Difference between revisions of "Campaign: Kerbollo 13"

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{{Episode|Mun Race|Kerbol System Exploration|Campaigns|prefix=Campaign:%20}}
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{{Episode|Mun Race|Final Business|Campaigns|prefix=Campaign:%20}}
  
 
==Introduction==
 
==Introduction==
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===Specifications===
 
===Specifications===
 
*'''Length:''' 5 hours
 
*'''Length:''' 5 hours
*'''Difficulty:''' 6/10 (Advanced)
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*'''Difficulty:''' 6/10 (Proficient)
 
*'''Skills needed:'''  
 
*'''Skills needed:'''  
 
#Intermediate(+) navigation via [[maneuver node]]
 
#Intermediate(+) navigation via [[maneuver node]]
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*'''For version:''' Every version (tested on 0.20.2)
 
*'''For version:''' Every version (tested on 0.20.2)
 
Note: for maximal realism, TAC life support is recommended. We trust you to make the appropriate changes to the missions below, and death of any Kerbals along the way will not be my responsibility.
 
Note: for maximal realism, TAC life support is recommended. We trust you to make the appropriate changes to the missions below, and death of any Kerbals along the way will not be my responsibility.
===Kerbollo 13===
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*Launch a three man spacecraft with Mun lander on a trajectory to the Mun, and halfway there disable your Service Module. Then bring the boys home on a free return trajectory.
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==Missions==
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===All Systems Go===
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*Launch a three man spacecraft with Mun lander on a trajectory to the Mun
 
#Use the Katurn V and the CSM and LM designed in the Mun race.
 
#Use the Katurn V and the CSM and LM designed in the Mun race.
#You must disable your Command Service Module engines or eject your Service Module entirely or at least its fuel tanks or engine, at or after the halfway mark on the journey to the Mun to begin your mission. For realism, find a way to eject your CSM fuel or burn it off on the way to the Mun.
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 +
===KSC, We Have a Problem===
 +
*Halfway there disable your Service Module using one of the following scenarios:
 +
#Disable your Command Service Module engines
 +
#Eject part of CSM.
 +
#Eject entire CSM
 +
#For realism, find a way to eject your CSM fuel or burn it off on the way to the Mun.
 +
*Bring the boys home on a free return trajectory.
 
#You must return all three Kerbonaughts to Kerbin safely via a free return trajectory.
 
#You must return all three Kerbonaughts to Kerbin safely via a free return trajectory.
 
#You must only use your Mun lander's engines to accomplish the task.
 
#You must only use your Mun lander's engines to accomplish the task.
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===Operation: Saving Komrade Kerman===
 
===Operation: Saving Komrade Kerman===
*Launch a Kerbal on an encounter with the Mun, yet miss and resuce the poor guys before he encounters the Mun again.
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Rescue a failed manned Mun launch.
#Must return all Kerbals thus far lost and still alive back to Kerbin, unless they are on a Kerbin escape trajectory (if they are on a Kerbol escape trajectory, well, um... end the poor guy's mission ok?). You will rescue any Kerbals stranded outside of Kerbin's SOI in a future mission.
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#Miss Mun during the transfer burn and go into an elliptical orbit with apoapsis >11 Mm, i.e. crossing Mun's orbit.
#Your rescue ship must be capable of robotic control in case you strand your rescue team too.
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#Launch an unmanned rescue ship to rendezvous and retrieve the crew.
*If you don't have a Kerbal stranded from a previous failed mission, and you want a challenge, then you may optionally strand a Kerbal in an orbit around Kerbin with an apoapsis over 11 million km. Else you may skip to the next mission below.
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#Retrieve the crew before the next Mun encounter.
#You must rescue your stranded Kerbal within 1 Kerbin month, else you must end its mission while on his EVA (but leave any remaining spacecraft intact as a memorial to the fallen hero).
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#Safely return all living Kerbals.
*If you have never rescued a stranded Kerbal before, and opted out of the above missions, then for any and all future missions were you strand a Kerbal, you must design and launch an immediate rescue mission, even if they are ejected out of the Kerbin SOI (but not on a Kerbol escape trajectory). You must make at least one attempt. If you strand the rescue team, you must only send remotely piloted rescue ships to rescue all stranded Kerbals after which you may send manned rescue missions.
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#If the rescue mission fails, end the crew's mission while on EVA (but leave any remaining spacecraft intact as a memorial to the fallen hero).
#Any and all future rescue spacecraft must be able to be piloted remotely.
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*Any Kerbals stranded outside of Kerbin's SOI in future missions must be rescued if possible. Make at least one attempt.
#One attempt required for any mission that strands one or more Kerbals.
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*All future rescue spacecraft must be able to be piloted remotely. You don't want to strand any more Kerbals.
:(Note: It is up to you decide what constitutes a successful rescue for those Kerbals outside of Kerbin's SOI: either a return to Kerbin, or sending up supplies for the stranded Kerbals to build a station or a base from which they will await a more advanced opportunity to return to Kerbin.)
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*It is up to you decide what constitutes a successful rescue for those Kerbals outside of Kerbin's SOI: either return to Kerbin, or send up supplies for the stranded Kerbals to build a station or a base from which they will await a more advanced opportunity to return to Kerbin.
  
