Difference between revisions of "Campaign: Mun Race"

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(*length, difficulty, skills req)
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==Introduction==
 
==Introduction==
Robotic [[Campaign: Probes and Rovers|probes and a rover]] were on the Mun. Most of them Kerbiet. The public wondered if the first flag planted on the Mun would be Kerbiet. The final lap of the Mun Race was on! With the first launch of Kerbollo Program, Gene Kerbin and rest of the Kerbicans at the Kerbal Space Center were making a statement to the world. They figured the Kerbiets were taking too much time playing it safe with the Mun with their robotic missions. They wanted instead to meet the President's demands to get a Kerbal to the Mun before the end of the decade, and the decade was already half over! Thus began the most incredible engineering endeavor the world had ever seen.
+
Robotic [[Campaign: Probes and Rovers|probes and a rover]] were on the Mun. Most of them Kerbiet. The public wondered if the first flag planted on the Mun would be Kerbiet. The final lap of the Mun Race was on! With the first launch of Kerbollo Program, Gene Kerbin and rest of the Kerbicans at the Kerbal Space Center were making a statement to the world. They figured the Kerbiets were taking too much time playing it safe with the Mun with their robotic missions. They wanted instead to meet the President's demands to get a Kerbal to the Mun before the end of the decade, and the decade was already half over! Thus began the most incredible engineering endeavor the world had ever seen, the Kerbollo Program.
  
Before the week is out, you'll be landing on the Mun roving around fixing busted robotic landers.
 
  
 +
This will present a mission manifest to allow you to plant a flag on the Mun before the week is out.
 
===Specifications===
 
===Specifications===
 
*'''Length:''' 10-20 hours
 
*'''Length:''' 10-20 hours
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===KS-101: Command Pod Escape Tower Ejection Test===
 
===KS-101: Command Pod Escape Tower Ejection Test===
A number of advances in design and engineering were made after the Kerbinai Program. KSP engineers have finally developed the [[Probodobodyne OKTO2]] remote command module, as well as the [[Mk1-2 Command Pod]].
+
*Design and test a new, updated escape tower for the [[Mk1-2 Command Pod]] using [[Probodobodyne OKTO2]] as your unmanned control unit. Alternatively, you can refurbish a Kerbinai Program LES.
*Design and test an escape tower for the [[Mk1-2 Command Pod]] using [[Probodobodyne OKTO2]] as your unmanned control unit.
 
 
**Alternatively, 0.23.5 adds a [[Launch Escape System]], allowing you to simplify the design process.
 
**Alternatively, 0.23.5 adds a [[Launch Escape System]], allowing you to simplify the design process.
#Vehicle must be unmanned and therefore contain [[Probodobodyne OKTO2]] with [[Mk1-2 Command Pod]] attached.
+
#Vehicle must be unmanned and therefore contain [[Probodobodyne OKTO2]] with [[Mk1-2 Command Pod]](now developed) attached.
 
#Escape tower must be able to eject itself from the Command Pod using a control group.
 
#Escape tower must be able to eject itself from the Command Pod using a control group.
 
#Escape tower must fire and lift off Command Pod from the ground high enough to deploy parachutes. Abort control group must be used to initiate the Pod liftoff.
 
#Escape tower must fire and lift off Command Pod from the ground high enough to deploy parachutes. Abort control group must be used to initiate the Pod liftoff.
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===KS-201: Command Service Module Flight 1 - Suborbital Reentry Test===
 
===KS-201: Command Service Module Flight 1 - Suborbital Reentry Test===
After successfully testing an escape system for the new Command Pod, KSC engineers got to work on designing a Command Service Module (CSM), an orbiter that will be used for the Kerbollo missions.
+
*Design a Command/Service Module using the [[Probodobodyne OKTO2]] control unit and [[Mk1-2 Command Pod]], and an accompanying rocket. Launch it into space on a suborbital trajectory, testing the Escape Tower ejection sequence once you've cleared the atmosphere.
*Design an unmanned [[Mk1-2 Command Pod]] orbiter using the [[Probodobodyne OKTO2]] control unit and launch it into space on a suborbital trajectory, testing the Escape Tower ejection sequence once you've cleared the atmosphere.
 
