Difference between revisions of "Campaign: Age of Expansion"

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{{Episode|Danger In the Neighborhood|Duna or Bust|Campaigns|prefix=campaign:%20}}
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{{Episode|Danger in the Neighborhood|Exploration of Jool|Campaigns|prefix=campaign:%20}}
  
After a brief existential crisis with the asteroid, Kerbals now turned their big, clumsy head towards our nearest neighbor and the largest satellite. The KSS? No you idiot, the Mun. With the advent of cheap reusable rockets and Space Vacations TM (starting at $1,499.99), it was obvious what was next. Kerbalkind had dreamed of going to the Mun for centuries, and now is the time that came true.  
+
After a brief existential crisis with the asteroid, Kerbals now turned their big, clumsy head towards our nearest neighbor and the largest satellite. The KSS? No you idiot, the Mun. Kerbals had not set foot there since Kerbollo 17 (there would have been three additional landings, but the Kerbican president was more focused on Kylab at the time). With the advent of cheap reusable rockets and Space Vacations TM (starting at $1,499.99), it was obvious what was next. Kerbalkind had dreamed of going to the Mun for centuries, and now is the time that came true.  
  
 
==Specifications==
 
==Specifications==
*'''Length:''' 5-15 hours
+
*'''Length:''' 5-10 hours
*'''Difficulty:''' 8/10 (Expert)
+
*'''Difficulty:''' 7/10 (Advanced)
 
*'''Skills Needed:'''  
 
*'''Skills Needed:'''  
#Advanced navigation via [[maneuver node]]
+
#Basic and Advanced Orbiting
#Advanced [[orbit|orbiting]]
+
#Basemaking
#Basic [[docking]]
+
#Satellite Construction
#Advanced landing (atmospheric bodies)
+
#Large-craft Precision Landing
#Advanced rocket design
+
#Surface Vehicle Docking (or appropriate mods)
#Intermediate mission planning
+
 
#Intermediate understanding of interplanetary [[w:launch window|launch windows]] (phase angles)
+
NOTE: sorry, Duna or Bust guy, credit to you, but I'm not plagiarizing any material. Just borrowing a format (too lazy to do it from scratch)
#Intermediate [[rover]] design
+
*'''For Version:''' Every Version (not yet tested)
#Ability to complete [[Campaign: Mun Race|Mun Race]]
 
#Ability to complete [[Campaign: Kerbol System Exploration|Kerbol System Exploration]]
 
#Ability to complete [[Campaign: Probes and Rovers|Probes and Rovers]]
 
*'''For Version:''' Every Version (testing being done on 0.23)
 
  
 
==Missions==
 
==Missions==
===Duna Global Surveyor===
+
NOTE: These can be completed either on the Mun or Minimus. Or both for an extra challenge. Also, if you would like an even bigger challenge, you can use a mod like RemoteTech to make the satellites/communication arrays functional.
*Launch a small satellite that will map Duna's surface
 
#Satellite must have at least two solar panels
 
#Satellite must have a dish antenna
 
#Satellite must have at least three scientific instruments
 
#Satellite must have a circularized orbit of 100,000 m with at least a 45 degree angle
 
  
===Duna 2===
+
===Exploration Flight Test 1 (EFT-1)===
*Launch a small satellite which will image various sections of Duna, with the first Duna lander attached
+
After years of servicing only Kylab, Kir, and the KSS, the time has come for Kerbollo to venture being Kerbin once more and head back to the Mun. Before we do, though, the heat shields need re-evaluating.
#Satellite must have at least one [[Communotron 16]] antenna
+
#Go ahead and reuse the rocket you used to get to the Mun in the Mun Race; remove the Munar Module if present; if using the modded approach, just use the BDB Saturn V and omit the LM
#Satellite and lander each have to have at least one solar panel
+
#Must be unmanned
#Satellite must circularize at 100,000 m
+
#Simple, really: just launch into a highly-elliptical orbit and return; this is to simulate Munar return velocity, as we did on Kerbollo 4
#Satellite must separate from lander, then increase orbit to circularize at 300,000 m, with no more than a ten degree orbital inclination
+
#Land safely in the water, just as you would at the end of a Kerbollo Munar mission
#Lander must land near the equator without losing any parts except as intended
 