===Final Word===
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==Final Word==
With Kerbollo 13 safely back home, and the rescue of Pravda Kerman secured, the Kerbiets realized that space exploration was a mutual enterprise. The Kerbicans welcomed Kerbiet hospitality with the safe return of their Kerbonaughts and relations warmed. In a big step toward normalizing relations, space programs from both countries were merged to form the (new) Kerbal Space Program, a program to further the cause of space exploration by all Kerbalkind. It was decided that such space exploration must go on, and so it did, with the first unmanned lander on Minmus in what was to be the start of the [[Campaign: Kerbol System Exploration|Kerbol System Exploration]] program. Pravda Kerman would himself never return to space but was fated to go on to develop the crazy idea of designing robotic supply ships for the upcoming KIR space station.
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With Kerbollo 13 safely back home, and the rescue of Pravda Kerman secured, the Kerbiets realized that space exploration was a mutual enterprise. The Kerbicans welcomed Kerbiet hospitality with the safe return of their Kerbonauts and relations warmed. In a big step toward normalizing relations, space programs from both countries were merged to form the (new) Kerbal Space Program, a program to further the cause of space exploration by all Kerbalkind. And it was to begin by doing some [[Campaign: Final Business|Final Business]] with Kerbin's moons. Pravda Kerman would himself never return to space but was fated to go on to develop the crazy idea of designing robotic supply ships for the upcoming KIR space station.
[[Category:Campaigns]]
 

Latest revision as of 03:35, 19 July 2018

Mun Race Campaigns Final Business

Introduction

The Mun Race was over. Neil and Buzz Kerman's exploits on the Mun were now recent history. Kerbollo 12 landed near Kerveyor 3 and fixed it, and things were becoming routine at the Kerbal Space Center. A feeling of "business as usual" began to creep in, and shortcuts were made to save money. The Kerbican government had decided to scale back the planned Munar expeditions and Gene Kerman had finally returned to the KSC to serve as flight director for the remaining missions to the Mun, and now Minmus. He was glad he could get what missions he could from the government, and settled down to a nice mug of hot Kamomile tea to read over the latest news going on in Kerbiet territory. It was a relaxing time. Kerbollo 13 was on its way to the Mun. It was so much routine, that even the news networks weren't carrying the broadcasts being made by James, Jack, and Haze Kerman. Well, all except KBS.

This campaign presents a mission manifest for allowing you to practice your newly acquired skill under pressure, and will help prepare for the inevitable disaster that will strike future, more advanced missions.

Specifications

  • Length: 5 hours
  • Difficulty: 6/10 (Proficient)
  • Skills needed:
  1. Intermediate(+) navigation via maneuver node
  2. Advanced orbiting
  3. Intermediate understanding of launch windows
  4. Advanced understanding of intercepts/rendezvous
  • For version: Every version (tested on 0.20.2)

Note: for maximal realism, TAC life support is recommended. We trust you to make the appropriate changes to the missions below, and death of any Kerbals along the way will not be my responsibility.

Missions

All Systems Go

  • Launch a three man spacecraft with Mun lander on a trajectory to the Mun
  1. Use the Katurn V and the CSM and LM designed in the Mun race.

KSC, We Have a Problem

  • Halfway there disable your Service Module using one of the following scenarios:
  1. Disable your Command Service Module engines
  2. Eject part of CSM.
  3. Eject entire CSM
  4. For realism, find a way to eject your CSM fuel or burn it off on the way to the Mun.
  • Bring the boys home on a free return trajectory.
  1. You must return all three Kerbonaughts to Kerbin safely via a free return trajectory.
  2. You must only use your Mun lander's engines to accomplish the task.
  3. You must land on or near a landmass other than where the KSC is. (The Kerbiets want to help.)
(Tip: Radial maneuver nodes are your friend.)

Operation: Saving Komrade Kerman

Rescue a failed manned Mun launch.

  1. Miss Mun during the transfer burn and go into an elliptical orbit with apoapsis >11 Mm, i.e. crossing Mun's orbit.
  2. Launch an unmanned rescue ship to rendezvous and retrieve the crew.
  3. Retrieve the crew before the next Mun encounter.
  4. Safely return all living Kerbals.
  5. If the rescue mission fails, end the crew's mission while on EVA (but leave any remaining spacecraft intact as a memorial to the fallen hero).
  • Any Kerbals stranded outside of Kerbin's SOI in future missions must be rescued if possible. Make at least one attempt.
  • All future rescue spacecraft must be able to be piloted remotely. You don't want to strand any more Kerbals.
  • It is up to you decide what constitutes a successful rescue for those Kerbals outside of Kerbin's SOI: either return to Kerbin, or send up supplies for the stranded Kerbals to build a station or a base from which they will await a more advanced opportunity to return to Kerbin.

Final Word

With Kerbollo 13 safely back home, and the rescue of Pravda Kerman secured, the Kerbiets realized that space exploration was a mutual enterprise. The Kerbicans welcomed Kerbiet hospitality with the safe return of their Kerbonauts and relations warmed. In a big step toward normalizing relations, space programs from both countries were merged to form the (new) Kerbal Space Program, a program to further the cause of space exploration by all Kerbalkind. And it was to begin by doing some Final Business with Kerbin's moons. Pravda Kerman would himself never return to space but was fated to go on to develop the crazy idea of designing robotic supply ships for the upcoming KIR space station.