 
#CSM must be unmanned.
 
#CSM must be unmanned.
 +
3You must design a new launcher for the CSM's Mk 1-2 pod.
 
#CSM must reach 70 km.
 
#CSM must reach 70 km.
 
#CSM Escape Tower must eject from the orbiter when above 70 km.
 
#CSM Escape Tower must eject from the orbiter when above 70 km.
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===KS-203: Command Service Module Flight 2 - Orbital Maneuvers===
 
===KS-203: Command Service Module Flight 2 - Orbital Maneuvers===
KSC engineers finally develop the Advanced SAS to better control the more complex launch system. In addition, RCS has been added and now it's time to test its ability to function as a true orbiter.
+
*Launch a CSM into 100 km orbit with the updated launcher from the suborbital mission, then circularize. Then move up to a 200 km circular orbit. Feel free to start using Advanced SAS and the Reaction Control System (now developed) on your vehicles going forward.
*Launch a CSM into 100 km orbit, then circularize. Then move up to a 200 km circular orbit. Feel free to start using ASAS on your vehicles going forward.
 
 
#CSM must be unmanned.
 
#CSM must be unmanned.
 +
3You must include the launch Vehicle from the earlier launch, make sure it can go into orbit.
 
#CSM must reach a circularized LKO orbit of 100 km.
 
#CSM must reach a circularized LKO orbit of 100 km.
#CSM must test its RCS balance while in space.
+
#CSM must test its RCS balance while in space. (Move it around with RCS and see how it handles)
 
#CSM must change its altitude to a 200 km circularized orbit.
 
#CSM must change its altitude to a 200 km circularized orbit.
:(Tip: Test out RCS balance by entering Debug mode from the launchpad by hitting your modbutton+F12, for Windows, your modbutton is Alt. Once entered, select Hack Gravity to float your vehicle around the launchpad. Pretend you're as KSC engineer testing out your designs in a simulator. Hit modbutton+F12 again to get rid of the debug screen.)
+
:(Tip: IF you want to test out RCS balance in a test launch, do it by entering Debug mode from the launchpad by hitting your modbutton+F12, for Windows, your modbutton is Alt. Once entered, select Hack Gravity to float your vehicle around the launchpad. As wed on't want to cheat, pretend you're as KSC engineer testing out your designs in a simulator. Hit modbutton+F12 again to get rid of the debug screen.)
 +
 
 +
===Kerbollo 1: Disaster===
 +
*Rehearse the launch process with the CSM and three Kerbals, Have the engine prematurely decouple. Do whatever you like to the three Kerbals, as they need not be alive :D
 +
#CSM must be manned.
 +
#You must do a countdown process,(include the launcher), and activate the engines,fire it up, just like a real launch.
 +
#Include an action group for prematurely decoupling the link between the Mk 1-2 and the rest of the ship.
 +
#The Kerbals need not be alive.
  
 
===Kerbollo 4: Command Service Module Flight 3 - Heavy Launcher Test===
 
===Kerbollo 4: Command Service Module Flight 3 - Heavy Launcher Test===
Kerbollo 1 ended in a terrible disaster. During a routine test, a fire broke out at the launchpad killing all three Kerbonoughts, Keen, Krissom, and Kite Kerman. Several redesigns of the Command Pod were necessary to ensure such an accident doesn't occur again. Being safe, Gene Kerbin insisted that the next few flights be unmanned tests of the new spacecraft being developed before committing any more Kerbonaughts to spaceflight. Also, KSC engineers were eager to get their new heavy launcher tested as well, and didn't want Jebediah messing up their test results with a joyride.
+
*Launch an unmanned CSM, with the new Katurn V, to 2,000 km.
*Launch an unmanned CSM to 2,000 km.
 
 
#CSM must be unmanned.
 
