Campaign: Mun Race

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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 (Proficient)
  • 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

  • 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.
    • Alternatively, 0.23.5 adds a Launch Escape System, allowing you to simplify the design process.
    • In addition, the OKTO2 can be omitted using the Crew Requirement plugin (requires ModuleManager).
  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 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 Return Trajectories can be found on the wiki)

Kerbollo 7: Manned CSM and LM Rendezvous and Docking Test

  • Launch your LM-CSM into LKO orbit of 100km 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 100km 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 85km.
  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 75km.
  2. Have a free-return trajectory in case disaster strikes.
  3. Must orbit Mun at altitude of 75km.
  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 100km.
  2. Must have a free-return trajectory going to the Mun.
  3. Must have the command pod parked at 35km 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 100km.
  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."