Now right click the pod again and store your data. while he is hanging on to the ladder, right click him and take an EVA report.
He needs to get out to get more science so click the EVA button that appears on his picture when you mouse over his face. Now look for the icon on the bottom right, thats your pilot, Jeb. If you wanted to transmit the data you would be using battery power, and need an antenna which this craft doesn’t even have. Unless mentioned, keep the data every time. Typically transmitting will not give as much science as keeping the data all the way to recovery, so the green button is the best choice. A new window opens up and you have the option to keep the data, transmit the data, or reset the experiment. Remember how you wanted science to research your first set of new parts, right click your craft and click crew report. Now using the tools at the top of the screen you may name and save your craft if you like, but when done playing with those button, hit the green one to launch your lone powerless pod. The first option on creating a new craft is what will control it, in this case your only option is a Command POD mk1. The tall building in the middle is the Vehicle Assembly Building(VAB), go to it. Go ahead and leave this building so you can go get your science on. The blue button in the right says you need 5 science to research basic rocketry. you will want decouplers for building staged rockets, and the MGCU for gathering science early on. It includes a decoupler, two fuel tanks, and a Mystery Goo Containment Unit (MGCU). The green icon in the center is what you start with, and the arrow points to the first unlock which is called Basic Rocketry.
Click on the large hexagon shaped complex at the bottom of the space center to go to the R&D building and see what is available and how much science we need to research it. Before we complete any contracts I would like to open up some things in the science building so we can get our science tech levels unlocked as soon as we launch our first craft. You now have 36506 Monies, but very few parts to use. Now click the orange button in the uppermost right to leave this building. Grab all 4 by clicking them and then clicking the green check in the upper right. They seem to disappear if they are not accepted long before they “expire” because you are expected to be looking for new contracts all the time. You will want to accept all of them even though we only plan on completing the first 2 right now. Once you click this building you will see four contracts to the left hand side of the screen. You find them in this building pictured to the left. So the first thing would obviously be to get a contract so we know what they look like.
The goal, of course, is to teach the use of both the building simulation and the flight simulation to a point where when you read a contract, you know how to complete it. I make no claim to this being the easiest or most efficient way to complete these first contracts but I plan on using it a few times and fine turing it to make sure theres not a obvious correction. Until then, know that the pictures in this guide are strictly historical in their accuracy of what the game looked like in the revision of the title. I've erased all my save games after some poor moding choices back in beta and will likely be making new screenshots while I attempt to follow this guide in the latest version of the game. This guide covers content which has likely been updated or modified making many of my screenshots irrelevant, but feedback shows that it will still provide a decent walkthrough of your first few hours (days for some) of the game. After that you will enjoy the game much more by figuring it out yourself. This runthrough will cover getting to 40k monies and getting enough parts unlocked through science that you can really experiment with a decent selection of parts. This guide will not do the contracts for you, but it will give you warnings I wish I had before hitting launch. I want to make a tutorial for the first few launches that make sense for someone who has never played the game, or has only barely started. There are guides and youtube videos that will show you how to get tons of science and land on Minmus and return to Kerbin on your first launch, but if you don’t take the time to learn how to complete simple contracts, you may get frustrated that the way the game was designed and the way you are learning to play don’t allow an organized progression of skill.