Campaign: Kerbollo 13
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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 Kerman 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 government, and settled down to a nice mug of hot Kamomile 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.
This campaign presents a mission manifest for allowing you to practice your newly acquired skill under pressure, and will help prepare for the inevitable disaster that will strike future, more advanced missions.
- Length: 5 hours
- Difficulty: 6/10 (Proficient)
- Skills needed:
- Intermediate(+) navigation via maneuver node
- Advanced orbiting
- Intermediate understanding of launch windows
- Advanced understanding of intercepts/rendezvous
- For version: Every version (tested on 0.20.2)
Note: for maximal realism, TAC life support is recommended. We trust you to make the appropriate changes to the missions below, and death of any Kerbals along the way will not be my responsibility.
All Systems Go
- Launch a three man spacecraft with Mun lander on a trajectory to the Mun
- Use the Katurn V and the CSM and LM designed in the Mun race.
KSC, We Have a Problem
- Halfway there disable your Service Module using one of the following scenarios:
- Disable your Command Service Module engines
- Eject part of CSM.
- Eject entire CSM
- For realism, find a way to eject your CSM fuel or burn it off on the way to the Mun.
- Bring the boys home on a free return trajectory.
- You must return all three Kerbonaughts to Kerbin safely via a free return trajectory.
- You must only use your Mun lander's engines to accomplish the task.
- You must land on or near a landmass other than where the KSC is. (The Kerbiets want to help.)
- (Tip: Radial maneuver nodes are your friend.)
Operation: Saving Komrade Kerman
Rescue a failed manned Mun launch.
- Miss Mun during the transfer burn and go into an elliptical orbit with apoapsis >11 Mm, i.e. crossing Mun's orbit.
- Launch an unmanned rescue ship to rendezvous and retrieve the crew.
- Retrieve the crew before the next Mun encounter.
- Safely return all living Kerbals.
- If the rescue mission fails, end the crew's mission while on EVA (but leave any remaining spacecraft intact as a memorial to the fallen hero).
- Any Kerbals stranded outside of Kerbin's SOI in future missions must be rescued if possible. Make at least one attempt.
- All future rescue spacecraft must be able to be piloted remotely. You don't want to strand any more Kerbals.
- It is up to you decide what constitutes a successful rescue for those Kerbals outside of Kerbin's SOI: either return to Kerbin, or send up supplies for the stranded Kerbals to build a station or a base from which they will await a more advanced opportunity to return to Kerbin.
With Kerbollo 13 safely back home, and the rescue of Pravda Kerman secured, the Kerbiets realized that space exploration was a mutual enterprise. The Kerbicans welcomed Kerbiet hospitality with the safe return of their Kerbonauts and relations warmed. In a big step toward normalizing relations, space programs from both countries were merged to form the (new) Kerbal Space Program, a program to further the cause of space exploration by all Kerbalkind. And it was to begin by doing some Final Business with Kerbin's moons. Pravda Kerman would himself never return to space but was fated to go on to develop the crazy idea of designing robotic supply ships for the upcoming KIR space station.