for the Kerbollo Mun and Minmus landings.
 +
Stage I booster:
 +
*Extra-large size tank
 +
*Cluster of 5 engines (1 central, 4 radial)
 +
*Fins near the radial engines
 +
*delta-V: 1.0 - 2.0 km/s
 +
#Fire until the craft reaches ~20km (outside of thicker atmosphere)
 +
 
 +
Stage II booster [Optional]:
 +
*Extra-large size tank, cluster of 5 engines
 +
*delta-V: 2.0 - 2.2 km/s
 +
#Fire until the craft is in a large sub-orbital trajectory (almost in orbit)
 +
#Jettison Escape Tower
 +
 
 +
Stage IVB stage:
 +
*Large size tank, single engine
 +
*delta-V: 0.9 - 1.0 km/s
 +
#Fire at Apoapsis to reach a 75km parking orbit
 +
#Orbit at least once so the Kerbonauts can run diagnostics
 +
#Fire engines for the trans-munar injection
 +
(try to intercept Mun, maybe including a burn at the ascending/descending node)
 +
#[Optional] Use a free-return trajectory (aim ahead of Mun) in case engines fail [>1.0 km/s]
 +
 
 +
Upper Stages:
 +
*From bottom to top: Lunar Module (LM), Command Service Module (CSM), Escape Tower
 +
*CSM: service module (large-size tank, single rocket, standard or relay antenna to reach Kerbin), command module ([[Mk1-2 Command Pod]], heat shield, docking port at nose, parachutes)
 +
*LM: descent stage (landing legs, ladder, engine, fuel), ascent stage [Optional] (engine, fuel), crew cabin (RCS, room for 1-2 Kerbals, docking port on top, communication antenna)
 +
#Separate CSM and LM from the S-IVB stage after completing trans-munar injection
 +
#Rotate CSM to dock with the LM
 +
#Perform any needed correction burns
 +
#At closest approach, perform Munar insertion burn to reach a 15 km circular parking orbit around Mun [delta-V: 320 - 380 m/s]
 +
#Transfer Kerbal(s) to the LM, leaving one behind
 +
#Undock LM to prepare for landing
 +
#Use the descent stage to land [delta-V: 600 - 700 m/s]
 +
#Celebrate!
 +
Return Trip:
 +
#Board the LM and launch (using the ascent stage if included), rendezvous with the CSM  [delta-V: 600 - 700 m/s]
 +
#Dock with the CSM, transfer all crew back to the CSM, undock LM
 +
#Burn to make a return trajectory with Kerbin  [delta-V: 300 - 350 m/s]
 +
#Make corrections to make the periapsis just inside Kerbin's atmosphere, ~30km. Too shallow and you'll require 2 or more aerobreaks, too steep and you risk overheating and dangerous G-forces.
 +
#Try to land in the ocean safely
 +
 
 +
==Missions==
 +
===KS Design and Unmanned Testing===
 +
(some of these are not based on real-world missions, just for practice in KSP)
 +
 
 +
'''KS-101''': Command Pod Escape Tower Ejection Test
 +
:Design and test a new, updated escape tower for the [[Mk1-2 Command Pod]] using [[Probodobodyne OKTO2]] or another small probe body as your unmanned control unit. Alternatively, you can refurbish a Kerbinai Program LES.
 +
:*Alternatively, 0.23.5 adds a [[Launch Escape System]], but making your own from scratch is a useful exercise. If using the modded approach, BDB has an Apollo LES all set to go.
 +
:*In addition, the OKTO2 can be omitted using the [https://kerbalstuff.com/mod/1103/No%20Crew%20Requirement|No Crew Requirement] plugin (requires ModuleManager). This is required for the modded approach, as there's no place to put the OKTO2 on the CSM.
 +
#Vehicle must be unmanned and therefore contain [[Probodobodyne OKTO2]] with [[Mk1-2 Command Pod]] (now developed) attached.
 
#Escape tower must be able to eject itself from the Command Pod using a control group.
 
#Escape tower must be able to eject itself from the Command Pod using a control group.
 
#Escape tower must fire and lift off Command Pod from the ground high enough to deploy parachutes. Abort control group must be used to initiate the Pod liftoff.
 
#Escape tower must fire and lift off Command Pod from the ground high enough to deploy parachutes. Abort control group must be used to initiate the Pod liftoff.
 
#Parachutes must successfully deploy and land Command Pod soft enough that it does not damage anything.
 
#Parachutes must successfully deploy and land Command Pod soft enough that it does not damage anything.
 +
#If using the modded approach, a fun challenge is recreating the Little Joe II rocket used on the actual Apollo ascent abort tests.
  
===KS-201: Command Service Module Flight 1 - Suborbital Reentry Test===
+
'''KS-201''' [Optional]: Command Service Module Flight 1 - Suborbital Reentry Test
After successfully testing an escape system for the new Command Pod, KSC engineers got to work on designing a Command Service Module (CSM), an orbiter that will be used for the Kerbollo missions.
+
:Design a Command/Service Module using the [[Probodobodyne OKTO2]] control unit and [[Mk1-2 Command Pod]], and an accompanying rocket. Launch it into space on a suborbital trajectory, testing the Escape Tower ejection sequence once you've cleared the atmosphere.
*Design an unmanned [[Mk1-2 Command Pod]] orbiter using the [[Probodobodyne OKTO2]] control unit and launch it into space on a suborbital trajectory, testing the Escape Tower ejection sequence once you've cleared the atmosphere.
 
