Kerbal Space Program Guide

Campeign: Ep 3-5 for Kerbal Space Program

Campeign: Ep 3-5

Overview

The same as last time

Ep 3 Age of satelites

The Space Race was still on. Robert Kerman and his Kerbal Space Program, after an embarassing defeat by the Kerbiets, wanted to recover themselves by beating them to the Mun. But Robert and his team realized that getting to the Mun would require learning several things first. The first and most obvious things, of course were satellites. As both countries realized the potential of satellites, like for spying, and there was a heated race to put up to most in orbit, just like everything else in the Kold War. Finally, the scientists who were in charge of the whole operation decided to go on strike until their respective governments would allow them to put up “more useful” satellites for scientific purposes…such as mapping Kerbin in all its beauty, and to track the weather. Since the weather doesn’t changes on Kerbin (yet!), the scientists conceded the point and opted to just get a mapping satellite up.

This campaign is designed to present you with a mission manifest that will allow you to accomplish the goal of practicing basic orbital maneuvers on a range of satellites. Once you complete this campaign, you will have a nice constellation of satellites perfect for any fledgling space program aiming to study, orbit, and eventually land on the Mun and beyond.
Specifications

Length: 3-6 hours
Difficulty: 4/10 (Intermediate)
Skills needed:

Full navball familiarity
Basic navigation via maneuver node
Basic orbiting
Basic understanding of launch windows
Use of action groups
Ability to complete Space Race

For version: Every version (tested on 0.20.2)

TIP: Remote tech is an excellent mod if you want your satellites to actually have uses, like relaying signals from Mission Control.
Missions
OrbitSat

Launch a self-sustaining test satellite into a 300 km circularized orbit

Satellites, and all remaining satellites in the Space Program must now be self-sustaining. This probably means using solar panels or generators.
You must first establish a parking orbit near 100 km, orbit once, after which you must then transfer your orbit to 300 km.
You must use at least one maneuvering node, preferably when trying to establish your orbit from around 100 km to near or on 300 km
Your satellite, once deployed must be detached from its lifting body, but it is welcome to use RCS thrusters.
Final periapsis and apoapsis must be between 300,000m and 300,999m

(Tip: Consider using RCS thrusters after separating the satellite to correct the orbit, as the final decoupler may affect it.)

ComSat I

Launch a self-sustaining communications satellite into Kerbostationary Orbit (aka. GEO)

Satellite must contain a dish antenna.
Satellite must contain at least one Communotron 16 antenna.
Satellite must be directly over the Kerbal Space Center.
Satellite must remain stationary with respect to the ground.
Satellite must have its dish pointing down to the ground at the KSC at high noon.
Satellite must have an average periapsis and apoapsis at or near 2,868,750m or 2,868.75 km with no greater than 2000m difference.
Satellite must be at 0 degrees inclination. (You can use the Mun for reference since the Mun’s orbital plane is also 0 degrees).

(Tip: Use a lower orbit to time your insertion into geostationary orbit.)
(Tip: In map view, click on the Mun and select “Set as Target” – this will reveal nodes displaying your relative inclination to the Mun.)

ComSat II

Launch a self-sustaining communications satellite into Kerbostationary Orbit

(Note: your constellation of ComSats, when finished, should all be equidistant in their orbits around Kerbin)

This Satellite must contain a propulsion unit for use with the Space Debris mission below. This heavier top heavy rocket, prior to the invention of SAS modules, may require that your scientists install the new LV-T45 thrust vectoring liquid fueled engine.
Launcher must include two radially mounted solid fuel rocket boosters each with their own recovery system.
Satellite must contain a dish antenna.
Satellite must contain at least one Communotron 16 antenna.
Satellite must be visible with KSC or ComSat I on the horizon.
Satellite must remain stationary with respect to the ground.
Satellite must have its dish pointing toward KSC or a ComSat at Noon.
Satellite must have an average periapsis and apoapsis at or near 2,868,750m or 2,868.75 km with no greater than 2000m difference.
Satellite must have an orbital inclination of 0 degrees (as above, set the Mun as a target for reference).

ComSat III

Launch a self-sustaining communications satellite into Kerbostationary Orbit

(Note: Your constellation of ComSats, when finished, should all be equidistant in their orbits around Kerbin)

Satellite must contain a propulsion unit for use with the Space Debris mission below.
Satellite must contain a dish antenna.
Satellite must be visible with KSC on the horizon.
Satellite must be visible with KSC or ComSat I or ComSat II on the horizon.
Satellite must remain stationary with respect to the ground.
Satellite must have its dish pointing toward KSC or a ComSat at Noon.
Satellite must have an average periapsis and apoapsis at or near 2,868,750m or 2,868.75 km with no greater than 2000m difference.
Satellite must have an orbital inclination of 0 degrees.

