This is Kerbal Space Center.
Click on the science center, and we get the Science screen:
You start Campaign mode without even basic rocketry. Basic rocketry costs 5 science, and you have 0 science. We’re going to have to fix that, so I’ll click on the Vehicle Assembly Building(VAB), which lets me build a rocket, Lego-style!
Rocket designed, I click the Launch button, which takes us to the launch pad, with my wonderfully-designed rocket sitting pretty on it.
The First Mission:
We’re here for science, so the first thing I do is…
Get a Crew report, then kick Jebediah out of the pod to get an EVA report.
Great! Now, to turn in the science!
Sweet, sweet science.
The Second Mission:
That was anti-climactic. Let’s actually launch the rocket this time.
How high can a rocket like this go? Not quite 20km.
Those are shockwave effects from breaking the sound barrier. The game actually uses the same effects for re-entry heating and mach shockwaves, just the re-entry ones are colored an angry orange, and only occur between about 25 and 30 km up. I’ve seen a couple of people(including myself) produce “re-entry” effects while on the way out of the atmosphere.
Anyway, while I’m up here, I may as well grab some more science.
Now it’s time to float gently back to Kerbin, with our Science in tow…
Hit the ground a little too hard for the solid fuel booster to take, so it exploded. Apparently they’re not rated for 8 meters per second. Everything else in the game can handle 10.
To maximize our Science content, I have Jeb hop out of what’s left of the rocket and collect some soil samples and plant a flag.
And we’ll send the recovery crew out to pick him up, yielding… more science!
Finally, we’ll go pick up the capsule that’s got Jeb’s previous logs in it, and turn that in for even more science.
Next time, we’ll spend that science, and see where it takes us.