 
#CSM must be unmanned.
 
#CSM must be unmanned.
#CSM must reach 70 km.
+
#You must design a new launcher for the CSM's Mk 1-2 pod.
#CSM Escape Tower must eject from the orbiter when above 70 km.
+
#CSM must reach 70 km.
#Command Pod must separate from the CSM while above 70 km.
+
#CSM Escape Tower must eject from the orbiter when above 70 km.
 +
#Command Pod must separate from the CSM while above 70 km.
 
#Command Pod must land undamaged. This is a requirement for all future missions going forward.
 
#Command Pod must land undamaged. This is a requirement for all future missions going forward.
 +
#If using the modded approach, BDB has Saturn IB rocket parts. You may need to do some fine-tuning of the service module fuel levels to ensure the rocket can actually make orbit, as the Saturn 1B isn't powerful enough to launch a fully-fueled CSM. The mod also has a nosecone you can put on the Apollo command module to turn it into a Block I spacecraft, since the docking probe wasn't put on the spacecraft until Apollo 7. Do note, however, that this nosecone does not play nice with the BDB LES.
  
===KS-203: Command Service Module Flight 2 - Orbital Maneuvers===
+
'''KS-203''' [Optional]: Command Service Module Flight 2 - Orbital Maneuvers
KSC engineers finally develop the Advanced SAS to better control the more complex launch system. In addition, RCS has been added and now it's time to test its ability to function as a true orbiter.
+
:Launch a CSM into 100 km orbit with the updated launcher from the suborbital mission, then circularize. Then move up to a 200 km circular orbit. Feel free to start using Advanced SAS and the Reaction Control System (now developed) on your vehicles going forward.
*Launch a CSM into 100 km orbit, then circularize. Then move up to a 200 km circular orbit. Feel free to start using ASAS on your vehicles going forward.
 
 
#CSM must be unmanned.
 
#CSM must be unmanned.
#CSM must reach a circularized LKO orbit of 100 km.
+
#You must include the launch Vehicle from the earlier launch; make sure it can go into orbit.
#CSM must test its RCS balance while in space.
+
#CSM must reach a circularized LKO orbit of 100 km.
#CSM must change its altitude to a 200 km circularized orbit.
+
#CSM must test its RCS balance while in space. (Move it around with RCS and see how it handles)
:(Tip: Test out RCS balance by entering Debug mode from the launchpad by hitting your modbutton+F12, for Windows, your modbutton is Alt. Once entered, select Hack Gravity to float your vehicle around the launchpad. Pretend you're as KSC engineer testing out your designs in a simulator. Hit modbutton+F12 again to get rid of the debug screen.)
+
#CSM must change its altitude to a 200 km circularized orbit.
 +
:(Tip: If you want to test out RCS balance in a test launch, do it by entering Debug mode from the launchpad by hitting your modbutton+F12, for Windows, your modbutton is Alt. Once entered, select Hack Gravity to float your vehicle around the launchpad. As we don't want to cheat, pretend you're as KSC engineer testing out your designs in a simulator. Hit modbutton+F12 again to get rid of the debug screen.)
 +
*After this mission, feel free to carry out '''KS-202''', which should be a repeat of KS-201. If you seek completion, hold off on testing the CSM until Kerbollo 4 and make KS-203 a test of the upper stage's engine restart capabilities, as was done with the real AS-203. It may also be a good opportunity to practice changing inclination. For this, use the stock fairings to create a nosecone like the one the real AS-203 had on its S-IVB stage.
  
===Kerbollo 4: Command Service Module Flight 3 - Heavy Launcher Test===
+
===Kerbollo Test Flights===
Kerbollo 1 ended in a terrible disaster. During a routine test, a fire broke out at the launchpad killing all three Kerbonoughts, Keen, Krissom, and Kite Kerman. Several redesigns of the Command Pod were necessary to ensure such an accident doesn't occur again. Being safe, Gene Kerbin insisted that the next few flights be unmanned tests of the new spacecraft being developed before committing any more Kerbonaughts to spaceflight. Also, KSC engineers were eager to get their new heavy launcher tested as well, and didn't want Jebediah messing up their test results with a joyride.
+
 
