Science points are earn by doing experiments in diverse situation.
Experiments include:
- Flight
- Science
- Operations
A basic launch and land rocket will earn you some points. Better flights (orbital, Mun fly-by, etc) will get you additional rewards.
Operation are also useful:
- doing EVAs and writing a report (right click on the Kerbal to do so)
- writing a crew report (right-click the capsule; warning, only 1 can be stored.)
- Taking a surface sample after landing (land on a planet, do an EVA, right-click on the Kerbal)
As far as science is concerned, the basic rocketry science node give you access to the Mystery Goo Containment Unit. This is your main scientific related module for the moment. Later on, you will unlock in the bottom tree the Sc9001 Science Jr. module. Other parts with science experiments are all the old scienctific sensors and the Sensor Array Computing Nose Cone which replaces the avionics nose-cone from earlier versions.
Since you will only get points when you recover your ship, I advise you to get multiple science equipment for a single flight. Then you want to use the modules in diverse situation:
- On Kerbin
- On launch
- On lower altitudes
- On higher altitudes
- On low orbit
- On high orbit
- Around the Mun
- Around Mimmus
- ...
Keep in mind that EVAs and crew reports follow the same principle. EVA on Kerbin will count.
You can also communicate information through radio, but it will give smaller rewards (10-40%), but using a probe, it can be repeated multiple times unlike crewed vessel that need to return home.
Edit: and there I went to Minmus :
I think I'm missed the EVA report though.
The tech tree only affects the parts list in the Vehicle Assembly Building and the Space Plane Hangar. Vessels that contain not-yet-unlocked parts will not be broken.
That said, if you already have unlocked the part in the tech tree (by having manually added it to the tech tree and then unlocking it), it will not be locked when the tech tree changes. Part unlocks and tech node unlocks are independent of one another in this regard. This is to preserve backwards-compatibility if the tech tree is rearranged, and in preparation for currency to be added. (Currency, as currently planned, will be required to unlock the individual parts, while research points are used for the nodes.)
Best Answer
The official tree is on Wiki, under http://wiki.kerbalspaceprogram.com/wiki/Technology_tree - no surprise.
If you are using tree selection modules, then you must either read documentation for a mod, or do it good old way: Just play thorough all that technologies.