(Tip: Try adjusting the spacing of your ComSats by transferring to higher or lower orbits to “fall back” or “catch up” – then return it to KEO.)

KerbSat I

Launch a self-sustaining weather satellite into Kerbostationary Orbit

This Satellite must contain a propulsion unit for use with the Space Debris mission below.
Satellite must remain stationary with respect to the ground.
Satellite must contain at least one retractable solar panel.
Satellite must contain weather-like instruments such as thermometer, barometer, and more.
Satellite must be released with a docking port attached to the lifting rocket and not to the satellite for a softer separation than your standard decoupler.
You must set and use an action group to deploy your solar panel(s).

(This satellite is very delicate. If you damage it, Kerbal meteorologists will point to you for why their weather predictions aren’t always accurate.)
(Tip: To prevent draining your liquid fueled satellite engine through the docking port with your last stage, before your flight you can turn off the satellite fuel tank ports at the launch pad.)

GeoSat

Launch a self-sustaining ground mapping satellite into a Stable Polar Orbit

Satellite must contain two packaged solar panels.
Satellite must contain a rover body (e.g. Probodobodyne RoveMate) (to make satellite larger than rocket circumference).
Satellite must be able to detach its nose cone once it enters space at 70 km.
Satellite must orbit within 2 degrees of 90 degrees polar inclination at an altitude around 100 km.

(Tip: Target the Mun for an inclination reference point.)

SpySat

Launch a rather large camera looking satellite into a Polar Sun Synchronous orbit

Satellite must contain RCS thrusters and propellant.
Satellite must appear over the same period of ground at noon, every day.
Satellite must have its solar panels (at least two) extractable and retractable by using a Control Group.
Satellite must have a polar orbit of 89.86 degrees (89.8 degrees for this exercise).

(This orbit is best for taking pictures since the timing ensures shadows are eliminated!)
(Tip: Get circular at any altitude above 70km, adjust your polar orbit, and then adjust your sun synch at the poles)
(Tip: Launch about 30 min before noon over KSC, head north)
(Tip: Use the Mun for a target reference orbital plane)
(Note: A truly sun synchronous orbit is not possible with current KSP physics, but if you follow the above goals yo

Ep 4 Kerbinai Program

Over Kerbin, Kerbal-made stars could be seen gleaming from their orbits upon a treeless, empty world. It didn’t matter, because no one on Kerbin had ever seen a tree, so they weren’t missed. GeoSat proved the point that there was absolutely no vegetation at all on the planet, except the microscopic green stuff (scientist are currently trying to track down the elusive compound) that made the surface that shade of green. It was also discovered, contrary to popular belief, that there was actually no buildings (except for the insular airfield and the Kerbiet’s KSC 2) beyond the Kerbican Kontinent. As the KSC was one of the only buildings in all of Kerbica, the scientists found no lack of volunteers.

The Kerbican president (President? I’ve never seen his face. Is he real? I sometimes feel I’m part of a game) announced that he wanted to see a Kerbal on the Mun by the end of the decade. The Kerbal Space Program set its sights on an eventual Mun landing and return, although most scientists doubted the success of such. To get there, much needed to be learned. Volunteers were called up, but most Kerbals were not that eager to volunteer, even with the free snacks. Jebediah Kerman, a daredevil from Kernicopia, was the first and only volunteer…for a while. Though after showing off his new spacesuit with a jetpack included, his very intrigued brothers Bill and Bob would soon join him, and it became apparent to KSP scientists that Jebediah’s whole family had what it takes to get into space; a penchant for a good bribe and a lack of education.

This campaign presents a mission manifest to have you flex your space muscle with more advanced orbital maneuvers involving manned space-craft, and to get you ready for the Mun before the week is out.

(Video tutorials on docking, rendezvous, etc, etc: Orbital Mechanics 101)
Specifications

Length: 10-20 hours (2-5 if you already know how to dock)
Difficulty: 6/10 (Advanced)
Skills needed:

Advanced navball familiarity (assumed for all following campaigns)
Intermediate navigation via maneuver node
Advanced orbiting
Intermediate understanding of launch windows
Intermediate understanding of intercepts/rendezvous
Basic docking
EVA navigation

For version: Every version (tested on 0.20.2)

Missions
Launch Escape System

Create a Launch Escape system if disaster strikes.

Escape system must be able to pull command module away from a rocket in flight under its own power.
Command module must be able to land safely on the ground from any launch altitude up to 70 km.
Escape system must be able to be triggered by the Abort action group, aka Backspace key.