*Launch an unmanned CSM to 2,000 km.
+
'''Kerbollo 4''' [Optional]: Command Service Module Flight 3 - Heavy Launcher Test
#CSM must be unmanned.
+
:Launch an unmanned CSM, with the new Katurn V, simulating a return from Mun.
#CSM must reach a circularized MKO orbit of 2,000 km.
+
*CSM must be unmanned.
#CSM must deorbit leaving no debris.
+
*You must design a Mun capable rocket (without lander) to launch this.
 +
#Launch to an elliptical orbit with a 500 km apoapsis, <70 km  periapsis.
 +
#Detatch CSM, reach apoapsis
 +
#Burn into a trajectory that simulates returning from Mun.
 +
#CSM must return to Kerbin's surface without damage.
 +
:If using the modded approach, BDB has everything you'll need. You may wish to use the craft files on KerbalX to aide you in construction. You may also wish to send the craft into a highly-elliptical orbit to practice reentry at the velocity expected for a Mun return, and even practice the skip reentry method used on the real Apollo lunar missions.
 +
*You may be wondering what happened to Kerbollos 1-3. The crew of Kerbollo 1 decided to have s'mores in their command module, but the shoddy construction job done by North Kerbican Aviation caused a fire that rapidly accelerated. The crew survived, but were fired for their stupidity, as the command module was now completely unusable. The accident, however, was a wake-up call, and Wernher von Kerman came down on NKA hard. The KSP was put through the wringer by Kongress, and an investigation found over 1,000 different construction defects (such as a socket wrench left in the control panel). NKA made all the necessary changes with Gene and Wernher breathing down their necks the whole time. Gene was even quoted saying "I asked for a spacecraft, not a fire hazard!" As a result, KS-101, KS-201, and KS-203 are now retroactively known as Kerbollo 1-3.
  
===Kerbollo 5: Munar Lander and CSM Docking Test Flight===
+
'''Kerbollo 5''' [Optional]: "Fire in the Hole" Test
With the development of the CSM nearing an end, it was time now for KSC engineers to focus designing and testing a Munar Lander, aka Lander for the Mun, aka LM. It was a name that stuck.
+
:Design and test a 2-stage landing module (LM) that includes a descent module and ascent module.
*Design and launch in a hacked gravity debug mode a Mun lander which will practice docking with the CSM and vice versa.
+
*Lander must be temporarily unmanned.
#Lander and CSM must both be unmanned.
+
*Descent Stage must have landing legs, an engine, and its own fuel.
#CSM must dock with the LM
+
*Ascent Stage must have RCS, a capsule, an engine and its own fuel.
#LM must dock with the CSM
+
*Stages must have thrust-to-weight sufficient to land and launch from the Munar surface.
 +
#Launch into a 100 - 200 km circular orbit.
 +
#Test the descent module engines.
 +
#With engines off, decouple and fire the ascent module.
 +
#Let the stages burn in atmosphere.
 
:(Tip: Put RCS on both your Lander and CSM to ensure control.)
 
:(Tip: Put RCS on both your Lander and CSM to ensure control.)
*Design a launcher capable of launching an unmanned LM and unmanned CSM into LKO orbit of 100&nbsp;km.
+
:If seeking completion, defer the docking test to Kerbollo 9 and instead test the LM alone. Again, BDB has you covered with an LM and a Saturn IB fairing. Unfortunately, the LM Descent Stage landing legs cannot be removed, unlike the actual Apollo 5, which lacked landing legs of any sort (because they're weren't ready in time). The alternative, FASA, has the landing legs separate from the rest of the descent stage, but FASA hasn't been updated since 1.0.5, and many of its assets are now used in BDB.
#CSM must dock with the LM.
+
::If you're feeling up to it, the latest dev version of BDB on Github completely overhauls the Apollo and Saturn parts. One of these changes is the LM landing legs once again being separate. The legs can even be changed to how they looked on Apollo 5 (that is, vestigial struts).
#LM must undock and redock with the CSM.
+
 
#Deorbit both the LM and CSM to eliminate debris. Going forward, you are required to eliminate debris as much as possible.
+
'''Kerbollo 6''' [Optional]: Trans Munar Injection and Free Return Abort Test
:(Tip: Put an [[Probodobodyne OKTO2]] on any stage that will remain in orbit after a launch so you can maintain control of it to deorbit it later.)
+
:Launch the LM-CSM craft to the Mun and swing back without circularizing. Make sure your trajectory goes back to Kerbin's surface.
:(Tip: Put a docking port somewhere on your orbiting stages so you can rendezvous with a tanker later if need be to help it deorbit).
+
*All spacecraft must be totally unmanned.
 +
*Launch the LM-CSM package on a Trans Munar Injection with periapsis 100 - 300 km.
 +
#Make sure your trajectory allows a free return in case anything goes awry (approach Mun ahead of its orbit).
 +
:(Tip: a tutorial for [[Free Return Trajectory|Free Return Trajectories]] can be found on the wiki)
 +
:If using the modded approach, you may want to not use the LM on this flight. Also, feel free to put the CSM in a highly-elliptical orbit to simulate the issues that cropped up on the actual Apollo 6.
  