#CSM must be unmanned.
 +
#You must design a Mun capable rocket (without lander) to launch this.
 
#CSM must reach a circularized MKO orbit of 2,000 km.
 
#CSM must reach a circularized MKO orbit of 2,000 km.
#CSM must deorbit leaving no debris.
+
#CSM must deorbit without damage.
  
 
===Kerbollo 5: Munar Lander and CSM Docking Test Flight===
 
===Kerbollo 5: Munar Lander and CSM Docking Test Flight===
With the development of the CSM nearing an end, it was time now for KSC engineers to focus designing and testing a Munar Lander, aka Lander for the Mun, aka LM. It was a name that stuck.
 
 
*Design and launch in a hacked gravity debug mode a Mun lander which will practice docking with the CSM and vice versa.
 
*Design and launch in a hacked gravity debug mode a Mun lander which will practice docking with the CSM and vice versa.
 
#Lander and CSM must both be unmanned.
 
#Lander and CSM must both be unmanned.
 
#CSM must dock with the LM
 
#CSM must dock with the LM
#LM must dock with the CSM
+
#LM must undock and redock with the CSM
 
:(Tip: Put RCS on both your Lander and CSM to ensure control.)
 
:(Tip: Put RCS on both your Lander and CSM to ensure control.)
*Design a launcher capable of launching an unmanned LM and unmanned CSM into LKO orbit of 100 km.
+
*Using the Katurn V, launch an unmanned LM and unmanned CSM into LKO orbit of 100 km. Use the Katurn V for all Mun missions in this campaign from now on.
 
#CSM must dock with the LM.
 
#CSM must dock with the LM.
 
#LM must undock and redock with the CSM.
 
#LM must undock and redock with the CSM.
#Deorbit both the LM and CSM to eliminate debris. Going forward, you are required to eliminate debris as much as possible.
+
#Deorbit both the LM and CSM unhamred.
:(Tip: Put an [[Probodobodyne OKTO2]] on any stage that will remain in orbit after a launch so you can maintain control of it to deorbit it later.)
 
:(Tip: Put a docking port somewhere on your orbiting stages so you can rendezvous with a tanker later if need be to help it deorbit).
 
  
===Kerbollo 6: Trans Munar Injection and Direct Return Abort Test===
+
===Kerbollo 6: Trans Munar Injection and Free Return Abort Test===
Gene wanted one final unmanned mission, this time to test out the new launcher, and the capability of the CSM to execute a direct return abort while engaged in a Trans Munar Injection, in case any Kerbonaughts forget to bring something important from Kerbin to the Mun.
+
*Launch the LM-CSM craft to the Mun and swing back without circularizing. Make sure your trajectory goes back to Kerbin's surface.
*Launch the LM-CSM craft to the Mun and return before reaching the Mun.
 
 
#All spacecraft must be totally unmanned.
 
#All spacecraft must be totally unmanned.
 
#Launch the LM-CSM package on a Trans Munar Injection with periapsis above 100 km and below 300 km.
 
#Launch the LM-CSM package on a Trans Munar Injection with periapsis above 100 km and below 300 km.
#Direct Return the CSM to Kerbin before reaching the Mun.
+
#Make sure your trajectory insures a free return in case anything goes awry.
:(Tip: If necessary, eject any remaining stages and spacecraft from the CSM on a crash course for the Mun prior to your direct Kerbin return.
+
:(Tip: a tutorial for [[free returining]] can be found on the wiki)
  
 
===Kerbollo 7: Manned CSM and LM Rendezvous and Docking Test===
 
===Kerbollo 7: Manned CSM and LM Rendezvous and Docking Test===
It was time to put a few brave Kerbonaughts on the line to test out the new spacecraft. This time it would be Wally, Walt, and Don Kerman's time to show their stuff.
+
*Launch your LM-CSM into LKO orbit of 100 km with three Kerbals aboard. Exchange two Kerbals in the Command Pod with the LM while in orbit. (As of 0.25, you can use the transfer function)
*Launch your LM-CSM into LKO orbit of 100 km with three Kerbals aboard. Exchange two Kerbals in the Command Pod with the LM while in orbit. This can be done with either your heavy-lift vehicle, or with two launches, allowing you to save weight and simulate an actual NASA proposal.
 
