Difference between revisions of "Campaign: Probes and Rovers"

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(Tip: Make sure to shutdown a battery pack or bring a sun tracking solar panel to have enough electricity to control your spacecraft when you need it.
 
(Tip: Make sure to shutdown a battery pack or bring a sun tracking solar panel to have enough electricity to control your spacecraft when you need it.
  
===Muna 3: Munar Obiter===
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===Muna 3: Mun Flyby===
 
Once again Kerbiet geniuses send a probe to capture the first ever glimpse of the Mun's far side.
 
Once again Kerbiet geniuses send a probe to capture the first ever glimpse of the Mun's far side.
*Send a probe to orbit and map the Mun's far side.
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*Send a probe to take pictures of the Mun's far side.
#Probe must orbit Mun, or else flyby the backside in an orbital trajectory back to Kerbin.
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#Probe must flyby the backside of the Mun, or else orbit the Mun.
  
 
===Muna 9: Munar Lander===
 
===Muna 9: Munar Lander===

Revision as of 16:49, 18 June 2013

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Introduction

The tough issues of rendezvous were finally all worked out in the Kerbinai Program. Gene Kerbin wanted to ramp up the Kerbal Space Program to the next level. Time to send probes and rovers to the Mun! Unfortunately, the Kerbiets would make the first impact. Literally.

Specifications

  • Length: 20 hours
  • Difficulty: Easy if you've already done your first orbital rendezvous
  • Skills needed: Navball navigation, Orbital Mechanics 101, Rendezvous, and some daft piloting skills
  • For version: Every version (tested on 0.20.2)

Muna 2: Impact Probe

The Kerbiets send a probe to the Mun while the KSC is busy with the Kerbinai Program, much to the frustration of some loyal Kerbicans who thought of the idea first.

  • Send a probe to impact the Mun.
  1. Must impact something from Kerbin on the Mun. Doesn't matter what as long as it isn't a Kerbal. The Kerbiets don't care.
  2. If you fail to impact, you can still complete the mission if you can eject your probe out of Kerbin SOI and orbit the sun. If you do, rename it Muna 1 and congratulate yourself on your first heliocentric spacecraft.
  3. All probes after this mission must be self sustaining.

(Tip: Make sure to shutdown a battery pack or bring a sun tracking solar panel to have enough electricity to control your spacecraft when you need it.

Muna 3: Mun Flyby

Once again Kerbiet geniuses send a probe to capture the first ever glimpse of the Mun's far side.

  • Send a probe to take pictures of the Mun's far side.
  1. Probe must flyby the backside of the Mun, or else orbit the Mun.

Muna 9: Munar Lander

The Kerbiets score a grand slam with their third successful mission to the Mun: the first pictures from the munar surface.

  • Land a self sustaining probe on the Mun.
  1. Probe must land on the Kerbin-facing side of the Mun.
  2. Probe must land without losing any parts except as intended.

Kervayor 3

Gene Kerbin wants a lander on the Mun, now. Near the big crater if you can manage it.

  • Land a probe in or near the big crater on the Mun.
  • Probe must contain at least one retractable solar panel.

(This probe will be visited by a future Kerbollo mission.)

Muna 16: Munar Sample Return

  • Return samples of the munar regolith to Kerbin for study.

Munokhod 1: Munar Rover

  • Land a self sustaining rover on the Mun.

Final Word

After the Kerbiets returned the first munar samples, Gene Kerbin and his intrepid team of space explorers at the Kerbal Space Center raced to get a Kerbal to orbit the far side of the Mun at what many were calling the last lap of the Mun Race.