===Kerbollo 6: Trans Munar Injection and Direct Return Abort Test===
+
'''Kerbollo 7''': Manned CSM and LM Docking Test
Gene wanted one final unmanned mission, this time to test out the new launcher, and the capability of the CSM to execute a direct return abort while engaged in a Trans Munar Injection, in case any Kerbonaughts forget to bring something important from Kerbin to the Mun.
+
Launch your CSM into LKO orbit with three Kerbals aboard and test the docking procedures.
*Launch the LM-CSM craft to the Mun and return before reaching the Mun.
+
*Include the Command Service Module and a docking port on the last rocket stage as a fake LM target.
#All spacecraft must be totally unmanned.
+
*Man the CSM with 3 Kerbals.
#Launch the LM-CSM package on a Trans Munar Injection with periapsis above 100&nbsp;km and below 300&nbsp;km.
+
#Reach a 100 km circularized orbit.
#Direct Return the CSM to Kerbin before reaching the Mun.
+
#Detach the CSM.
:(Tip: If necessary, eject any remaining stages and spacecraft from the CSM on a crash course for the Mun prior to your direct Kerbin return.
+
#Dock with the target, undock.
 +
#Test the engines.
 +
#Orbit for 10 days.
 +
#Command Pod with all three Kerbals must land in water safely. And no, you can't put them down in a typhoon, no matter how snappy the crew becomes from 10.5 days in space. Just never put them on another mission again.
 +
:If using the modded approach, save this mission for Kerbollo 9 and instead launch a manned CSM test on the Saturn IB. Again, you can't put them down in a typhoon.
  
===Kerbollo 7: Manned CSM and LM Rendezvous and Docking Test===
+
'''Kerbollo 8''': Korman, Anders, and Lovell Kerman - Far Side Explorers
It was time to put a few brave Kerbonaughts on the line to test out the new spacecraft. This time it would be Wally, Walt, and Don Kerman's time to show their stuff.
+
:Send three Kerbals to orbit the far side of the Mun and return.
*Launch your LM-CSM into LKO orbit of 100&nbsp;km with three Kerbals aboard. Exchange two Kerbals in the Command Pod with the LM while in orbit.
+
*Do not include a LM.
#Vehicles must reach 100&nbsp;km circularized orbit.
+
#Go into a kerbin parking orbit of 75km.
#CSM must dock with LM.
+
#Have a free-return trajectory in case disaster strikes.
#Two Kerbals must EVA to the LM from the CSM.
+
#Complete 10 orbits around Mun at 12km-20km altitude.
#LM must undock and change its orbit to 85&nbsp;km.
+
#Take a picture of Kerbin-rise for the papers from within the windows of the spacecraft.
#LM must rendezvous and dock with the CSM.
+
#Splash down safely on Kerbin.
#Kerbals in the LM must EVA to the CSM.
 
#Command Pod with all three Kerbals must land in water safely.
 
  
===Kerbollo 8: Korman, Anders, and Lovell Kerman - Far Side Explorers===
+
'''Kerbollo 9''' [Optional]: Manned LM Test
*Send three Kerbals to orbit the far side of the Mun and return.
+
:Launch the CSM and LM atop the Saturn V for testing in low Kerbin orbit.
#Must orbit Mun at altitude of 75&nbsp;km.
+
*Man the CSM with 3 Kerbals.
#Take a picture of Kerbin-rise for the papers from within the windows of the spacecraft and post it on the forum.
+
#In LKO, separate and dock the CSM to the LM.
#Must complete 10 orbits of the Mun.
+
#Test the rockets on each.
 +
#Transfer 2 Kerbals to the LM.
 +
#Undock, test engines, and simulate a post-landing docking.
 +
#Transfer crew back to the CSM, jettison LM, and return to Kerbin.
  
===Kerbollo 11: The First Manned Mun Landing===
+
*'''Kerbollo 10''' [Optional]: The Dress Rehearsal
The Mun Race finish line! The Kerbicans score it spot on, but not without some hair-raising moments of great suspense. Neil Kerman, Buzz Kerbin, and Kollins Kerban would become national heroes...well ok at least Neil and Buzz..and "that other guy." Budget limits set by the government require that you update your lander to be able to carry science packages which will be set up on the Mun.
+
:Send the full CSM-LM to the Mun for a dress rehearsal of the Kerbollo 11 landing.
*Update your Mun Lander design to be able to carry at least two scientific experiments which will remain behind. (No rovers until Kerbollo 12)
+
#Perform the full Kerbollo Mission Plan above, excluding the landing.
 +
#Instead of landing, burn into an orbit with periapsis ~8km.
 +
 
 +
===Mun Landings===
 +
'''Kerbollo 11''': The First Manned Mun Landing
 +
:Update your Mun lander design to contain 2 packages of scientific instruments and land on the Mun
 
#Must consist of a computer core each.
 
#Must consist of a computer core each.
#At least one must contain extractable solar panels.
+
#At least one must contain retractable solar panels.
 
#At least one must contain a dish antenna.
 
#At least one must contain a dish antenna.
 
#At least one must contain a Communotron antenna.
 
#At least one must contain a Communotron antenna.
*Land at least two Kerbals on the Mun and return them safely to Kerbin.
+
#They all must have each at least 2 science instruments.
#Must land at least two Kerbals on the Mun.
+
:Finish the design of the Katurn V rocket to carry out the Kerbollo flight plan:
#Must plant a flag on the Mun. (post your pic on the forum)
+
#Must plant a flag on the Mun.
 
#Must setup at least 2 self-sustaining experimental packages on the Mun.
 