(Escape systems for manned missions are not required though until Gene takes over the KSC after The Kerbinai Program.)
(Version 0.24 added a part specifically for this, though custom systems can work ‘better’.)
(Tip: Set your abort group to shut down all liquid fueled engines to help with escape launch.)

Koskhod 2: Alexey Kerbinov, First Spacewalker

Perform an EVA in orbit, and return the Kerbal unharmed

While near a 80 km orbit, your Kerbal will have to go outside, and eventually let go of the spacecraft, and grab it again and get back inside.
Jets optional.
Return is mandatory.
Must land in water or at least on the continent on the other side of Kerbin from the KSC.

(If you haven’t already, start naming your spacecraft prior to launch.)

Kerbinai 4: Ed Kerman, First Jet Assisted EVA

This Kerbican used the first jetpack in space…and returned successfully to his spacecraft.

In 80 km orbit, have your Kerbal leave your comfy spacecraft and float around the spacecraft. Must complete one circuit around the craft.
EVA must take place entirely on the day side of Kerbin, else you must let your Kerbal drift in space until daylight comes back and he can “see” the ship and try to make it back.

(If you lose your Kerbal because you have run out of jetpack fuel… well… um… your first orbital intercept will be to rescue him using a remotely controlled intercept vehicle.)

ComSat IV

Replace a Defunct Satellite and Designate it as Debris

Launch a new ComSat to replace ComSat I.
The new ComSat must replace ComSat I at ComSat I’s originally intended location (directly over KSC).
Designate ComSat I as Debris (so it no longer shows up on your map, or you can choose to end its mission to save cpu resources)

(This mission is a good one to practice your first orbital intercept, assuming your old satellite is where you want your new one to be)

Kerbinai: 6 & 7: Orbital Rendezvous

Intercept and Rendezvous a manned ship to within 100m of another manned ship

Both ships must be identical and carry a single Kerbal, for a total of 2 Kerbals at the rendezvous.
No docking ports on either ship.
Must have RCS thrusters with propellant.
With experience comes new technology. Rocket may have a basic SAS module at this point since previous missions may have been “a wee bit wobbly.”
You must take a screenshot from inside the cockpit of one ship through the window looking at the other ship, when both ships are less than 100m apart.

(Building orbital intercept vehicles will require a more powerful launch vehicle. Consider your trial by error development as Kerbinai 5. Experiment first before committing Kerbonaughts to an official Kerbinai mission)
(KSC scientists don’t think it’s possible on the first try, so that’s why both ships don’t have docking ports. Prove them wrong with a screenshot.)

Kerbinai 8: Neil and the Kerbina Target Vehicle

Launch an unmanned Target Vehicle with docking point into orbit.

Must be unmanned.
Must be powered continuously.

Launch a manned single-Kerbal vehicle with docking port into orbit.
Intercept, Rendezvous, and Dock the manned vehicle with the waiting unmanned vehicle.
Transfer fuel from the Kerbina Target Vehicle to your ship, make sure there is enough for both ships to deorbit.
If you’re feeling daring, don’t transfer fuel, but rather, send the entire ship into an uncontrolled spin and simulate the actual Gemini VIII abort.

(After you’re done, you are welcome to deorbit the Target Vehicle or end its mission or use it for the Kylab mission.)

2 Kerbals, 2 Ships, and a Party

Transfer crew with another spaceship in orbit while docked.

Must transfer one Kerbal from one ship with one Kerbal from another via docking port and then go back to the other ship via EVA.
Transfer fuel so both ships have equal amounts for the return
Return one Kerbal to his ship via EVA

(Tip: Switch between EVAs by using the bracket keys, use a 2 seater command pod with an seat empty)
(Don’t forget to bring four bottles of Fizzy Kerbin Ocean Water with straw caps to celebrate!)

Finishing word

After the completion of the Kerbinai Program, Robert Kerbin retired to much fanfare, and settled down to write books about the early pioneers of Kerbal Spaceflight who he helped put into space. A new director, Gene Kerbin, arrived to take his place at the Kerbal Space Center.

After the Kerban family reunion which took place in orbit during the program, Gene ordered the Kerbonaught corps to take a well deserved vacation while the space program ramped up its final preparations for a Mun shot. While on vacation, Jebediah took the initiative in his home town of Kernicopia to fund a new start up company: Jebediah Kerman’s Junkyard and Spaceship Parts Co. – cobbled together from a number of junkyard parts he had laying around from his daredevil days. Being an insider, her figured he’d be able to score a number of kontracts with the Kerbal Space Program. While he prepared his company, Gene Kerman stepped up missions to send Probes and Rovers to the Mun.

