Difference between revisions of "Campaign: Kerbinai Program"

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{{Episode|Beyond Kerbin|The Mun Race|Campaigns|prefix=Campaign:%20}}
{{Episode|Beyond Kerbin|Mun Race|Campaigns|prefix=Campaign:%20}}
== Introduction ==
== Introduction ==

Revision as of 07:51, 29 January 2016

Beyond Kerbin Campaigns Mun Race


Over Kerbin, Kerbal-made stars could be seen gleaming from their orbits upon a treeless, empty world. It didn't matter, because no one on Kerbin had ever seen a tree, so they weren't missed. GeoSat proved the point that there was absolutely no vegetation at all on the planet, except the microscopic green stuff (scientist are currently trying to track down the elusive compound) that made the surface that shade of green. It was also discovered, contrary to popular belief, that there was actually no buildings (except for the insular airfield and the Kerbiet's KSC 2) beyond the Kerbican Kontinent. As the KSC was one of the only buildings in all of Kerbica, the scientists found no lack of volunteers.

The Kerbican president (President? I've never seen his face. Is he real? I sometimes feel I'm part of a game) announced that he wanted to see a Kerbal on the Mun by the end of the decade. The Kerbal Space Program set its sights on an eventual Mun landing and return, although most scientists doubted the success of such. To get there, much needed to be learned. Volunteers were called up, but most Kerbals were not that eager to volunteer, even with the free snacks. Jebediah Kerman, a daredevil from Kernicopia, was the first and only volunteer...for a while. Though after showing off his new spacesuit with a jetpack included, his very intrigued brothers Bill and Bob would soon join him, and it became apparent to KSP scientists that Jebediah's whole family had what it takes to get into space; a penchant for a good bribe and a lack of education.

This campaign presents a mission manifest to have you flex your space muscle with more advanced orbital maneuvers involving manned space-craft, and to get you ready for the Mun before the week is out.

(Video tutorials on docking, rendezvous, etc, etc: Orbital Mechanics 101)


  • Length: 5-8 hours
  • Difficulty: 6/10 (Proficient)
  • Skills needed:
  1. Advanced navball familiarity
  2. Intermediate navigation via maneuver node
  3. Advanced orbiting
  4. Intermediate understanding of launch windows
  5. Intermediate understanding of rendezvous
  6. Basic docking
  7. EVA navigation
  • For version: Every version (tested on 0.20.2)

Recommended Mods

  • Frizzank Aeronautics and Space Administration (FASA) - We previously discussed this mod in Space Race, and it bears reminding that this mod includes Gemini parts, including the whole spacecraft and the Titan II rocket. It even includes things that were proposed for Gemini but never left the drawing board, such as various configurations of Gemini lunar spacecraft (including a lander), a rescue version of the Gemini, the Manned Orbital Laboratory (with the Titan III, this will come in handy later), and a configuration placing the Gemini atop a Saturn 1b.
  • Historical Rockets, Probes, and Mods series - Also discussed in Space Race, this series of mods has parts you'll find useful:
    • Salyut Stations-Soyuz Ferries: This mod includes the Voskhod spacecraft.
    • Soviet Rockets: This mod, as previously mentioned, includes the R-7 rocket.


Launch Escape System

  • Create a Launch Escape system if disaster strikes.
  1. Craft must contain: 1 nose cone with several sepratrons, 1 sepratron at top to evade the launch vehicle
  2. Escape system must be able to pull command module away from a rocket in flight under its own power, then detach from pod allowing it to descend with a parachute system
  3. Command module must be able to land safely from any launch altitude up to 70 km
  4. Escape system must be triggered by the Abort action group (default: Backspace key)
  5. Test the system by itself (unmanned)
  6. Test the system at higher altitude using a launch stage (manned or unmanned)
(Escape systems for manned missions are not required though until Gene takes over the KSC after The Kerbinai Program.)
(Version 0.24 added a part specifically for this, though custom systems can work 'better'.)
(Tip: Set your abort group to shut down all liquid fueled engines to help with escape launch.)
(Tip: Use translation and rotation tools to center objects on the nosecone, or even store a parachute underneath it.

Koskhod 2: Alexey Kerbinov, First Spacewalker

  • Perform an EVA in orbit, and return the Kerbal unharmed
  1. Reach Low Kerbin Orbit (LKO)
  2. Have your Kerbal exit the command pod, let go and get back inside (no jet flight)
  3. Land in water

Kerbinai 4: Ed Kerman, First Jet Assisted EVA

  • This Kerbican used the first jetpack in space...and returned successfully to his spacecraft.
  1. Reach LKO
  2. Have your Kerbal leave your comfy spacecraft and float around the spacecraft
  3. Complete one circuit around the craft
  4. EVA must take place entirely on the day side of Kerbin, else you must let your Kerbal drift in space until daylight comes back and he can "see" the ship and try to make it back.
(If you lose your Kerbal because you have run out of jetpack fuel... well... um... your first orbital intercept will be to rescue him using a remotely controlled intercept vehicle)
  1. Before carrying out Kerbinai 4, it may be best to do the first three Kerbinai missions before you tackle this mission, just to make sure any two-man spacecraft you built is working. If using the FASA mod, do it for the sake of completion, but remember these parameters for both construction methods:
  • Kerbinai 1 is an unmanned orbital test that was never meant for recovery
  • Kerbinai 2 is an unmanned suborbital flight to test the heat shield
  • Kerbinai 3 is the first manned flight of the program; use this mission to practice changing the shape of your orbits