#Must setup at least 2 self-sustaining experimental packages on the Mun.
#All Kerbals that participate in the mission must return safely to Kerbin together.
+
#All Kerbals that participate in the mission must return safely to Kerbin together. Splash down for max accuracy. Don't forget to quarantine them in case they brought back any Munbugs.
*Hard Mode
 
#Deorbit the LM in Mun orbit and return home in CMS
 
#Three Kerbals total on mission
 
#Feel free to imitate the Apollo 11 moon landing as close as possible
 
  
===Kerbollo 12: The First Pinpoint Mun Landing & Rover===
+
'''Kerbollo 12''': The First Pinpoint Mun Landing & Rover
Now the Kerbicans show off. They land near a malfunctioned probe launched earlier in the Kerbal Space Program, and fix it! Instead of waiting for Kerbollo 15, Gene Kerbin decided to move up the Mun Rover program to Kerbollo 12 to give this mission some maneuverability.
+
:Build and test on Kerbin a small rover with two [[EAS-1 External Command Seat|command seats]]. Send it to the Mun, and land it near the [[Campaign: Probes and Rovers|Keveryor 3]]
*Build and test on Kerbin a small rover with two [[EAS-1 External Command Seat|command seats]].
+
#Must have a battery to last it through the night.
#Must be carried on the Kerbollo 12 Lander.
+
#Must have a communtron 16.
*Lander must carry rover and 1 science instrument.
 
 
#At least one Mun rover and science instrument must be carried on the Lander.
 
#At least one Mun rover and science instrument must be carried on the Lander.
*Land a Kerbal on the Mun and repair the [[Campaign: Probes and Rovers|Kerveyor 3]] lander by extracting its stuck solar panel.
+
:Land a Kerbal on the Mun and repair the [[Campaign: Probes and Rovers|Kerveyor 3]] lander by extracting its stuck solar panel.
#Must land within 3&nbsp;km of Kerveyor 3.
+
#Must land within 10 km of Kerveyor 3.
#Must ride the rover to Kerveyor 3 with one or more Kerbals.
+
#Ride the rover to Kerveyor 3 with one or more Kerbals.
 
#Must extend solar panel of Kerveyor 3 via EVA.
 
#Must extend solar panel of Kerveyor 3 via EVA.
 +
#Splash down safely with all Kerbals.
 +
*If using the modded approach, or seek completion, don't bring a rover on this mission and instead save it for Kerbollo 15.
 +
**Note that using the modded approach can be tricky, as one may have to get creative to actually get a rover to the Mun. As of September 4, 2022, however, the current dev build of BDB has parts to build a lunar rover, and the means to fold it up on the side of the descent stage.
 +
 +
'''Kerbollo 12-B''': First Manned Minmus Landing
 +
:Repeat Kerbollo 12 for a Minmus mission.
 +
#Make necessary changes for larger and smaller maneuvers, changing payload and lower surface gravity. For the modded approach, the BDB Saturn V and Apollo CSM/LM will be more than sufficient in a stock-sized system.
 +
#If needed, perform missions similar to Kerbollo 8 and/or 10
  
===Final Word===
+
==Final Word==
Mun travel became routine after Kerbollo 12. The world went back to watching grass grow, that is, until [[Campaign: Kerbollo 13|Kerbollo 13]] radioed back to the world "Kerbin, somenet nu amelborp!" which roughly translated means, "Kerbin, we have a problem."
+
Mun travel became routine after Kerbollo 12. The world went back to watching grass grow, that is, until [[Campaign: Kerbollo 13|Kerbollo 13]] radioed back to the world "Kerbin, amelborp nu somenet!" which roughly translated means, "Kerbin, we have a problem."
[[Category:Campaigns]]
 

Latest revision as of 04:24, 5 September 2022

Probes and Rovers Campaigns Kerbollo 13

Introduction

Robotic probes and a rover were on the Mun. Most of them Kerbiet. The public wondered if the first flag planted on the Mun would be Kerbiet. The final lap of the Mun Race was on! With the first launch of Kerbollo Program, Gene Kerbin and rest of the Kerbicans at the Kerbal Space Center were making a statement to the world. They figured the Kerbiets were taking too much time playing it safe with the Mun with their robotic missions. They wanted instead to meet the President's demands to get a Kerbal to the Mun before the end of the decade, and the decade was already half over! Thus began the most incredible engineering endeavor the world had ever seen, the Kerbollo Program.


This will present a mission manifest to allow you to plant a flag on the Mun before the week is out. Missions are based on the American Apollo Program, 4-12 (1967-69).

