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 the remaining missions to the Mun, and now Minmus. 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 be 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)

Minmus Polar Orbiter

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.

  • Launch a mapping probe into a near polar orbit of Minmus.

Kerbollo 13

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

  • 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.
  1. You must return all three Kerbonoughts 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 near a landmass other than where the KSC is. (The Kerbiets want to help.)

Stranded Kerbal Rescue Missions

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 have a Kerbal stranded from previous failed mission, then you must launch a rescue mission. At least one attempt required.
  • If you don't have a Kerbal stranded from a previous failed mission, then you may optionally strand a Kerbal in an orbit around Kerbin with a apoapsis over 11 million km.
  • Send a rescue vessel, manned or unmanned, to pick up your stranded Kerbals.
  1. Must return all Kerbals involved back to Kerbin.

Final Word

With Kerbollo 13 safely back home, the Kerbiets realized that space exploration was a mutual enterprise. Also, the Kerbicans warmed up to Kerbiet hospitality with the safe return of their Kerbonaughts. In a big step toward normalizing relations, space programs from both countries were merged to form the Kerbal Space Program, a program to further the cause of space exploration by all Kerbalkind. It was decided that such space exploration must go on, and so it did, with the first unmanned lander on Minmus in what was to be the start of the Kerbol System Exploration program.