This Kerbal Space Program walkthrough is divided into 5 total pages.
You can jump to nearby pages of the game using the links above.
Building
![Kerbal Space Program Walkthrough - Kerbal Space-Program 18](kerbal-space-program-18-small.webp)
To begin truly playing Kerbal Space Program, head into the vehicle assembly building.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 19](kerbal-space-program-19-small.webp)
This is really the heart of the game, which can be glimpsed upon the flourishing activity of Kerbals, running and driving around with the sky in the background.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 20](kerbal-space-program-20-small.webp)
Begin by famiiliarizing yourself with the item menu to the top left. This can largely be considered to be an item catalogue. Click on things and they will either appear or you can drag n drop them out.
The first item you will see is an Command Pod Mk1. It is the bare-boned essentials for creating a functional spaceship at this point.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 21](kerbal-space-program-21-small.webp)
Above the Mk1, however, we have several other tabs available. The second one, prior to the first is called Propulsion. As the name implies, all the thrusting action will be going on in here through various engines and fuel containers.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 22](kerbal-space-program-22-small.webp)
The third tab is called Control. Right now, It's empty because Kerbal's aren't that good at achieveing stability in flight. You unlock parts and other items in here through Science, more on that later.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 23](kerbal-space-program-23-small.webp)
Fourth tab is structual. As the name implies, any parts that do not directly serve an active purpose in achieveing and maintaining flight & trajectory will be stored here. This includes structural fuselages and construction segments.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 24](kerbal-space-program-24-small.webp)
The fifth tab, Aerodynamics is also empty as the case is the same with the Control tab.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 25](kerbal-space-program-25-small.webp)
We only have a parachute with a dangerously low deploy point at 500 meters, as can be seen from It's collected stat data that we get from hovering the mouse over it.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 26](kerbal-space-program-26-small.webp)
Last but not least is the science tab. Here, you will unlock parts that will be crucial to achieveing scientific milestones. For now..
![Kerbal Space Program Walkthrough - Kerbal Space-Program 27](kerbal-space-program-27-small.webp)
We only have an antenna and no real data to send.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 28](kerbal-space-program-28-small.webp)
To begin building, go back to the first tab and click the command pod to "spawn" one into the hangar.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 29](kerbal-space-program-29-small.webp)
Next, go into propulsion..
![Kerbal Space Program Walkthrough - Kerbal Space-Program 30](kerbal-space-program-30-small.webp)
And select the currently only avaliable fuel tank.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 31](kerbal-space-program-31-small.webp)
Click the icon to make an entity of it spawn at your mouse cursor. Big, green balls will appear and these show connection points.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 32](kerbal-space-program-32-small.webp)
Move the cursor, aligning the connection points together..
![Kerbal Space Program Walkthrough - Kerbal Space-Program 33](kerbal-space-program-33-small.webp)
And the objects will be conjoined together, until separated by either you, in the hangar or by explosive decouplers in mid-flight..
![Kerbal Space Program Walkthrough - Kerbal Space-Program 34](kerbal-space-program-34-small.webp)
Repeat this process..
![Kerbal Space Program Walkthrough - Kerbal Space-Program 35](kerbal-space-program-35-small.webp)
Until you have about 3-4. Then grab the LV-T30 Liquid Fuel Engine.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 36](kerbal-space-program-36-small.webp)
And attach it to the bottom. This is the basis of rocket science in KSP. Fuel above engine to begin and maintain thrust to achieve orbit.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 37](kerbal-space-program-37-small.webp)
Now a rather important part. Go to the science tab.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 38](kerbal-space-program-38-small.webp)
Select the parachute..
![Kerbal Space Program Walkthrough - Kerbal Space-Program 39](kerbal-space-program-39-small.webp)
And place it ontop of your construct, conjoining it with the command pod.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 40](kerbal-space-program-40-small.webp)
Congratulations, you now have a fully fledged rocket, ready for flight.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 41](kerbal-space-program-41-small.webp)
A last note, however, before flying, is to observe the bottom right. This is called an action menu and It is something that will have to be triggered before/during flight by pressing the space bar. Go to the bottom right with your cursor, click on the orange +..