Specifications

  • Length: 3-5 hrs (8-15 with optional missions)
  • Difficulty: 6/10 (Proficient)
  • Skills needed:
  1. Intermediate navigation via maneuver node
  2. Advanced orbiting
  3. Basic docking
  4. Intermediate landing
  5. Intermediate rocket design
  6. Basic mission planning
  • For version: Every version (tested on 0.20.2)

Recommended Mods

  • Bluedog Design Bureau - This is a mod we've mentioned twice prior, but this is where it shines, featuring the Apollo CSM, LM, and the Saturn I, Saturn IB, and Saturn V. There are also parts enabling you to make spacecraft and rockets that were either proposed but never made, or come from the popular alternate history project Eyes Turned Skywards. After the Mun landings, feel free to continue using the Kerbollo spacecraft as your main manned Kerbican spacecraft and nix the Space Shuttle entirely.
  • Tantares - We don't know why you'd want the Kerbiets to get to the Mun before the Kerbicans, but we're not going to question your morbid curiosity. Tantares has every part of the proposed Soviet lunar spacecraft, including the Soyuz 7K-LOK, LK lander, and N1 rocket.

Kerbollo Mission Plan

The Kerbicans design the Katurn V rocket and a plan for the Kerbollo Mun and Minmus landings. Stage I booster:

  • Extra-large size tank
  • Cluster of 5 engines (1 central, 4 radial)
  • Fins near the radial engines
  • delta-V: 1.0 - 2.0 km/s
  1. Fire until the craft reaches ~20km (outside of thicker atmosphere)

Stage II booster [Optional]:

  • Extra-large size tank, cluster of 5 engines
  • delta-V: 2.0 - 2.2 km/s
  1. Fire until the craft is in a large sub-orbital trajectory (almost in orbit)
  2. Jettison Escape Tower

Stage IVB stage:

  • Large size tank, single engine
  • delta-V: 0.9 - 1.0 km/s
  1. Fire at Apoapsis to reach a 75km parking orbit
  2. Orbit at least once so the Kerbonauts can run diagnostics
  3. Fire engines for the trans-munar injection

(try to intercept Mun, maybe including a burn at the ascending/descending node)

  1. [Optional] Use a free-return trajectory (aim ahead of Mun) in case engines fail [>1.0 km/s]

Upper Stages:

  • From bottom to top: Lunar Module (LM), Command Service Module (CSM), Escape Tower
  • CSM: service module (large-size tank, single rocket, standard or relay antenna to reach Kerbin), command module (Mk1-2 Command Pod, heat shield, docking port at nose, parachutes)
  • LM: descent stage (landing legs, ladder, engine, fuel), ascent stage [Optional] (engine, fuel), crew cabin (RCS, room for 1-2 Kerbals, docking port on top, communication antenna)
  1. Separate CSM and LM from the S-IVB stage after completing trans-munar injection
  2. Rotate CSM to dock with the LM
  3. Perform any needed correction burns
  4. At closest approach, perform Munar insertion burn to reach a 15 km circular parking orbit around Mun [delta-V: 320 - 380 m/s]
  5. Transfer Kerbal(s) to the LM, leaving one behind
  6. Undock LM to prepare for landing
  7. Use the descent stage to land [delta-V: 600 - 700 m/s]
  8. Celebrate!

Return Trip:

  1. Board the LM and launch (using the ascent stage if included), rendezvous with the CSM [delta-V: 600 - 700 m/s]
  2. Dock with the CSM, transfer all crew back to the CSM, undock LM
  3. Burn to make a return trajectory with Kerbin [delta-V: 300 - 350 m/s]
  4. Make corrections to make the periapsis just inside Kerbin's atmosphere, ~30km. Too shallow and you'll require 2 or more aerobreaks, too steep and you risk overheating and dangerous G-forces.
  5. Try to land in the ocean safely

Missions

KS Design and Unmanned Testing

(some of these are not based on real-world missions, just for practice in KSP)

KS-101: Command Pod Escape Tower Ejection Test

Design and test a new, updated escape tower for the Mk1-2 Command Pod using Probodobodyne OKTO2 or another small probe body as your unmanned control unit. Alternatively, you can refurbish a Kerbinai Program LES.
  • Alternatively, 0.23.5 adds a Launch Escape System, but making your own from scratch is a useful exercise. If using the modded approach, BDB has an Apollo LES all set to go.
  • In addition, the OKTO2 can be omitted using the Crew Requirement plugin (requires ModuleManager). This is required for the modded approach, as there's no place to put the OKTO2 on the CSM.
  1. Vehicle must be unmanned and therefore contain Probodobodyne OKTO2 with Mk1-2 Command Pod (now developed) attached.
  2. Escape tower must be able to eject itself from the Command Pod using a control group.
  3. Escape tower must fire and lift off Command Pod from the ground high enough to deploy parachutes. Abort control group must be used to initiate the Pod liftoff.
  4. Parachutes must successfully deploy and land Command Pod soft enough that it does not damage anything.
  5. If using the modded approach, a fun challenge is recreating the Little Joe II rocket used on the actual Apollo ascent abort tests.

