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==
The [[Campaign: Mun Race | 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 Kerbin had finally returned to the KSC to serve as flight director for Kerbollo 13. He was glad he could get what missions he could from the governement, and settled down to a nice mug of hot Kerbin 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.
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The [[Campaign: Mun Race|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.
  
After this mission, you will much more prepared for future catastrophes when they occur. Notice I said ''when''.
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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===
 
===Specifications===
*'''Length:''' 20 hours
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*'''Length:''' 5 hours
*'''Difficulty:''' Harder than reading a fuel gauge, but doable nonetheless.
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*'''Difficulty:''' 6/10 (Proficient)
*'''Skills needed:''' Navball navigation, [http://forum.kerbalspaceprogram.com/showthread.php/15652-Orbital-Mechanics-101-A-Kerbal-Space-Program-Tutorial Orbital Mechanics 101], Rendezvous, daft piloting skills, and how to read a fuel indicator.
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*'''Skills needed:'''  
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#Intermediate(+) navigation via [[maneuver node]]
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#Advanced [[orbit|orbiting]]
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#Intermediate understanding of [[w:launch window|launch windows]]
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#Advanced understanding of [[Tutorial: Orbital Docking with the Kergena Target Vehicle|intercepts/rendezvous]]
 
*'''For version:''' Every version (tested on 0.20.2)
 
*'''For version:''' Every version (tested on 0.20.2)
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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.
  
===Minmus Polar Orbiter===
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==Missions==
Kerbins have always wondered about their smaller moon, Minmus. Is it really made of lime sorbet? In preparation to land the first probe and eventually the first Kerbal on the captured asteroid, KSP Mission planners decide to send a mapping satellite around the icy moon.
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===All Systems Go===
*Launch a mapping probe into polar orbit of Minmus.
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*Launch a three man spacecraft with Mun lander on a trajectory to the Mun
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#Use the Katurn V and the CSM and LM designed in the Mun race.
  
===Kerbollo 13===
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===KSC, We Have a Problem===
They went up, but no one knew if they would ever come back down.
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*Halfway there disable your Service Module using one of the following scenarios:
*Launch a three man spacecraft with Mun lander on a trajectory to the Mun, but burn off enough fuel to make a direct return impossible. Then bring the boys home on a free return trajectory.
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#Disable your Command Service Module engines
#You must return all three Kerbonought to Kerbin safely via a free return trajectory.
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#Eject part of CSM.
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#Eject entire CSM
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#For realism, find a way to eject your CSM fuel or burn it off on the way to the Mun.
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*Bring the boys home on a free return trajectory.
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#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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#You must land on or near a landmass other than where the KSC is. (The Kerbiets want to help.)
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:(Tip: Radial maneuver nodes are your friend.)
  
===Rescue Mission===
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===Operation: Saving Komrade Kerman===
On a routine flight to the Mun, Jebediah Kerman's ship missed the Mun. Entirely. Now he's orbiting Kerbin, but on the same plane as the Mun, where there is real danger that if you don't rescue him this month, the next pass around the Mun might eject him out into an orbit around the sun, Kerbol.
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Rescue a failed manned Mun launch.
*If you don't already have a Kerbal to rescue in your previous mission, then strand a Kerbal in an orbit around Kerbin with a apoapsis over 11 million Km.
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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.
*Send a rescue vessel, manned or unmanned, to pick him up, and do all of this within a Kerbin month.
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#Launch an unmanned rescue ship to rendezvous and retrieve the crew.
#Must return all Kerbals involved back to Kerbin.
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#Retrieve the crew before the next Mun encounter.
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#Safely return all living Kerbals.
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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).
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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.
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*All future rescue spacecraft must be able to be piloted remotely. You don't want to strand any more Kerbals.
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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.
  
===Escape Pod===
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==Final Word==
*Build and test an escape pod which will be used to escape from your future 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.
#Pod must be able to return a Kerbal safely to Kerbin from an orbit of 150km.
 
 
 
===Final Word===
 
DRAFT: They returned. Before a station was put up, it was determined to first launch the [[Campaign: Kerbol System Exploration | Kerbol System Exploration]] campaign.
 
[[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.