 
#Vehicles must reach 100 km circularized orbit.
 
#Vehicles must reach 100 km circularized orbit.
 
#CSM must dock with LM.
 
#CSM must dock with LM.
#Two Kerbals must EVA to the LM from the CSM.
+
#Two Kerbals must EVA or transfer to the LM from the CSM.
 
#LM must undock and change its orbit to 85 km.
 
#LM must undock and change its orbit to 85 km.
 
#LM must rendezvous and dock with the CSM.
 
#LM must rendezvous and dock with the CSM.
Line 87: Line 88:
 
===Kerbollo 8: Korman, Anders, and Lovell Kerman - Far Side Explorers===
 
===Kerbollo 8: Korman, Anders, and Lovell Kerman - Far Side Explorers===
 
*Send three Kerbals to orbit the far side of the Mun and return.
 
*Send three Kerbals to orbit the far side of the Mun and return.
 +
#Must go into a kerbin parking orbit of 75&nbspkm.
 +
#Have a free-return trajectory in case disaster strikes.
 
#Must orbit Mun at altitude of 75 km.
 
#Must orbit Mun at altitude of 75 km.
 
#Take a picture of Kerbin-rise for the papers from within the windows of the spacecraft and post it on the forum.
 
#Take a picture of Kerbin-rise for the papers from within the windows of the spacecraft and post it on the forum.
 
#Must complete 10 orbits of the Mun.
 
#Must complete 10 orbits of the Mun.
 +
#Must splash down the Kerbals safely on Kerbin
  
 
===Kerbollo 11: The First Manned Mun Landing===
 
===Kerbollo 11: The First Manned Mun Landing===
The Mun Race finish line! The Kerbicans score it spot on, but not without some hair-raising moments of great suspense. Neil Kerman, Buzz Kerbin, and Kollins Kerban would become national heroes...well ok at least Neil and Buzz..and "that other guy." Budget limits set by the government require that you update your lander to be able to carry science packages which will be set up on the Mun.
+
*Update your Mun lander design to contain 2 packages of scientific instruments and land on the Mun
*Update your Mun Lander design to be able to carry at least two scientific experiments which will remain behind. (No rovers until Kerbollo 12)
 
 
#Must consist of a computer core each.
 
#Must consist of a computer core each.
 
#At least one must contain extractable solar panels.
 
#At least one must contain extractable solar panels.
 
#At least one must contain a dish antenna.
 
#At least one must contain a dish antenna.
 
#At least one must contain a Communotron antenna.
 
#At least one must contain a Communotron antenna.
*Land at least two Kerbals on the Mun and return them safely to Kerbin.
+
#They all must have each at least 2 science instruments.
#Must land at least two Kerbals on the Mun.
+
---------------------------------------------
 +
#Must go in a Kerbin parking orbit of 100&nbspkm.
 +
#Must have a free-return trajectory going to the Mun.
 +
#Must have the command pod parked at 35&nbspkm with a Kerbal inside.
 +
#Must land at least two Kerbals on the Mun.#Must have the LM undock from the CSM with 2 kerbals inside.
 
#Must plant a flag on the Mun. (post your pic on the forum)
 
#Must plant a flag on the Mun. (post your pic on the forum)
 
#Must setup at least 2 self-sustaining experimental packages on the Mun.
 