KS-201 [Optional]: Command Service Module Flight 1 - Suborbital Reentry Test

Design a Command/Service Module using the Probodobodyne OKTO2 control unit and Mk1-2 Command Pod, and an accompanying rocket. Launch it into space on a suborbital trajectory, testing the Escape Tower ejection sequence once you've cleared the atmosphere.
  1. CSM must be unmanned.
  2. You must design a new launcher for the CSM's Mk 1-2 pod.
  3. CSM must reach 70 km.
  4. CSM Escape Tower must eject from the orbiter when above 70 km.
  5. Command Pod must separate from the CSM while above 70 km.
  6. Command Pod must land undamaged. This is a requirement for all future missions going forward.
  7. If using the modded approach, BDB has Saturn IB rocket parts. You may need to do some fine-tuning of the service module fuel levels to ensure the rocket can actually make orbit, as the Saturn 1B isn't powerful enough to launch a fully-fueled CSM. The mod also has a nosecone you can put on the Apollo command module to turn it into a Block I spacecraft, since the docking probe wasn't put on the spacecraft until Apollo 7. Do note, however, that this nosecone does not play nice with the BDB LES.

KS-203 [Optional]: Command Service Module Flight 2 - Orbital Maneuvers

Launch a CSM into 100 km orbit with the updated launcher from the suborbital mission, then circularize. Then move up to a 200 km circular orbit. Feel free to start using Advanced SAS and the Reaction Control System (now developed) on your vehicles going forward.
  1. CSM must be unmanned.
  2. You must include the launch Vehicle from the earlier launch; make sure it can go into orbit.
  3. CSM must reach a circularized LKO orbit of 100 km.
  4. CSM must test its RCS balance while in space. (Move it around with RCS and see how it handles)
  5. CSM must change its altitude to a 200 km circularized orbit.
(Tip: If you want to test out RCS balance in a test launch, do it by entering Debug mode from the launchpad by hitting your modbutton+F12, for Windows, your modbutton is Alt. Once entered, select Hack Gravity to float your vehicle around the launchpad. As we don't want to cheat, pretend you're as KSC engineer testing out your designs in a simulator. Hit modbutton+F12 again to get rid of the debug screen.)
  • After this mission, feel free to carry out KS-202, which should be a repeat of KS-201. If you seek completion, hold off on testing the CSM until Kerbollo 4 and make KS-203 a test of the upper stage's engine restart capabilities, as was done with the real AS-203. It may also be a good opportunity to practice changing inclination. For this, use the stock fairings to create a nosecone like the one the real AS-203 had on its S-IVB stage.

Kerbollo Test Flights

Kerbollo 4 [Optional]: Command Service Module Flight 3 - Heavy Launcher Test

Launch an unmanned CSM, with the new Katurn V, simulating a return from Mun.
  • CSM must be unmanned.
  • You must design a Mun capable rocket (without lander) to launch this.
  1. Launch to an elliptical orbit with a 500 km apoapsis, <70 km periapsis.
  2. Detatch CSM, reach apoapsis
  3. Burn into a trajectory that simulates returning from Mun.
  4. CSM must return to Kerbin's surface without damage.
If using the modded approach, BDB has everything you'll need. You may wish to use the craft files on KerbalX to aide you in construction. You may also wish to send the craft into a highly-elliptical orbit to practice reentry at the velocity expected for a Mun return, and even practice the skip reentry method used on the real Apollo lunar missions.
  • You may be wondering what happened to Kerbollos 1-3. The crew of Kerbollo 1 decided to have s'mores in their command module, but the shoddy construction job done by North Kerbican Aviation caused a fire that rapidly accelerated. The crew survived, but were fired for their stupidity, as the command module was now completely unusable. The accident, however, was a wake-up call, and Wernher von Kerman came down on NKA hard. The KSP was put through the wringer by Kongress, and an investigation found over 1,000 different construction defects (such as a socket wrench left in the control panel). NKA made all the necessary changes with Gene and Wernher breathing down their necks the whole time. Gene was even quoted saying "I asked for a spacecraft, not a fire hazard!" As a result, KS-101, KS-201, and KS-203 are now retroactively known as Kerbollo 1-3.

Kerbollo 5 [Optional]: "Fire in the Hole" Test

Design and test a 2-stage landing module (LM) that includes a descent module and ascent module.
  • Lander must be temporarily unmanned.
  • Descent Stage must have landing legs, an engine, and its own fuel.
  • Ascent Stage must have RCS, a capsule, an engine and its own fuel.
  • Stages must have thrust-to-weight sufficient to land and launch from the Munar surface.
  1. Launch into a 100 - 200 km circular orbit.
  2. Test the descent module engines.
  3. With engines off, decouple and fire the ascent module.
  4. Let the stages burn in atmosphere.
(Tip: Put RCS on both your Lander and CSM to ensure control.)
If seeking completion, defer the docking test to Kerbollo 9 and instead test the LM alone. Again, BDB has you covered with an LM and a Saturn IB fairing. Unfortunately, the LM Descent Stage landing legs cannot be removed, unlike the actual Apollo 5, which lacked landing legs of any sort (because they're weren't ready in time). The alternative, FASA, has the landing legs separate from the rest of the descent stage, but FASA hasn't been updated since 1.0.5, and many of its assets are now used in BDB.
If you're feeling up to it, the latest dev version of BDB on Github completely overhauls the Apollo and Saturn parts. One of these changes is the LM landing legs once again being separate. The legs can even be changed to how they looked on Apollo 5 (that is, vestigial struts).

