Another new Kerbal game.  Nutopia Space Program is being started on KSP64 1.1.3 with a few new mods in addition to my old standbys. I am using Historical Progression contracts (instead of Historical Missions) and the Kerbal Academy as well.  Since this is all based on the US/Soviet programs, I added a bunch of parts mods for those rockets and probes to make it feel a bit more real and less repetitive. Anyway, here we go! Sounding Rocket 1 Basic Aerobee design.  Single engine. 3 Fins.  No chutes or recovery. 1621 dV. Launch date: 0y, 0d (The first of everything!) Sounding Rocket 1 Sounding Rocket 1 craft (1621 dV) Contract wants a height of 50km.  Let's see if this can do it. Okay, this did not get even close!  A bit confused to say the least.  Short of 7km! Need to look at this design.  I am not sure if I need RoverDudes Sounding rocket mod to do this right. I added the Aerobee SRB to the stack and got above 10km but definitely not good enough (2028 dV).  I think I will back out and add the sounding rockets. Sounding Rocket 2 Another design using the USI rockets. This turns out to have way less dV than even the previous, so they won't fulfill the contract.  However, the new science is great and will let me bulk up on some science and early parts. Total dV is only 255 in atmo (2 sec). Got some basic landing pad science from the 4 experiments.  Next up is lower atmo. Game crash... Make sure the battery is in the top part that doesn't get released! Low altitude science rocket netted  17.6 so more to spend! Sounding Rocket 3 is an Aerobee 100 series based craft.  2504 dV gets it above 18 km and it carries both temp and pressure in the nose cone.  This can generate three science levels (ground included) in one mission, so it is worthwhile. Sounding Rocket 3 mission went well.  Crashing down but providing Odd thing. It crashed but was not completely destroyed so it appears I could not get back to the space center and it reverted me.  Need to do that again, I think. This time I didn't make 18km (I added a decoupler so it would crash harder, 2135 atmo dV).  Okay.  I did get some good science though, so I will keep it. I ran it again without the decoupler and was able to recover so I got the science.  I am near 60 science now. <Sounding Xper> The Aerobee 350 setup gets me a bit closer but still not there.  However, very good science for $3500 launch.  So, I will do that. 23,400 m altitude reached. Now have 57 science after having spent a bunch. <More Sounding> I want to get that contract done (50km).  I have built a Scout-based rocket with 3982 dV.  I do believe this should hit 50km pretty easily at this point.  I am not putting science on it because I want to fulfill the contract and then have a better low orbit science mission. The rocket is 'Upper Atmo Test Rocket 2'. Wow!!!  4246 km!!!  I guess that did it! (Beautiful evening launch as well) Almost overheated from the big launch.  But it was okay in the end and contract was fulfilled. It looks like the next contract is a V-2 rocket that gets to space, so I can do a low/high orbit science transmit mission as part of this since I do need to destroy the rocket (no recovery). I added a fairing and bunch of experiments.  Also, set the thrust to 75% power.  Total dV is 3705 (3408 atmo) so I think this will get me a big science load and V-2 contract completion. Some tweaks (added  an aerobee probe top for power and transmission) and now at 3678 dV. Tricked out for a lot of science at both low and high orbit. (much power and even some solar panels!) 1409 km apoasis. <V-2 Contract> I spent some $$ for action groups so I have $63K only.  However, my science amount is 834!  (I am using the KEI mod so I am getting Kerbin science).  This is killer. First sim test of the Sputnik 1 craft came up just a little bit short on orbit.  Not as efficient by hand is part of the issue.  May try again with a bigger turn. I created the Sputnik 1A craft built on top of an R7 engine (like the real one).  However, it has that cost balance problem.  It is ridiculously overpriced for the time zone and contract.  I need to adjust the funding to deal with that. I have done a fair amount of simulations with the Soviet R7 rocket.  I needed to add an internal reaction wheel to keep it stable.  It is crazy expensive.  However, it does let me get Sputnik 1 into orbit using something very close to the actual design.  So, I think it is ready to go.  The craft name is Sputnik 1a (4474 dV) because my original craft did not use the R7. Launch date: 1y, 1d Sputnik 1 Sputnik 1a craft (4474 dV) Putting the first artificial satellite into orbit!  The space program begins. Success!!!  Almost circular 115 km orbit! <Sputnik 1> Launch date: 1y, 1d Sputnik 2 Sputnik 2 craft (4519 dV) Apparently the Sputnik 2 capsule is a bit lighter.  Even with Laika (sad) on board. Need to achieve orbit.  Success... <Sputnik 2> Now I have the contract for Explorer 1.  This also requires a science transmission from orbit.  I hope I have something I haven't transmitted yet! Explorer 1 is coming across nicely (great FASA) however I have no control at the top so I needed to add a reaction wheel to the first stage.  I am not sure what may be missing instead. The sim shows it is a little tricky.  The power drains when the AMP manager is on, so don't use that.  Also the stabilizer got funky (was on but wasn't on).  Either way, watch power carefully.  Turn off AMP mgr during most.  Plus, the Sargent engines are all solid fuel, so no nice clean orbit.  You get up there.  Be sure to get the low orbit science because you may end up above it!  (use the "U" key). Launch date: 1y, 1d (lot happening today!) Explorer 1 Explorer 1 craft (5086 dV) Get in orbit.  Don't forget the low orbit science (geiger). Got it. <Explorer 1> Vanguard 1 simulation went smoothly.  I need an orbit with a minimum periapsis of 600 km.  The sim accomplished that with some room to spare. I want to update my MechJeb.  I know how to do it manually, it is just easier with MJ.