#Must setup at least 2 self-sustaining experimental packages on the Mun.
#All Kerbals that participate in the mission must return safely to Kerbin together.
+
#Must dock and transfer the LM kerbals to the CSM.
*Hard Mode
+
#All Kerbals that participate in the mission must return safely to Kerbin together. Splash down for max accuracy.
#Deorbit the LM in Mun orbit and return home in CMS
 
#Three Kerbals total on mission
 
#Feel free to imitate the Apollo 11 moon landing as close as possible
 
  
 
===Kerbollo 12: The First Pinpoint Mun Landing & Rover===
 
===Kerbollo 12: The First Pinpoint Mun Landing & Rover===
Now the Kerbicans show off. They land near a malfunctioned probe launched earlier in the Kerbal Space Program, and fix it! Instead of waiting for Kerbollo 15, Gene Kerbin decided to move up the Mun Rover program to Kerbollo 12 to give this mission some maneuverability.
+
*Build and test on Kerbin a small rover with two [[EAS-1 External Command Seat|command seats]]. Send it to the Mun, and land it near the[[Campaign: Probes and Rovers|Keveryor3]]
*Build and test on Kerbin a small rover with two [[EAS-1 External Command Seat|command seats]].
+
#Must have a battery to last it through the night.
#Must be carried on the Kerbollo 12 Lander.
+
#Must have a communtron 16.
*Lander must carry rover and 1 science instrument.
+
#Must go in a Kerbin parking orbit of 100&nbspkm.
 +
#Must have a free-return trajectory going to the Mun.
 +
#Must have the command pod parked at 35&nbspkm with a Kerbal inside.
 +
#Must have the LM undock from the CSM with 2 kerbals inside.
 +
#Lander must carry rover and 1 science instrument.
 
#At least one Mun rover and science instrument must be carried on the Lander.
 
#At least one Mun rover and science instrument must be carried on the Lander.
 
*Land a Kerbal on the Mun and repair the [[Campaign: Probes and Rovers|Kerveyor 3]] lander by extracting its stuck solar panel.
 
*Land a Kerbal on the Mun and repair the [[Campaign: Probes and Rovers|Kerveyor 3]] lander by extracting its stuck solar panel.
Line 118: Line 126:
 
#Must ride the rover to Kerveyor 3 with one or more Kerbals.
 
#Must ride the rover to Kerveyor 3 with one or more Kerbals.
 
#Must extend solar panel of Kerveyor 3 via EVA.
 
#Must extend solar panel of Kerveyor 3 via EVA.
 
+
#Must dock and transfer the LM kerbals to the CSM.
 +
#Must splash down safely with all Kerbals.
 
===Final Word===
 
===Final Word===
Mun travel became routine after Kerbollo 12. The world went back to watching grass grow, that is, until [[Campaign: Kerbollo 13|Kerbollo 13]] radioed back to the world "Kerbin, somenet nu amelborp!" which roughly translated means, "Kerbin, we have a problem."
+
Mun travel became routine after Kerbollo 12. The world went back to watching grass grow, that is, until [[Campaign: Kerbollo 13|Kerbollo 13]] radioed back to the world "Kerbin, amelborp nu somenet!" which roughly translated means, "Kerbin, we have a problem."
 
[[Category:Campaigns]]
 
[[Category:Campaigns]]

Revision as of 23:13, 3 December 2014

Probes and Rovers Campaigns Kerbollo 13

Introduction

Robotic probes and a rover were on the Mun. Most of them Kerbiet. The public wondered if the first flag planted on the Mun would be Kerbiet. The final lap of the Mun Race was on! With the first launch of Kerbollo Program, Gene Kerbin and rest of the Kerbicans at the Kerbal Space Center were making a statement to the world. They figured the Kerbiets were taking too much time playing it safe with the Mun with their robotic missions. They wanted instead to meet the President's demands to get a Kerbal to the Mun before the end of the decade, and the decade was already half over! Thus began the most incredible engineering endeavor the world had ever seen, the Kerbollo Program.


This will present a mission manifest to allow you to plant a flag on the Mun before the week is out.