Kerbollo 6 [Optional]: Trans Munar Injection and Free Return Abort Test

Launch the LM-CSM craft to the Mun and swing back without circularizing. Make sure your trajectory goes back to Kerbin's surface.
  • All spacecraft must be totally unmanned.
  • Launch the LM-CSM package on a Trans Munar Injection with periapsis 100 - 300 km.
  1. Make sure your trajectory allows a free return in case anything goes awry (approach Mun ahead of its orbit).
(Tip: a tutorial for Free Return Trajectories can be found on the wiki)
If using the modded approach, you may want to not use the LM on this flight. Also, feel free to put the CSM in a highly-elliptical orbit to simulate the issues that cropped up on the actual Apollo 6.

Kerbollo 7: Manned CSM and LM Docking Test Launch your CSM into LKO orbit with three Kerbals aboard and test the docking procedures.

  • Include the Command Service Module and a docking port on the last rocket stage as a fake LM target.
  • Man the CSM with 3 Kerbals.
  1. Reach a 100 km circularized orbit.
  2. Detach the CSM.
  3. Dock with the target, undock.
  4. Test the engines.
  5. Orbit for 10 days.
  6. Command Pod with all three Kerbals must land in water safely. And no, you can't put them down in a typhoon, no matter how snappy the crew becomes from 10.5 days in space. Just never put them on another mission again.
If using the modded approach, save this mission for Kerbollo 9 and instead launch a manned CSM test on the Saturn IB. Again, you can't put them down in a typhoon.

Kerbollo 8: Korman, Anders, and Lovell Kerman - Far Side Explorers

Send three Kerbals to orbit the far side of the Mun and return.
  • Do not include a LM.
  1. Go into a kerbin parking orbit of 75km.
  2. Have a free-return trajectory in case disaster strikes.
  3. Complete 10 orbits around Mun at 12km-20km altitude.
  4. Take a picture of Kerbin-rise for the papers from within the windows of the spacecraft.
  5. Splash down safely on Kerbin.

Kerbollo 9 [Optional]: Manned LM Test

Launch the CSM and LM atop the Saturn V for testing in low Kerbin orbit.
  • Man the CSM with 3 Kerbals.
  1. In LKO, separate and dock the CSM to the LM.
  2. Test the rockets on each.
  3. Transfer 2 Kerbals to the LM.
  4. Undock, test engines, and simulate a post-landing docking.
  5. Transfer crew back to the CSM, jettison LM, and return to Kerbin.
  • Kerbollo 10 [Optional]: The Dress Rehearsal
Send the full CSM-LM to the Mun for a dress rehearsal of the Kerbollo 11 landing.
  1. Perform the full Kerbollo Mission Plan above, excluding the landing.
  2. Instead of landing, burn into an orbit with periapsis ~8km.

Mun Landings

Kerbollo 11: The First Manned Mun Landing

Update your Mun lander design to contain 2 packages of scientific instruments and land on the Mun
  1. Must consist of a computer core each.
  2. At least one must contain retractable solar panels.
  3. At least one must contain a dish antenna.
  4. At least one must contain a Communotron antenna.
  5. They all must have each at least 2 science instruments.
Finish the design of the Katurn V rocket to carry out the Kerbollo flight plan:
  1. Must plant a flag on the Mun.
  2. Must setup at least 2 self-sustaining experimental packages on the Mun.
  3. All Kerbals that participate in the mission must return safely to Kerbin together. Splash down for max accuracy. Don't forget to quarantine them in case they brought back any Munbugs.

Kerbollo 12: The First Pinpoint Mun Landing & Rover

Build and test on Kerbin a small rover with two command seats. Send it to the Mun, and land it near the Keveryor 3
  1. Must have a battery to last it through the night.
  2. Must have a communtron 16.
  3. At least one Mun rover and science instrument must be carried on the Lander.
Land a Kerbal on the Mun and repair the Kerveyor 3 lander by extracting its stuck solar panel.
  1. Must land within 10 km of Kerveyor 3.
  2. Ride the rover to Kerveyor 3 with one or more Kerbals.
  3. Must extend solar panel of Kerveyor 3 via EVA.
  4. Splash down safely with all Kerbals.
  • If using the modded approach, or seek completion, don't bring a rover on this mission and instead save it for Kerbollo 15.
    • Note that using the modded approach can be tricky, as one may have to get creative to actually get a rover to the Mun. As of September 4, 2022, however, the current dev build of BDB has parts to build a lunar rover, and the means to fold it up on the side of the descent stage.

Kerbollo 12-B: First Manned Minmus Landing

Repeat Kerbollo 12 for a Minmus mission.
  1. Make necessary changes for larger and smaller maneuvers, changing payload and lower surface gravity. For the modded approach, the BDB Saturn V and Apollo CSM/LM will be more than sufficient in a stock-sized system.
  2. If needed, perform missions similar to Kerbollo 8 and/or 10

Final Word

Mun travel became routine after Kerbollo 12. The world went back to watching grass grow, that is, until Kerbollo 13 radioed back to the world "Kerbin, amelborp nu somenet!" which roughly translated means, "Kerbin, we have a problem."