Difference between revisions of "Campaign: Age of Expansion"

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(Missions)
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*'''For Version:''' Every Version
 
*'''For Version:''' Every Version
 
==Missions==
 
==Missions==
===Duna Global Surveyor===
+
NOTE: These can be completed either on the Mun or Minimus. Or both for an extra challenge.
*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===
+
===Mun Communication System===
*Launch a small satellite which will image various sections of Duna, with the first Duna lander attached
+
*Launch 3 state-of-the-art satellites in semi-synchronous equitorial orbit around Mun (1797 km)
#Satellite must have at least one [[Communotron 16]] antenna
+
#Satellites must have 2 Gigantor XL Solar Arrays
#Satellite and lander each have to have at least one solar panel
+
#They must have a Double-C Seismic Accelerometer and Advanced SAS
#Satellite must circularize at 100,000 m
+
#They must have a Communotron 88-88 and a Comms DTS-M1
#Satellite must separate from lander, then increase orbit to circularize at 300,000 m, with no more than a ten degree orbital inclination
+
#They must store at least 500 electric charge
#Lander must land near the equator without losing any parts except as intended
+
#They must be reasonably equidistant and equitorial
 +
#They must circularize within 5 km (between periapsis and apoapsis)
 +
#They must be unmanned
  
===Ike 2===
+
===Munar Base Communication Towers===
*Send a small satellite to orbit Duna's moon, [[Ike]]
+
*Land 2 communication towers marking your intended locations for your munar base colony and space port.
#Satellite must contain at least three scientific instruments
+
#The towers should be between 200m and 5km of each other
#Satellite must orbit Duna at a circularized orbit of 600,000 m and complete three orbits
+
#They must be at least the height of 2 Modular Girder Segment XLs
#Satellite must then enter Ike's sphere of influence and orbit at a circularized altitude of 300,000 m
+
#They must have a Comms DTS-M1 (for satellites) and a Communotron 16
#Satellite must decrease its orbit until it is circularized at 50,000 m, with an orbital inclination of at least 45 degrees
+
#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
  
===Viking 1===
+
===Space Port===
*Launch a large satellite with smaller lander
+
*Establish a port for landing munar base modules and for shipping supplies in the future.
#Satellite must have at least four scientific instruments
+
#All crafts must end up within 200m of a communication tower
#Lander must be powered by a [[PB-NUK Radioisotope Thermoelectric Generator]]
+
#Land empty living module(s) for at least 3 Kerbals
#Satellite must have a circularized polar orbit of 100,000 m with no more than a 10 degree and 5,000 m difference
+
#Land a full orange jumbo fuel tank or larger for refueling
#Lander must successfully land at one of the two ice caps
+
#Land a refueling station for RCS and electric charge
 +
#Land a refueling vehicle storing at least 180 liquid fuel and 220 oxidizer
 +
#Land a refueling vehicle storing at least 200 mono propellant
 +
#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
  
===Duna Sample Return Mission===
+
===Base Colony===
*First returned samples from Duna's surface collected by a large lander
+
*Provide living quarters for your Kerbals to live at your new Munar Base.
#Lander must have at least two solar panels
+
#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.
#Lander must land in one of the darker, low regions of Duna
+
#All crafts must end up within 200m of your second communication tower at at least 50m from Space Port crafts
#Lander must touch Duna's surface with a retractable appendage
+
#Land empty living module(s) for at least 10 Kerbals
#Lander must successfully return to Kerbin
+
#Land a module containing a Mobile Processing Lab and at least 1000 units of electric charge and solar panels
 +
#Land a Mun rover seating at least 2 Kerbals
 +
#Land an empty landing module for exploration of the area, seating at least 2 Kerbals
 +
#Landing module should have 180-1440 liquid fuel and 220-1760 oxidizer
 +
#Landing module should allow for refueling and have adequate power generation
 +
#Landing module should have at least 1 relevant science part for the Munar surface
 +
#All modules should have a Communotron 16 and 300 units of electric charge
  