Specifications

  • Length: 10-20 hours
  • Difficulty: 6/10 (Advanced)
  • Skills needed:
  1. Intermediate navigation via maneuver node
  2. Advanced orbiting
  3. Basic docking
  4. Intermediate landing
  5. Intermediate rocket design
  6. Basic mission planning
  • For version: Every version (tested on 0.20.2)

KS-101: Command Pod Escape Tower Ejection Test

  1. Vehicle must be unmanned and therefore contain Probodobodyne OKTO2 with Mk1-2 Command Pod(now developed) attached.
  2. Escape tower must be able to eject itself from the Command Pod using a control group.
  3. Escape tower must fire and lift off Command Pod from the ground high enough to deploy parachutes. Abort control group must be used to initiate the Pod liftoff.
  4. Parachutes must successfully deploy and land Command Pod soft enough that it does not damage anything.

KS-201: Command Service Module Flight 1 - Suborbital Reentry Test

  • Design a Command/Service Module using the Probodobodyne OKTO2 control unit and Mk1-2 Command Pod, and an accompanying rocket. Launch it into space on a suborbital trajectory, testing the Escape Tower ejection sequence once you've cleared the atmosphere.
  1. CSM must be unmanned.

3You must design a new launcher for the CSM's Mk 1-2 pod.

  1. CSM must reach 70 km.
  2. CSM Escape Tower must eject from the orbiter when above 70 km.
  3. Command Pod must separate from the CSM while above 70 km.
  4. Command Pod must land undamaged. This is a requirement for all future missions going forward.

KS-203: Command Service Module Flight 2 - Orbital Maneuvers

  • Launch a CSM into 100 km orbit with the updated launcher from the suborbital mission, then circularize. Then move up to a 200 km circular orbit. Feel free to start using Advanced SAS and the Reaction Control System (now developed) on your vehicles going forward.
  1. CSM must be unmanned.

3You must include the launch Vehicle from the earlier launch, make sure it can go into orbit.

  1. CSM must reach a circularized LKO orbit of 100 km.
  2. CSM must test its RCS balance while in space. (Move it around with RCS and see how it handles)
  3. CSM must change its altitude to a 200 km circularized orbit.
(Tip: IF you want to test out RCS balance in a test launch, do it by entering Debug mode from the launchpad by hitting your modbutton+F12, for Windows, your modbutton is Alt. Once entered, select Hack Gravity to float your vehicle around the launchpad. As wed on't want to cheat, pretend you're as KSC engineer testing out your designs in a simulator. Hit modbutton+F12 again to get rid of the debug screen.)

Kerbollo 1: Disaster

  • Rehearse the launch process with the CSM and three Kerbals, Have the engine prematurely decouple. Do whatever you like to the three Kerbals, as they need not be alive :D
  1. CSM must be manned.
  2. You must do a countdown process,(include the launcher), and activate the engines,fire it up, just like a real launch.
  3. Include an action group for prematurely decoupling the link between the Mk 1-2 and the rest of the ship.
  4. The Kerbals need not be alive.

Kerbollo 4: Command Service Module Flight 3 - Heavy Launcher Test

  • Launch an unmanned CSM, with the new Katurn V, to 2,000 km.
  1. CSM must be unmanned.
  2. You must design a Mun capable rocket (without lander) to launch this.
  3. CSM must reach a circularized MKO orbit of 2,000 km.
  4. CSM must deorbit without damage.

Kerbollo 5: Munar Lander and CSM Docking Test Flight

  • Design and launch in a hacked gravity debug mode a Mun lander which will practice docking with the CSM and vice versa.
  1. Lander and CSM must both be unmanned.
  2. CSM must dock with the LM
  3. LM must undock and redock with the CSM
(Tip: Put RCS on both your Lander and CSM to ensure control.)
  • Using the Katurn V, launch an unmanned LM and unmanned CSM into LKO orbit of 100 km. Use the Katurn V for all Mun missions in this campaign from now on.
  1. CSM must dock with the LM.
  2. LM must undock and redock with the CSM.
  3. Deorbit both the LM and CSM unhamred.

