Well... I just started playing KSP and for some reason decided to go to Laythe with a jet plane. now this might not seem that unusual but in my case it would be the first time I tried to leave Kerbin orbit in any kind of controllable manner. After launching an ion powered jet on a trajectory towards a Jool orbit I realized that it not only would take WAY too long to complete the trip and said plane couldn't carry enough Xenon to complete my maneuvering and fly well in the atmosphere. Back to the drawing board and redesign the plane to make it more stable and carry less Xenon. Now, to get this redesigned plane to Jool I decided to make a "carrier" for it. Now, like any self respecting KSP player I decided to do a test run with my new creation halfway through the designing phase to find major failures. - Reached orbit? Check - 60% fuel left in booster stage? Check - Missing struts in middle of craft causing wobbling? Check - Mun sighted in middle of screen? Check "Why don't I try to enter orbit around the Mun to practice the maneuver before I'm halfway across the solar system?" And off I went, burning another 40% fuel to get on a trajectory towards the Mun. Turns out that you don't need as much fuel to enter an orbit than you need to break out of one. Now i'm orbiting the Mun with 10% fuel in the booster stage and full tanks in the carrier/station itself. Since I got that far it felt like a waste to revert to the VAB but the unfinished craft would be unable to return to Kerbin due to a complete lack of landing legs and parachutes (remember, I was just going to see if the thing could even reach orbit). This left me with 2 options: leave the fully fueled, but useless, station in orbit untill I could return and pretent that it never happened OR I could use all that fuel to land. I chose the latter option and did a de-orbit burn that would place me in the middle of the day side of the mun. I knew that landing a space station the length of a Rockomax jumbo fuel tank without losing my sideways speed would be a bad idea so I started to slowly kill the speed until I was slowly falling straight down... Way too late I realize that I had braked too early and was descending into the darkness of the Mun's night side. There I am, 10000 meters above the Mun trying to make my first ever powered landing, in a space station, that was never intended to leave space, which on top of that is only half-finished and in complete darkness. This story had a happy ending though as I only made HALF the craft blow up on impact with the ground. And so Bill Kerman became the first one to land on the Mun. He also became the first kerbal to knock off all the solar panels on his lander when trying to re-enter the cabin. (the fact that I only remembered those light AFTER I had landed does make me feel a bit... yeah) Here is the entire craft in all it's sweet, sweet, unfinished glory in the VAB (faults have been fixed in the new version, including lights at the bottom and landing legs, just in case) In short: Today I turned a space station into a Mun station... Bill Kerman is now waiting for me to construct an actual lander so he can get a ride home since I doubt that I'd reach orbit with only 8 RCS thrusters, regardless of the fact that I have 1700 units of fuel left for it.