===Ike 3===
+
===Mun Base Colonization===
*Small satellite with first Ike lander
+
*Your base is now ready for your first inhabitants
#Satellite and lander must be powered by generators
+
#Land crafts containing your Kerbal inhabitants at your Space Port (can be done in stages)
#Satellite must release lander at an orbit of 50,000 above Ike
+
#Transport your Kerbals to the Colony
#After releasing the lander, the satellite must circularize at an orbit of 100,000 m with no more than a 15 degree orbital inclination
+
#Use each of your crafts and test each docking system
#Lander must land on the Duna facing side of Ike
+
#Docking systems should be at least 50% successful
 +
#Living modules should in total be at between 50% and 95% occupied at the end (for guests and Kerbal families)
 +
#Suggested: most resident Kerbals should have below 1/3 intelligence (standard inhabitants, not just KSP rocket scientists)
  
===Kuriosity===
+
===Munar Base Inspection Crew===
*The first rover on Duna's surface
+
*3 Kerbals have been assigned to inspect the living conditions of your Munar base.
#Rover must be relatively small with a somewhat slow speed
+
#The 3 Kerbals should be transported from the surface of Kerbin to the Colony and back with no major crashes
#Rover must be powered by a generator
+
#They should take a surface sample and process it in the lab
#Rover must have at least two scientific experiments
 
#Rover must have at least two retractable appendages
 
#Rover must land in or near Duna's equatorial region
 
#Rover must travel for at least seven minutes real time
 
#Rover must end up near something interesting
 
  
===Korion 1===
+
===Looking Beyond===
*Design a large ship capable of carrying three Kerbals to Duna and returning them safely to Kerbin
+
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"]]...
#Ship must have a lander capable of undocking, carrying two Kerbals down to Duna, and returning them safely to the main ship
 
#Ship and lander must each have a generator and at least two solar panels
 
#Ship must have at least two scientific experiments, the lander three
 
#Korion 1 must be unmanned
 
#Ship must attain a circularized orbit of 300,000 m with no more than a 10 degree orbital inclination
 
#Ship must increase its orbit to circularize at 1,000,000
 
#Ship must reach a circularized orbit of 100,000 m above the [[Mun]] with at least a ten degree orbital inclination
 
#Lander must undock from ship and land near the Mun's equator on the Kerbin facing side without losing any parts except as intended
 
#Lander must successfully rendezvous and dock with Korion 1
 
#Ship must deorbit and land undamaged near the KSC on Kerbin
 
(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===
 
*Unmanned launch to Duna and return
 
#Korion 2 must reach a circularized  equatorial orbit of 500,000 m above Kerbin
 
#Ship must increase its orbit and break free of Kerbin's SOI
 
#Ship must reach Duna's SOI
 
#Ship must reach a circularized orbit of 300,000 m with no more than a 45 degree orbital inclination
 
#Lander must undock and decrease its orbit to 150,000 m
 
#Lander must successfully dock with Korion 2
 
#Korion 2 must return to Kerbin and land undamaged near the KSC
 
 
 
===Korion 3===
 
*First manned Duna landing
 
#Korion 3 must be manned by three Kerbals
 
#Ship must reach a circularized orbit of 300,000 m above Kerbin
 
#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===
 
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]].
 
 
[[Category:Campaigns]]
 
[[Category:Campaigns]]

Revision as of 10:24, 3 January 2015

Danger In the Neighborhood Campaigns Duna or Bust

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.

Specifications

  • Length: ???
  • Difficulty: ???
  • Skills Needed:
  1. Basic and Advanced Orbiting
  2. Basemaking
  3. Satellite Construction

W.I.P 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

Missions

NOTE: These can be completed either on the Mun or Minimus. Or both for an extra challenge.

Mun 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. All modules should have a Communotron 16 and 300 units of electric charge

Mun Base 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"]...