  
===Ike 2===
+
===Exploration Flight Test 2 (EFT-2)===
*Send a small satellite to orbit Duna's moon, [[Ike]]
+
Now we need to re-evaluate the Munar Module to make sure all is good on that front.
#Satellite must contain at least three scientific instruments
+
#Re-add the Munar Module to your Munshot rocket (or, just save the rocket under different name in the lead-up to EFT-1); if using the modded approach, just use the Saturn V we made for Kerbollo 9
#Satellite must orbit Duna at a circularized orbit of 600,000 m and complete three orbits
+
#Must be manned
#Satellite must then enter Ike's sphere of influence and orbit at a circularized altitude of 300,000 m
+
#Basically, repeat what you did on Kerbollo 10; refer to its entry for instructions
#Satellite must decrease its orbit until it is circularized at 50,000 m, with an orbital inclination of at least 45 degrees
 
  
===Viking 1===
+
===MunarLab===
*Launch a large satellite with smaller lander
+
While on an inspection of the VAB, Gene Kerman discovered a surplus Kylab. So, he did what anyone else would do: launch it into Munar orbit!
#Satellite must have at least four scientific instruments
+
#Modifiy the rocket you used to launch Kylab to be able to get to the Mun. If using the modded approach, it might be high-time to break out the FASA Saturn C-8; Alternatively, the BDB Skylab can be launched as a wet workshop, meaning you can use the Saturn V to send the third stage to the Mun (following the normal procedure we covered in Mun Race), and then sending crew to the station to refurbish it into a station, which the station is designed for
#Lander must be powered by a [[PB-NUK Radioisotope Thermoelectric Generator]]
+
#Must be unmanned
#Satellite must have a circularized polar orbit of 100,000 m with no more than a 10 degree and 5,000 m difference
+
#Follow normal Munar travel procedures
#Lander must successfully land at one of the two ice caps
+
#What are you waiting for? Get some Kerbals in that thing!
  
===Duna Sample Return Mission===
+
===Munar Communication System===
*First returned samples from Duna's surface collected by a large lander
+
*Launch 3 state-of-the-art satellites in semi-synchronous equitorial orbit around Mun (1797 km)
#Lander must have at least two solar panels
+
#Satellites must have 2 [[Gigantor XL Solar Array]]s
#Lander must land in one of the darker, low regions of Duna
+
#They must have a [[Double-C Seismic Accelerometer]] and Advanced SAS
#Lander must touch Duna's surface with a retractable appendage
+
#They must have a [[Communotron 88-88]] and a [[Comms DTS-M1]]
#Lander must successfully return to Kerbin
+
#They must store at least 500 electric charge
 +
#They must be reasonably equidistant and equitorial
 +
#They must circularize within 5 km (between periapsis and apoapsis)
 +
#They must be unmanned
  
===Ike 3===
+
===Munar Base Communication Towers===
*Small satellite with first Ike lander
+
*Land 2 communication towers marking your intended locations for your munar base colony and space port.
#Satellite and lander must be powered by generators
+
#The towers should be between 200m and 5km of each other
#Satellite must release lander at an orbit of 50,000 above Ike
+
#They must be at least the height of 2 Modular Girder Segment XLs
#After releasing the lander, the satellite must circularize at an orbit of 100,000 m with no more than a 15 degree orbital inclination
+
#They must have a [[Comms DTS-M1]] (for satellites) and a [[Communotron 16]]
#Lander must land on the Duna facing side of Ike
+
#They must store at least 500 electric charge
 +
#They should provide adequate area-lighting for visibility in darkness
 +
#You may land them together and then move them to their appropriate sites
 +
#The locations should be reasonably flat with no major obstacles for transportation between them
  
