Campaign: Kerbals in Space

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Kerbol System Exploration Campaigns Shuttle Program

Introduction

Scientists of the Kerbal Space Program wielded their public influence to push their respective governments into action on a number of goals, the first of which required the first semi-permanent establishments of Kerbals in space. The first space stations were designed, built, and launched into Kerbin orbit to be used for scientific experimentation. Despite a unified space program, and for political reasons, the Kerbicans and Kerbiets launched separate space stations at first, Kaylut and Kylab respectively. As more trust was built between participating nations, a new shared station, called KIR was developed, and later a module added so shuttles from the new Shuttle Program could dock with ease.

By the end of the week, you will have mastered (somewhat) the art of building things in space.

Specifications

  • Length: 5-10 hours (depending on docking proficiency)
  • Difficulty: 6/10 (Proficient)
  • Skills needed:
  1. Intermediate navigation via maneuver node
  2. Advanced orbiting
  3. Intermediate understanding of launch windows
  4. Intermediate understanding of intercepts/rendezvous
  5. Intermediate docking
  6. Ability to complete Kerbinai Program
  7. Ability to complete Mun Race
  • For version: Every version (tested on 0.20.2)

Recommended Mods

Historical Rockets, Probes, and Stations series - The mod series is now seeing its full potential:

    • Salyut Stations-Soyuz Ferries - Isn't it obvious? This pack has the Salyut station (all seven!) and a variety of different Soyuz spacecraft.
    • Soviet Rockets - Includes the necessary launchers for Soyuz and Salyut
    • Skylab - Yup, sure is. This mod is fully compatible with FASA, and even comes with Skylab atop a Saturn V in launch configuration, ready to go.
  • Frizzank Aeronautics and Space Administration (FASA) - Breaking out this mod again, the Apollo parts will be needed to get crew to and from Kylab.

Missions

Kaylut

  • Launch a single habitation module station into orbit.
  1. Should be remotely controlled and unmanned
  2. Module must include a Hitchiker Storage tank, command module, small service bay and be electrically self-sustainable.
  3. Module should include SAS and RCS control
  4. Module should include 3 radial solar panels for realism.
  5. Insert into 120km circular orbit (non-equitorial for a challenge and realism, 52°).
  1. Launch a spaceship and dock with the new station.
  2. Leave at least 1 Kerbal on board.
  3. Return at least 1 Kerbal to Kerbin.
  • Launch a robotic ship to return your station Kerbal(s) back to Kerbin safely.
  1. Launch a remotely controlled ship to dock with the station.
  2. All Kerbals must leave the station with the new ship and land safely.
  • Deorbit your station lest the Kerbicans come up later and mess up your room while you're away.
  1. No Kerbals may be harmed in the making of this mission.

Kylab

Launch a dual module space station into orbit, with an attached large fuel tank, and dock a spaceship with it.

  • Launch and assemble a space station from two separate modules.
  1. Should be in a circular LKO (non-equitorial for a challenge and realism, 50°).
  2. Each module must be launched separately.
  3. Man your station if its not already manned.
  4. Leave at least 1 Kerbal on board.
  5. Return at least 1 Kerbal to Kerbin.
  • Launch a ship to return your station Kerbal(s) back to Kerbin safely.
  1. Ship can be manned or unmanned but must be capable of returning all station Kerbals to Kerbin.
  2. Ship must dock with the station.
  • Deorbit your station lest the Kerbiets come up later and mess up your room while you're away.
  1. No Kerbals may be harmed in the making of this mission.

KIR

The Kerbiets push for a permanent shared space station called the Kerbal International Restaurant. Snacks were in high demand by Kerbonauts and it was thought such a place of mutual snacking would help foster camaraderie among the new international Kerbonaught corps.
  • Launch and build a permanent space station in LKO.
  1. Station should have 3 or more modules docked after separate launches.
  2. Station must orbit Kerbin bteween 120km and 260km (non-equitorial for a challenge and realism, 52°).
  3. Must have room for 5 Kerbals at a time. (The station staffs only 3 at a time, allowing for 2 visitors fron visiting spacecraft.)
  4. One section must contain fuel tanks for visiting spacecraft.
  5. One section must contain living quarters.
  6. One section must be designated as the operations center containing antennas, solar panels, and science instruments.
  7. Station much contain at least two docking ports on opposite ends of the station.
  8. Station must contain a third docking port centrally located on the station, with a permanent escape spacecraft docked capable of transporting 3 Kerbals safely to Kerbin.
(Note: A station at 120km has a 50x timewarp available, at 160km the graphics for Kerbin downgrades helping to improve resolution and video processing, and at 240km the 100x timewarp is available.)
WARNING: The only Mir mod availabe right now was made for KSP 0.25, and is not compatible with KSP 1.0.5 (at time of writing; stranger things have happened, you know). Therefore, combine the Stockalike Station Parts and Station Science mods, with the US Soviet Solar Panels Pack from the Historical Rockets, Probes, and Stations series.

Final Word

If you build it, they will come... space tourists that is. Well, at least not for a long while. Space Shuttles were designed to take advantage of the new orbiting space stations being developed over Kerbin, and the Kerbal Shuttle Program began in earnest.