Campaign: Mun Race

From Kerbal Space Program Wiki
Revision as of 15:18, 24 June 2013 by Inigmatus (talk | contribs) (Kerbollo 1: Test Vehicle)
Jump to: navigation, search
Kerbinai Program 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.

Before the week is out, you'll be landing on the Mun roving around fixing busted robotic landers.

Specifications

  • Length: 40 hours
  • Difficulty: Probably darn near the hardest thing you've done in the Kerbal Space Program short of docking.
  • Skills needed: Navball navigation, Orbital Mechanics 101, Rendezvous, daft piloting skills, and wee bit of mission and vehicle planning skills
  • For version: Every version (tested on 0.20.2)

Kerbollo 2: Test Vehicle

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. Not to be dismayed, Kerbal Space Center mission designers were now under orders by Gene to include a new and improved escape system in the hopes of saving future Kerbals from launch disasters.

  • The first multi-Kerbal space vehicle. Build it, fly it, land it.
  1. Vehicle must include the Mk1-2 Command Pod.
  2. Vehicle must include a well tested escape system which will return the command pod safely to the ground at any point in a suborbital launch. All future manned spacecraft must have an escape system.
  3. With larger launchers comes a greater need for control besides your standard SAS, fins and RCS. Kerbal Space Program scientists have developed the Advanced SAS module. Feel free to use it in your designs going forward.
  4. Spacecraft must go into space, orbit not required.
  5. Must land in water near the Kerbal Space Center.

Kerbollo 8: Far Side Explorers

  • Send three Kerbals to orbit the far side of the Mun and return.
  1. Take a picture of Kerbin-rise for the papers from within the windows of the spacecraft and post it on the forum.

Kerbollo 11: Neil and Buzz Kerman & 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.

  • Land at least two Kerbals on the Mun and return them safely to Kerbin.
  1. Must land at least two Kerbals on the Mun.
  2. Must plant a flag on the Mun.
  3. All Kerbals that participate in the mission must return safely to Kerbin together.

Kerbollo 12: The First Pinpoint Mun Landing

Now the Kerbicans show off. They land near a malfunctioned probe launched earlier in the Kerbal Space Program, and fix it!

  • Land a Kerbal on the Mun and repair the Kerveyor 3 lander by extracting its stuck solar panel.
  1. Must land within 3km of Kerveyor 3.
  2. Must extend solar panel of Kerveyor 3 via EVA.

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, somenet nu amelborp!" which roughly translated means, "Kerbin, we have a problem."