Ep 4 Probes en Rovers

The tough issues of rendezvous and EVA were worked out in the Kerbinai Program. But wait, there’s one more step. As the scientists constantly remind you, they want to study the Mun with probes and rovers before planting a flag there. As Gene Kerman decided to announce to program’s start to the public, the Kerbiets, always one step ahead, had already hit the Mun. Literally.

This campaign presents a mission manifest that allows you to take baby steps into Munar orbit, on its surface, and by weeks end, roving around its craters kicking up centuries-old Mun dust.
Specifications

Length: 5-10 hours
Difficulty: 5/10 (Intermediate-Hard)
Skills needed:

Intermediate navigation via maneuver node (SOI intercepts within current SOI)
Intermediate orbiting
Intermediate landing (atmosphere-less bodies)
Basic rover design

For version: Every version (tested on 0.20.2)

Muna 2: Impact Probe

Send a probe to impact the Mun.

Must impact something from Kerbin on the Mun (preferably with scientific instraments). Doesn’t matter what as long as it isn’t a Kerbal. The Kerbiets don’t care.
This probes, and all future probes must have at least one antenna.
If you fail to impact, you can still complete the mission if you can eject your probe out of Kerbin SOI and orbit the sun. If you do, rename it Muna 1 and congratulate yourself on your first heliocentric spacecraft.
All probes after this mission must be self-sustaining.

(Tip: Make sure to shutdown a battery pack or bring a sun tracking solar panel to have enough electricity to control your spacecraft when you need it.
Muna 3: Mun Flyby

Send a probe to take pictures of the Mun’s far side.

Probe must flyby the backside of the Mun, or else orbit the Mun.

Muna 9: Munar Lander

Land a self-sustaining probe on the Mun.

Probe must land on the Kerbin-facing side of the Mun.
Probe must land without losing any parts except as intended.

Muna 10: Munar Orbiter

Send a probe to orbit the Mun.

Probe’s orbit must be inclined at least 10 degrees.
Probe must orbit at a circularized altitude of 80 km.

Kervayor 3

Land a probe in or near the big crater on the Mun, preferably near the north rim.

Probe must contain at least one retractable solar panel.
After landing, pretend there is a glitch that retracts the solar panel, and retract it.

Tip: Take a large battery so as the glitch can’t be fixed and the solar panel deployed without power (This probe will be visited by a future Kerbollo mission to fix the solar panel.)
Muna 16: Munar Sample Return

Return samples of the munar regolith to Kerbin for study.

Probe must contain some kind of retractable appendage which can reach the ground and touch it without tipping it over.

Probe must land on the Kerbin-facing side of the Mun.
Probe must reach out and touch the munar surface with its designated appendage.
Probe must return to Kerbin safely.

(Tip: you will need about 8000 m/s of delta V to accomplish this mission. Up until now, eyeballing the landing on the Mun has been easy. Getting back is another story. Feel free to calculate the delta V of your rocket to make sure it exceeds 8000 m/s, and make sure your Thrust Weight Ratio (TWR) is enough to get you spaceborn. Calculating these is up to yourself, or you can use the eyeball method. If you don’t want to do the math, feel free to use a mod such as Kerbal Engineer Redux at this point. If you do, challenge yourself to only use it in the VAB prior to your mission unless you’re fine with using mods.)
(Tip: Since Advanced SAS doesn’t exist yet, this mission may require you to use a combination of standard SAS, fins, and RCS.)
(Tip: the Communotron 16 antenna is a good appendage since it doesn’t tip your vehicle over; alternatively, you can download the Scoop-o-Matic as part of the Beaslty Science mod, which actually does dig into soil and produce results)

Munokhod 1: Munar Rover

Land a rather large self-sustaining rover on the Mun.

Rover must travel for at least 5 minutes real time after landing.
Rover must be able to survive a Munar night and come back online when the sun comes back up.
Take a picture of your rover at someplace interesting and post it here.

(Tip: You will not need as much delta V as your Munar sample return mission. Actually a lot less. Feel free to minimize to save money. After all, the Kerbiets do everything on a shoe string budget.)
(Tip: Make sure your rover is well balanced to avoid accidents, and test it well on Kerbin before launching.)

Final Word

After the Kerbiets returned the first munar samples, Gene Kerbman and his intrepid team of space explorers at the Kerbal Space Center furiously scrambled to start the Kerbollo Program and save face by getting the first Kerbal to orbit the far side of the Mun in what many were calling the last lap of the Mun Race.

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