In Kerbal Space Program, Science depends on the location and the type of experiment.
Altitude Corridor
In detail, for Kerbin, this makes five altitude corridors (with some caveats):
- On the Ground (0m)
- Lower Atmosphere (≤ 18km)
- Upper Atmosphere (≤ 69km)
- Near Space (≤ 250km)
- Outer Space (> 250km)
Biomes
On top of that, Kerbin knows various biomes:
- Grasslands
- Highlands
- Mountains
- Deserts
- Badlands
- Tundra
- Ice Caps
- Water
- Shores
Additionally, the Space Center also has various mini-biomes which return separate results, but only when on the ground (above ground, the whole space center counts as "Shores"):
- Administration
- Astronaut Complex
- Crawlerway
- Flag Pole
- LaunchPad
- Mission Control
- R&D
- Runway
- SPH
- Tracking Station
- VAB
Experiments
Depending on the experiment, some of these altitude corridors have per-biome results, others only have one result for the entire corridor.
In particular:
The Surface Sample is a biome-dependant surface-only experiment.
The EVA Report is biome-dependant on the surface, in the lower atmosphere and in near space; it is global everywhere else.
The Crew Report is biome-dependant on the surface and in the lower atmosphere; it is global everywhere else.
The Mystery Goo Observation (available through the Mystery Goo™ Containment Unit from the Basic Rocketry tech node) is biome-dependant on the surface; it is global everywhere else.
Storing Experiments
There can only be one crew report per part that produces a crew report (that is, per capsule), which is stored in the part. It can be transmitted, in which case it makes space for a new crew report.
Both the EVA report and the Surface Sample experiments can be stored in the capsule as well, with each combination of altitude corridor and biome once. So, you can store a surface sample from every biome, and EVA reports from every biome all at once.
Transmitting Results
Results can either be recovered by landing the craft on Kerbin and then recovering it from the Tracking Station (or from the craft view, where it's hidden at the top of the screen), or by transmitting them home.
Transmission is hardly effective this early into the tech tree - you lack the electricity to send the results back. Nevertheless, you can - for example - send back one crew report to make space for another, so here's some information about transmission as well:
Every experiment has a transmission efficiency, which reduces the Science yield on transmission (as opposed to recovery).
In the case of the Surface Sample this is 25%, which makes them an undesirable candidate for transmission.
Similarly, the Mystery Goo Observation has only 30% efficiency.
All reports (be that EVA or Crew), however, return a full 100%.
In the interface you can find is the altitude, orbital velocity, inclination and period of a planetary body, like Mün through the widgets on the centre right hand side in the map view.
Further, by setting any object as a target, you can use the map view markers for the ascending and descending nodes to figure out your relative inclination, by hovering over them.
Everything else you have to do the maths on for yourself, or using plugins to the game.
To answer your question specifically, though:
In order to best get to Mün, launch into an approximately equatorial orbit (off by no more than a degree, if you can swing it, although as much as 2 degrees might be workable).
After establishing a roughly circular orbit at anywhere from 70 to 120 km; wait for münrise. As Mün creeps over the horizon, hop into map view, point your ship prograde, and burn until you get an encounter.
Phase angles can be calculated using this handy tool, and for Delta-V, I swear by this handy map:
Best Answer
As of version 0.22, this is possible with the newly-implemented subassemblies.
In Kerbal Space Program, each saved assembly (rocket, plane or subassembly for either) is stored as a
.craft
file in a subdirectory of the save folder ({KSP root}/saves/{name of save}/
):Ships/SPH
for Space Plane Hangar constructionsShips/VAB
for Vehicle Assembly Building constructionssubassemblies/SPH
andsubassemblies/VAB
for the subassemblies respectivley.Subassemblies and normal vessels have almost no differences. There is, usually, no need to change anything about the save files - merely move them from one directory to the other.
However, a subassembly requires a free attachment node at the root part. You need to make sure (either through save editing or through in-game editing and saving) that the root part (that is, the part that you first placed and then connected everything else to) has *at least one free attachment node.