![Kerbal Space Program Walkthrough - Kerbal Space-Program 42](kerbal-space-program-42-small.webp)
And a new stage of actions will appear.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 43](kerbal-space-program-43-small.webp)
The way action menus work is that 0 will be the last action being taken place. So, for obvious reasons, we will want our engine to go on BEFORE the parachute in order to avoid total disaster.
To do this, we click the engine icon..
![Kerbal Space Program Walkthrough - Kerbal Space-Program 44](kerbal-space-program-44-small.webp)
And drag it to the newly created action menu that's called 1. The lower the number, the later it gets activated, meaning 0 is last.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 45](kerbal-space-program-45-small.webp)
Once done, you can go ahead and give your ship a name before saving it.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 46](kerbal-space-program-46-small.webp)
When ready, click the green "Launch" button at the top right.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 47](kerbal-space-program-47-small.webp)
You will be taken to the earlier described, launch pad. Along with that, you'll also get a slightly terrifying user interface with loads of gimmicks and buttons.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 48](kerbal-space-program-48-small.webp)
The most important part on the UI is in the bottom middle. This is in essence, your compass. Blue middle means up, red middle means down. It will change as you both leave and enter different orbits and planet trajectories.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 49](kerbal-space-program-49-small.webp)
Another very important thing to always do before launch is to press "T". This will activate S.A.S, an acronym for "Stability Augmentation System". It locks down your airplane and tells it to strictly only follow the current set course that is on your compass.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 50](kerbal-space-program-50-small.webp)
Once It is locked down at the base, AKA, locked on having your rocket go up, you can press Space to start the engine. If you have done the previously discused Action Menu parts right, the engine will go on and nothing else. To adjust the gas, press Z and X. Do not press space again or the parachute will eject.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 51](kerbal-space-program-51-small.webp)
After some time, you'll see at the bottom right a green fuel meter. This signals on just how much fuel your rocket has left, in this case, we have about 80% left from our three combined fuel canisters.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 52](kerbal-space-program-52-small.webp)
Pressing C will allow you to enter the cockpit of your rocket.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 53](kerbal-space-program-53-small.webp)
You can look around and see the various instruments, including the compass but not much else. Press C to jump back into third person.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 54](kerbal-space-program-54-small.webp)
After getting a bit of an altitude gain, you can start practice on achieveing orbit. As It requires you to spin around the planet at intense speed, the most reliable way to get there is to shift your altitude gain by about 45 degrees.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 55](kerbal-space-program-55-small.webp)
However, there's not much point to us achieveing orbit with this vessel as It lacks the worthwhile research equipment to gain from achieveing orbit. Instead, feel free to play around and get a feel for the atmosphere..
![Kerbal Space Program Walkthrough - Kerbal Space-Program 56](kerbal-space-program-56-small.webp)
Before your fall back to the planet will commence. You can see these kinds of expected trajectories by hitting M.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 57](kerbal-space-program-57-small.webp)
Along with the rest of the universe.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 58](kerbal-space-program-58-small.webp)
As you fall down to the surface, the atmosphere will partially break your falling speed, but it will still be dangerously fast.. Which is why we brought a parachute.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 59](kerbal-space-program-59-small.webp)
As It will only do any good at less than 500 meters to sea level, you can activate it whenever you're falling. It will skimper and wave around..
![Kerbal Space Program Walkthrough - Kerbal Space-Program 60](kerbal-space-program-60-small.webp)
Without doing much good.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 61](kerbal-space-program-61-small.webp)
It will however, explosively expand once you reach said 500 meters of altitude and break your fall violently.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 62](kerbal-space-program-62-small.webp)
In this case, we unfortunately landed in water..
![Kerbal Space Program Walkthrough - Kerbal Space-Program 63](kerbal-space-program-63-small.webp)
As Kerbal Space Program is all about space, air and atmosphere, It's design focus has not been very big on the water aspects of the game and thus, any parts but a slow-moving commander pod will essentially be deleted.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 64](kerbal-space-program-64-small.webp)
Not to fret, however, as the kerbal is still safe inside.
![Kerbal Space Program Walkthrough - Kerbal Space-Program 65](kerbal-space-program-65-small.webp)
Once a vessel has stopped moving, you can press "Esc" and click on Space Center to go back where we came from.
More Kerbal Space Program Walkthroughs
This Kerbal Space Program walkthrough is divided into 5 total pages.