Difference between revisions of "Campaign: Where No Kerbal Has Gone Before"

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{{Underlinked|date=April 2014}}
 
 
{{Episode|The Colony|Campaigns|Campaigns|prefix=campaign:%20}}
 
{{Episode|The Colony|Campaigns|Campaigns|prefix=campaign:%20}}
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{{Box| This episode is WIP. You can finish it!}}
  
==Introduction==
 
 
The Kerbol system had been thoroughly explored. Manned missions to every planet and their moons had been accomplished. Satellites networks were spread out through space. [[Campaign: The Colony|Colonies]] had been set up off of Kerbin. Every rock had been mapped and researched. While there was still much more that could be done, none of it was quite as exciting as it used to be. So scientists at the Kerbal Space Center came up with a new plan, one that would dwarf all other accomplishments so far. Not many Kerbals knew about it as it was being planned out, as it was top secret, only Wernher Von Kerman & Gene Kerman knew about it, but Gene is such a blabber mouth... The only name most kerbals knew was The Ark.
 
The Kerbol system had been thoroughly explored. Manned missions to every planet and their moons had been accomplished. Satellites networks were spread out through space. [[Campaign: The Colony|Colonies]] had been set up off of Kerbin. Every rock had been mapped and researched. While there was still much more that could be done, none of it was quite as exciting as it used to be. So scientists at the Kerbal Space Center came up with a new plan, one that would dwarf all other accomplishments so far. Not many Kerbals knew about it as it was being planned out, as it was top secret, only Wernher Von Kerman & Gene Kerman knew about it, but Gene is such a blabber mouth... The only name most kerbals knew was The Ark.
  
 
==Specifications==
 
==Specifications==
*'''Length:''' Unknown, probably very long, but not as long as The Colony
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*'''Length:''' 10-25 hours (mostly launching and docking)
*'''Difficulty:''' Extremely Hard
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*'''Difficulty:''' 7/10 (Very Advanced)
*'''Skills Needed:''' Interplanetary Travel, Docking, Orbital Mechanics 101, most other KSP skills
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*'''Skills Needed:'''  
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#Expert [[docking]]
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#Expert [[vessel]] design
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#Ability to complete [[Campaign: The Daring Few|The Daring Few]]
 
*'''For version:''' Every version (being tested on 0.23)
 
*'''For version:''' Every version (being tested on 0.23)
  

Revision as of 14:32, 7 August 2014

The Colony Campaigns Campaigns
This episode is WIP. You can finish it!

The Kerbol system had been thoroughly explored. Manned missions to every planet and their moons had been accomplished. Satellites networks were spread out through space. Colonies had been set up off of Kerbin. Every rock had been mapped and researched. While there was still much more that could be done, none of it was quite as exciting as it used to be. So scientists at the Kerbal Space Center came up with a new plan, one that would dwarf all other accomplishments so far. Not many Kerbals knew about it as it was being planned out, as it was top secret, only Wernher Von Kerman & Gene Kerman knew about it, but Gene is such a blabber mouth... The only name most kerbals knew was The Ark.

Specifications

  • Length: 10-25 hours (mostly launching and docking)
  • Difficulty: 7/10 (Very Advanced)
  • Skills Needed:
  1. Expert docking
  2. Expert vessel design
  3. Ability to complete The Daring Few
  • For version: Every version (being tested on 0.23)

Missions

Ark Core

  • Design an unmanned vessel that will form the core of The Ark
  1. Main core structure must be a large fuel tank(s)
  2. Core must contain a minimum of 43 200 liquid fuel & 52, 800 oxidizer (the equivalent of 15 Rockomax Jumbo-64 Fuel Tanks)
  3. Core must have at least 20,000 electrical capacity
  4. Core must have at least 10 Gigantor Xl Solar Array solar panels
  5. Core must have 4 large docking ports that can safely dock large vessels
  6. Core must have at the absolute minimum 15 atomic rocket engines
  7. Core must have at least 30 lights

(Creating the core of The Ark can be challenging. You will most likely need to dock several ships together to complete it. Keep in mind that the whole thing needs to be completely structurally sound, as it is the core.)

Ark Life Support Modules

  • Design and launch four large modules that will contain whatever life support stuff that the Kerbals will need
  1. Module must have at least 2,000 fuel
  2. Module must contain 1 Hitchhiker Storage Container (must be completely unmanned)
  3. Module must have 16,000 electrical capacity
  4. Module must have 2 Gigantor XL Solar Array solar panels
  5. Module must have at 8 lights
  6. Modules must be successfully docked to the four docking ports on the core (four modules needed)

Ark Command Modules

Note: This is a work in progress