ComSat IV

  • Replace a defunct satellite and designate it as Debris.
  1. Satellite must contain: more solar power, more energy storage, RCS system and a probe body
  2. Launch a new ComSat to replace ComSat I.
  3. Time your launch (or adjust orbit) to reach space within 500m of ComSat I.
  4. Reduce relative velocity. Your orbit should be Kerbostationary above KSC.
  5. Propel ComSat I into graveyard orbit, circular orbit at least 20km above Kerbostationary Orbit (scaled from real-life graveyard orbits).
  6. Designate ComSat I as Debris (so it no longer shows up on your map, or you can choose to end its mission to save cpu resources)
(This mission is a good one to practice your first orbital intercept, assuming your old satellite is where you want your new one to be)

Kerbinai: 6 & 7: Orbital Rendezvous

  • Intercept and Rendezvous a manned ship to within 100m of another manned ship
  1. Both ships must be identical and carry a single Kerbal, for a total of 2 Kerbals at the rendezvous.
  2. Crafts must contain: RCS system, no docking port, SAS module (new technology, since previous missions may have been "a wee bit wobbly")
  3. Launch both crafts into LKO and rendezvous
  4. Take a screenshot from inside the cockpit of one ship through the window looking at the other ship, when both ships are less than 100m apart.
(Building orbital intercept vehicles will require a more powerful launch vehicle. Consider your trial by error development as Kerbinai 5 (if you seek completion, do Kerbinai 5 anyway as an endurance test; for that mission, just leave a Kerbinai spacecraft in orbit for about eight days and launch some satellites; your crew will have spent "eight days in a garbage can" by the time they land). Experiment first before committing Kerbonaughts to an official Kerbinai mission)
(KSC scientists don't think it's possible on the first try, so that's why both ships don't have docking ports. Prove them wrong with a screenshot. Of course, the actual Gemini 6 and 7A never docked, either.)

Kerbinai 8: Neil and the Kerbina Target Vehicle

  • Launch an unmanned Target Vehicle with docking point into orbit.
  1. Satellite must contain: 1 small fuel tank, 1 docking port, battery power, 1 antenna
  2. Launch satellite into orbit
  • Launch a manned vehicle to refuel from the target vehicle.
  1. Intercept and rendezvous with the waiting unmanned vehicle
  2. Dock with the unmanned vehicle
  3. Transfer fuel from the Kerbina Target Vehicle to your ship, make sure there is enough for the manned vehicle to deorbit and the unmanned vehicle to reach a graveyard orbit (10-20km away from other satellites, come up with a standard for future LKO satellites)
    • If you're feeling daring, don't transfer fuel, but rather, send the entire ship into an uncontrolled spin and simulate the actual Gemini VIII abort.
  1. After you're done, you are welcome to deorbit the Target Vehicle, send it to graveyard orbit, or use it for the Kylab mission. Then, rinse and repeat Kerbinai 8 by doing Kerbinais 9-12, and continue honing your rendevouz and docking skills with these missions.

2 Kerbals, 2 Ships, and a Party

  • Transfer a Kerbal between docked ships for the first party in space.
  1. Launch 2 manned ships with docking ports
  2. One ship should have space for 2 or more Kerbals with one empty seat, the other one with a Mk1 Command Pod
  3. Rendezvous in LKO
  4. Dock the ships together
  5. Transfer a Kerbal through the docking port and have a party for one orbit
  6. Transfer a Kerbal back via EVA
  7. Transfer fuel so both ships have equal amounts for the return
  8. Undock and return both ships safely.
(Tip: Switch between EVAs by using the bracket keys)
(Don't forget to bring four bottles of Fizzy Kerbin Ocean Water with straw caps to celebrate!)
  • NOTE: If you seek to do a campaign that follows real-life, now would be a good time to deviate from history a bit. This mission profile was never flown during Project Gemini, so in your campaign, this mission can be considered Kerbinais 13 and 14. With the FASA mod, you could delve further into an alternate history and use Gemini spacecraft for moon missions!

Muna 9: Munar Lander

The Kerbeits need to study the Mun's surface (and see if it's actually made of cheese) before a manned landing.

  • 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.

Muna 10: Munar Orbiter

  • Send a probe to orbit the Mun.
  1. Probe's orbit must be inclined at least 10 degrees.
  2. Probe must orbit at a circularized altitude of 80 km.

Kervayor 3

The Kerbicans also need information for their planned manned missions, the Kerbollo Program.

  • Land a probe in or near the big crater on the Mun, preferably near the north rim.
  1. Probe must contain at least one retractable solar panel.
  2. After landing, pretend there is a glitch that retracts the solar panel, and retract it, letting it run out of electricity.

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

Finishing word

After the completion of the Kerbinai Program, Robert Kerbin retired to much fanfare, and settled down to write books about the early pioneers of Kerbal Spaceflight who he helped put into space. A new director, Gene Kerbin, arrived to take his place at the Kerbal Space Center.

After the Kerman family reunion which took place in orbit during the program, Gene ordered the Kerbonaught Corps. to take a well deserved vacation while the space program ramped up its final preparations for a Mun shot. While on vacation, Jebediah took the initiative in his home town of Kernicopia to fund a new start up company: Jebediah Kerman's Junkyard and Spaceship Parts Co. - cobbled together from a number of junkyard parts he had laying around from his daredevil days. Being an insider, her figured he'd be able to score a number of kontracts with the Kerbal Space Program after the Kerbollo missions.

Meanwhile, Gene Kerbman and his intrepid team of space explorers at the Kerbal Space Center furiously scrambled to start the Kerbollo Program and save face by getting the first Kerbal to orbit the far side of the Mun in what many were calling the last lap of the Mun Race.