===Kuriosity===
+
===Space Port===
*The first rover on Duna's surface
+
*Establish a port for landing munar base modules and for shipping supplies in the future.
#Rover must be relatively small with a somewhat slow speed
+
#All crafts must end up within 200m of a communication tower
#Rover must be powered by a generator
+
#Land empty living module(s) for at least 3 Kerbals
#Rover must have at least two scientific experiments
+
#Land a full orange jumbo fuel tank or larger for refueling
#Rover must have at least two retractable appendages
+
#Land a refueling station for RCS and [[electric charge]]
#Rover must land in or near Duna's equatorial region
+
#Land a refueling vehicle storing at least 180 liquid fuel and 220 oxidizer
#Rover must travel for at least seven minutes real time
+
#Land a refueling vehicle storing at least 200 mono propellant
#Rover must end up near something interesting
+
#Land a transportation vehicle with seating for at least 4 Kerbals (ideally 6-12)
 +
#Refueling vehicles and tanks should be able to dock horizontally
 +
#Each craft should have a [[Communotron 16]] and 300 units of [[electric charge]]
 +
#All vehicles should have seating for at least 1 [[Kerbal]]
  
===Korion 1===
+
===Base Colony===
*Design a large ship capable of carrying three Kerbals to Duna and returning them safely to Kerbin
+
*Provide living quarters for your Kerbals to live at your new Munar Base.
#Ship must have a lander capable of undocking, carrying two Kerbals down to Duna, and returning them safely to the main ship
+
#All crafts should initially land near your Space Port, then move to the desired location via wheels or rockets, as should all future craft landings.
#Ship and lander must each have a generator and at least two solar panels
+
#All crafts must end up within 200m of your second communication tower at at least 50m from Space Port crafts
#Ship must have at least two scientific experiments, the lander three
+
#Land empty living module(s) for at least 10 Kerbals
#Korion 1 must be unmanned
+
#Land a module containing a Mobile Processing Lab and at least 1000 units of electric charge and solar panels
#Ship must attain a circularized orbit of 300,000 m with no more than a 10 degree orbital inclination
+
#Land a Mun rover seating at least 2 Kerbals
#Ship must increase its orbit to circularize at 1,000,000
+
#Land an empty landing module for exploration of the area, seating at least 2 Kerbals
#Ship must reach a circularized orbit of 100,000 m above the [[Mun]] with at least a ten degree orbital inclination
+
#Landing module should have 180-1440 liquid fuel and 220-1760 oxidizer
#Lander must undock from ship and land near the Mun's equator on the Kerbin facing side without losing any parts except as intended
+
#Landing module should allow for refueling and have adequate power generation
#Lander must successfully rendezvous and dock with Korion 1
+
#Landing module should have at least 1 relevant science part for the Munar surface
#Ship must deorbit and land undamaged near the KSC on Kerbin
+
#Each craft should have a Communotron 16 and 300 units of electric charge
(Tip: The Korion ships really just need to be a larger version of the ones used for landing on the Mun and [[Minmus]]. It can be done in a single launch, but if you don't want to, it can also be assembled in orbit.)
 
  
===Korion 2===
+
===Colonization===
*Unmanned launch to Duna and return
+
*Your base is now ready for your first inhabitants
#Korion 2 must reach a circularized  equatorial orbit of 500,000 m above Kerbin
+
#Land crafts containing your Kerbal inhabitants at your Space Port (can be done in stages)
#Ship must increase its orbit and break free of Kerbin's SOI
+
#Transport your Kerbals to the Colony
#Ship must reach Duna's SOI
+
#Use each of your crafts and test each docking system
#Ship must reach a circularized orbit of 300,000 m with no more than a 45 degree orbital inclination
+
#Docking systems should be at least 50% successful
#Lander must undock and decrease its orbit to 150,000 m
+
#Living modules should in total be at between 50% and 95% occupied at the end (for guests and Kerbal families)
#Lander must successfully dock with Korion 2
+
#Suggested: most resident Kerbals should have below 1/3 intelligence (standard inhabitants, not just KSP rocket scientists)
#Korion 2 must return to Kerbin and land undamaged near the KSC
 
  
===Korion 3===
+
===Munar Base Inspection Crew===
*First manned Duna landing
+
*3 Kerbals have been assigned to inspect the living conditions of your Munar base.
#Korion 3 must be manned by three Kerbals
+
#The 3 Kerbals should be transported from the surface of Kerbin to the Colony and back with no major crashes
#Ship must reach a circularized orbit of 300,000 m above Kerbin
+
#They should take a surface sample and process it in the lab
#Ship must break free of Kerbin's SOI and orbit the Sun
 
#Ship must reach Duna's SOI
 
#Ship must reach a circular equatorial orbit of 100,000 m above Duna
 
#Lander must undock and reach Duna's surface intact
 
#Plant a flag, walk around, jump and down, do whatever you want as the first Kerbal to reach another planet!
 