Kerbollo 6: Trans Munar Injection and Free Return Abort Test

  • Launch the LM-CSM craft to the Mun and swing back without circularizing. Make sure your trajectory goes back to Kerbin's surface.
  1. All spacecraft must be totally unmanned.
  2. Launch the LM-CSM package on a Trans Munar Injection with periapsis above 100 km and below 300 km.
  3. Make sure your trajectory insures a free return in case anything goes awry.
(Tip: a tutorial for free returining can be found on the wiki)

Kerbollo 7: Manned CSM and LM Rendezvous and Docking Test

  • Launch your LM-CSM into LKO orbit of 100 km with three Kerbals aboard. Exchange two Kerbals in the Command Pod with the LM while in orbit. (As of 0.25, you can use the transfer function)
  1. Vehicles must reach 100 km circularized orbit.
  2. CSM must dock with LM.
  3. Two Kerbals must EVA or transfer to the LM from the CSM.
  4. LM must undock and change its orbit to 85 km.
  5. LM must rendezvous and dock with the CSM.
  6. Kerbals in the LM must EVA to the CSM.
  7. Command Pod with all three Kerbals must land in water safely. And no, you can't put them down in a typhoon, no matter how snappy the crew becomes from 10.5 days in space. Just never put them on another mission again.

Kerbollo 8: Korman, Anders, and Lovell Kerman - Far Side Explorers

  • Send three Kerbals to orbit the far side of the Mun and return.
  1. Must go into a kerbin parking orbit of 75&nbspkm.
  2. Have a free-return trajectory in case disaster strikes.
  3. Must orbit Mun at altitude of 75 km.
  4. Take a picture of Kerbin-rise for the papers from within the windows of the spacecraft and post it on the forum.
  5. Must complete 10 orbits of the Mun.
  6. Must splash down the Kerbals safely on Kerbin

Kerbollo 11: The First Manned Mun Landing

  • Update your Mun lander design to contain 2 packages of scientific instruments and land on the Mun
  1. Must consist of a computer core each.
  2. At least one must contain extractable solar panels.
  3. At least one must contain a dish antenna.
  4. At least one must contain a Communotron antenna.
  5. They all must have each at least 2 science instruments.

  1. Must go in a Kerbin parking orbit of 100&nbspkm.
  2. Must have a free-return trajectory going to the Mun.
  3. Must have the command pod parked at 35&nbspkm with a Kerbal inside.
  4. Must land at least two Kerbals on the Mun.#Must have the LM undock from the CSM with 2 kerbals inside.
  5. Must plant a flag on the Mun. (post your pic on the forum)
  6. Must setup at least 2 self-sustaining experimental packages on the Mun.
  7. Must dock and transfer the LM kerbals to the CSM.
  8. All Kerbals that participate in the mission must return safely to Kerbin together. Splash down for max accuracy.

Kerbollo 12: The First Pinpoint Mun Landing & Rover

  • Build and test on Kerbin a small rover with two command seats. Send it to the Mun, and land it near theKeveryor3
  1. Must have a battery to last it through the night.
  2. Must have a communtron 16.
  3. Must go in a Kerbin parking orbit of 100&nbspkm.
  4. Must have a free-return trajectory going to the Mun.
  5. Must have the command pod parked at 35&nbspkm with a Kerbal inside.
  6. Must have the LM undock from the CSM with 2 kerbals inside.
  7. Lander must carry rover and 1 science instrument.
  8. At least one Mun rover and science instrument must be carried on the Lander.
  • Land a Kerbal on the Mun and repair the Kerveyor 3 lander by extracting its stuck solar panel.
  1. Must land within 3 km of Kerveyor 3.
  2. Must ride the rover to Kerveyor 3 with one or more Kerbals.
  3. Must extend solar panel of Kerveyor 3 via EVA.
  4. Must dock and transfer the LM kerbals to the CSM.
  5. Must splash down safely with all Kerbals.

Final Word

Mun travel became routine after Kerbollo 12. The world went back to watching grass grow, that is, until Kerbollo 13 radioed back to the world "Kerbin, amelborp nu somenet!" which roughly translated means, "Kerbin, we have a problem."