Campaign: Kerbollo 13

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Mun Race Campaigns Kerbol System Exploration

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 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.

After this mission, you will much more prepared for future catastrophes when they occur. Notice I said when.

Specifications

  • Length: 20 hours
  • Difficulty: Harder than reading a fuel gauge, but doable nonetheless.
  • Skills needed: Navball navigation, Orbital Mechanics 101, Rendezvous, daft piloting skills, and how to read a fuel indicator.
  • For version: Every version (tested on 0.20.2)

Kerbollo 13

They went up, but no one knew if they would ever come back down.

  • Launch a three man spacecraft to the Mun, but burn off enough fuel to make a direct return impossible. Then bring the boys home on a free return trajectory.
  1. You must return all three Kerbonought to Kerbin safely via a free return trajectory.

Rescue Mission

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.

  • 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.
  • Send a rescue vessel, manned or unmanned, to pick him up, and do all of this within a Kerbin month.
  1. Must return all Kerbals involved back to Kerbin.

Escape Pod

  • Build and test an escape pod which will be used to escape from your future space station.
  1. 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 Kerbol System Exploration campaign.