#Lander must successfully dock with Korion 3
 
#Ship must return to Kerbin
 
#Ship must land undamaged near the KSC
 
  
===Final Word===
+
===Looking Beyond===
It had finally been done: the first Kerbal had landed on the surface of another planet! Everyone on Kerbin celebrated this huge accomplishment, and after a couple of months it was forgotten about. Scientists at the Kerbal Space Center then began planning out missions to the other planetary bodies, so that they wouldn't feel left out. A new training program began to test Kerbal's abilities, choosing only the most extreme daredevils. Together these Kerbonauts formed a group that would travel to all of the planetary bodies and back, known only as [[Campaign: The Spacers|The Spacers]].
+
The Mun has been colonized, and its inhabitants are safely resting in their new homes. This will be a benchmark for future colonization of the Kerbol system. Now that your program reaches all of Kerbin's satellites, you overhear a new slogan around the space center, [[http://wiki.kerbalspaceprogram.com/wiki/Campaign:_Duna_or_Bust|"Duna or Bust"]]...
[[Category:Campaigns]]
 

Latest revision as of 22:52, 11 August 2024

Danger in the Neighborhood Campaigns Exploration of Jool

After a brief existential crisis with the asteroid, Kerbals now turned their big, clumsy head towards our nearest neighbor and the largest satellite. The KSS? No you idiot, the Mun. Kerbals had not set foot there since Kerbollo 17 (there would have been three additional landings, but the Kerbican president was more focused on Kylab at the time). With the advent of cheap reusable rockets and Space Vacations TM (starting at $1,499.99), it was obvious what was next. Kerbalkind had dreamed of going to the Mun for centuries, and now is the time that came true.

Specifications

  • Length: 5-10 hours
  • Difficulty: 7/10 (Advanced)
  • Skills Needed:
  1. Basic and Advanced Orbiting
  2. Basemaking
  3. Satellite Construction
  4. Large-craft Precision Landing
  5. Surface Vehicle Docking (or appropriate mods)

NOTE: sorry, Duna or Bust guy, credit to you, but I'm not plagiarizing any material. Just borrowing a format (too lazy to do it from scratch)

  • For Version: Every Version (not yet tested)

Missions

NOTE: These can be completed either on the Mun or Minimus. Or both for an extra challenge. Also, if you would like an even bigger challenge, you can use a mod like RemoteTech to make the satellites/communication arrays functional.

Exploration Flight Test 1 (EFT-1)

After years of servicing only Kylab, Kir, and the KSS, the time has come for Kerbollo to venture being Kerbin once more and head back to the Mun. Before we do, though, the heat shields need re-evaluating.

  1. Go ahead and reuse the rocket you used to get to the Mun in the Mun Race; remove the Munar Module if present; if using the modded approach, just use the BDB Saturn V and omit the LM
  2. Must be unmanned
  3. Simple, really: just launch into a highly-elliptical orbit and return; this is to simulate Munar return velocity, as we did on Kerbollo 4
  4. Land safely in the water, just as you would at the end of a Kerbollo Munar mission

Exploration Flight Test 2 (EFT-2)

Now we need to re-evaluate the Munar Module to make sure all is good on that front.

  1. Re-add the Munar Module to your Munshot rocket (or, just save the rocket under different name in the lead-up to EFT-1); if using the modded approach, just use the Saturn V we made for Kerbollo 9
  2. Must be manned
  3. Basically, repeat what you did on Kerbollo 10; refer to its entry for instructions

MunarLab

While on an inspection of the VAB, Gene Kerman discovered a surplus Kylab. So, he did what anyone else would do: launch it into Munar orbit!

  1. Modifiy the rocket you used to launch Kylab to be able to get to the Mun. If using the modded approach, it might be high-time to break out the FASA Saturn C-8; Alternatively, the BDB Skylab can be launched as a wet workshop, meaning you can use the Saturn V to send the third stage to the Mun (following the normal procedure we covered in Mun Race), and then sending crew to the station to refurbish it into a station, which the station is designed for
  2. Must be unmanned
  3. Follow normal Munar travel procedures
  4. What are you waiting for? Get some Kerbals in that thing!

Munar Communication System

  • Launch 3 state-of-the-art satellites in semi-synchronous equitorial orbit around Mun (1797 km)
  1. Satellites must have 2 Gigantor XL Solar Arrays
  2. They must have a Double-C Seismic Accelerometer and Advanced SAS
  3. They must have a Communotron 88-88 and a Comms DTS-M1
  4. They must store at least 500 electric charge
  5. They must be reasonably equidistant and equitorial
  6. They must circularize within 5 km (between periapsis and apoapsis)
  7. They must be unmanned

Munar Base Communication Towers

  • Land 2 communication towers marking your intended locations for your munar base colony and space port.
  1. The towers should be between 200m and 5km of each other
  2. They must be at least the height of 2 Modular Girder Segment XLs
  3. They must have a Comms DTS-M1 (for satellites) and a Communotron 16
  4. They must store at least 500 electric charge
  5. They should provide adequate area-lighting for visibility in darkness
  6. You may land them together and then move them to their appropriate sites
  7. The locations should be reasonably flat with no major obstacles for transportation between them

Space Port

  • Establish a port for landing munar base modules and for shipping supplies in the future.
  1. All crafts must end up within 200m of a communication tower
  2. Land empty living module(s) for at least 3 Kerbals
  3. Land a full orange jumbo fuel tank or larger for refueling
  4. Land a refueling station for RCS and electric charge
  5. Land a refueling vehicle storing at least 180 liquid fuel and 220 oxidizer
  6. Land a refueling vehicle storing at least 200 mono propellant
  7. Land a transportation vehicle with seating for at least 4 Kerbals (ideally 6-12)
  8. Refueling vehicles and tanks should be able to dock horizontally
  9. Each craft should have a Communotron 16 and 300 units of electric charge
  10. All vehicles should have seating for at least 1 Kerbal

Base Colony

  • Provide living quarters for your Kerbals to live at your new Munar Base.
  1. All crafts should initially land near your Space Port, then move to the desired location via wheels or rockets, as should all future craft landings.
  2. All crafts must end up within 200m of your second communication tower at at least 50m from Space Port crafts
  3. Land empty living module(s) for at least 10 Kerbals
  4. Land a module containing a Mobile Processing Lab and at least 1000 units of electric charge and solar panels
  5. Land a Mun rover seating at least 2 Kerbals
  6. Land an empty landing module for exploration of the area, seating at least 2 Kerbals
  7. Landing module should have 180-1440 liquid fuel and 220-1760 oxidizer
  8. Landing module should allow for refueling and have adequate power generation
  9. Landing module should have at least 1 relevant science part for the Munar surface
  10. Each craft should have a Communotron 16 and 300 units of electric charge

Colonization

  • Your base is now ready for your first inhabitants
  1. Land crafts containing your Kerbal inhabitants at your Space Port (can be done in stages)
  2. Transport your Kerbals to the Colony
  3. Use each of your crafts and test each docking system
  4. Docking systems should be at least 50% successful
  5. Living modules should in total be at between 50% and 95% occupied at the end (for guests and Kerbal families)
  6. Suggested: most resident Kerbals should have below 1/3 intelligence (standard inhabitants, not just KSP rocket scientists)

Munar Base Inspection Crew

  • 3 Kerbals have been assigned to inspect the living conditions of your Munar base.
  1. The 3 Kerbals should be transported from the surface of Kerbin to the Colony and back with no major crashes
  2. They should take a surface sample and process it in the lab

Looking Beyond

The Mun has been colonized, and its inhabitants are safely resting in their new homes. This will be a benchmark for future colonization of the Kerbol system. Now that your program reaches all of Kerbin's satellites, you overhear a new slogan around the space center, ["Duna or Bust"]...