Kerbal Space Program

Kerbal Space Program

522 ratings
MOD Essentials [ENG]
By LeNUTRIE Metanolo
Without modifications KSP would be an unfinished game. Past years community has been contributing to the game almost as much as developers (if not more), and mods are now a multitude in which is easy to get lost for newcomers.
This is my compilation of the most essentials and worthy.
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Premise
Kerbal Space Program is a kinda raw game, made with piece of code patched up with glue and ropes, fueled by a coal engine. Installing modifications is as much as an handcraft job which must be done with dedication and care.

Its own nature is making it not so stable but also easily modifiable as advantage. As a result, mods are now countless, and I can imagine beginners having hard times searching them and choose which one to pick between existing sharing platforms.
I do have trouble myself everytime I get to play again this awesome space simulation. There is always a search work to do before installing a mod, to understand if it is the latest version, if it is compatible with actual KSP version, or if there is any integration needed to apply.

The point of this guide is to share my search work with everyone, listing most deserving mods and providing the correct links to find them.

!ATTENTION!
If you did never install mod in KSP, I suggest you to document yourself before doing it.
This one, for example, is a good guide you may consider to have a look at: Mods for Beginners by Jorjimodels.
Feel free to suggest mods that you believe should be listed here or to just fix my bad english!

LIST01 - Utility
The most necessary mods are the ones providing and managing data about what's going on in game. These mods aid you to better understand the situation so you can effectively and precisely take decisions. Gratuitous disasters are fun, but sometimes you may want to avoid 'em, don't you?


Kerbal Engineer Redux[forum.kerbalspaceprogram.com]
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Essential. It adds data tables providing necessary details and numbers about vessel, flight, atmosphere, orbit, maneuver nodes, interplanetary transfers, and more. These data are fundamental in every aspect of the game: mission planning, building vessels, fly efficiently, precisely set and execute maneuvers. The tables are fully customizable with data fields of your choice, compact and without frills. In career mode you will need to add a little part to your vessels that enables the data display, but there is a setting that allows you to bypass it and have the tables always showing up. If you are looking for even MORE help, MechJeb[forum.kerbalspaceprogram.com] mod offers same stuff as KER mod does, plus autopilot funcionalities.


Trajectories: atmospheric predictions[forum.kerbalspaceprogram.com]
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It displays the predicted trajectory through the atmosphere, useful in reentry or aerobraking maneuvers. After all, what kind of aerospace agency are you if you cannot even predict impact site? Beware: in career mode trajectory will not be shown until Tracking Station update (pathced conics).


RCS Build Aid[forum.kerbalspaceprogram.com]
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While assembling vessels, this mod shows you real time mounted RCS propulsor balance. RCS is for precision control, but if you do not put enough care during assembly the risk is to obtain opposite effect, and you will see your vessel drifting like a rally car. This mod helps you a lot understanding if you are building a spaceship or a rally car.


Transfer Window Planner[forum.kerbalspaceprogram.com]
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This mod is a planning tool for interplanetary transfers. Simply input origin and destination and the interface will do the maths and display all data for your case: phase angle, dates of departure and arrival, ejection speed and angle, etc. A very handy porkchop graph will display the ΔV so you can pick a date yourself. If you want something more slim and automated Astrogator[forum.kerbalspaceprogram.com] may be a best fit for you. The Community ΔV Map[forum.kerbalspaceprogram.com] is always a nice thing to have in any case.

LIST02 - Cosmetics
We can say that visual gratification has not been a priority for developers, but fear not: KSP's amazing community produced a lot of stuff that makes the Kerbol System a beautiful place. Cosmetic mods have to be handled with care, however. Installing to many mods of this type may result in a drastic drop of performance for dated pcs, so find your limit.


EVE-Redux[forum.kerbalspaceprogram.com]
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Essential. EVE adds fabulous clouds to planets atmosphere and adds also a bit less fabulous city lights on Kerbin's dark side. This mod is widely used - and included - in other cosmetic mods. Between them, it is with no doubt worthy of mention Stock Visual Enhancement[forum.kerbalspaceprogram.com] (it's a collection of customized settings and textures which relies on other mods like EVE and Scatterer).


Scatterer[forum.kerbalspaceprogram.com]
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Adding powerful visual atmospheric effects like fog, solar rays, and oceans that looks like made of water instead of a blue moquette, Scatterer is making a big difference. Unfortunately, its big changes also require a big cost in term of pc resource.


Parallax[forum.kerbalspaceprogram.com]
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Replace surface textures of all the stock planets using new shaders. The ground surface will look more complex and rocky. Your rovers won't be happy about it, especially the smaller ones.


TUFX[forum.kerbalspaceprogram.com]
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The goal of this mod is to add the ability to use industry-standard image post-processing effects during realtime rendering of the game world, allowing for increased visual fidelity in general use, or for specific effects for cinematic purposes through specially configured profiles.


TextureReplacer[forum.kerbalspaceprogram.com]
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It makes possible to customize default textures for planets, skybox, kerbanauts, and more. Custom textures not included.


Chatterer[forum.kerbalspaceprogram.com]
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Adds sounds like communication device scratches and beeps, nonsense conversations between mission control and kerbanauts, EVA breathing effects, wind noise and something more. If you find out that kerbals talks to much, a settings interface will let you fix it up. In case you need even more chatting, you should check Chatterer Extended[forum.kerbalspaceprogram.com]!


Stock Waterfall Effects[forum.kerbalspaceprogram.com]
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A Waterfall config set for realistic rocket exhaust plumes for the stock engines. It won't work without Waterfall[forum.kerbalspaceprogram.com], and B9PartSwitch[forum.kerbalspaceprogram.com].

LIST03 - Gameplay
This kind of mods is not essential, and it is subject to personal taste. We're talking about changing game rules making it more complicated, often introducing more realism. There is a wide range of theme like life support, antenna range, scanning, aerodynamics, new machines, and much more. We can say for sure that you will need much more attention to put in mission planning, so it is not a thing for all. The choice is up to you.


RemoteTech[forum.kerbalspaceprogram.com]
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**Online Manual**[remotetechnologiesgroup.github.io] Radio communication become more real, and it's not for free anymore. Who is sending and who is receiving both will need an antenna with adequate range and the needed power to have it operational. Satellites and probes, as well as any other unmanned vessel, will require constant connection with Mission Control to receive commands. In this scenery, you will need to build a relay satellite network to mantain radio signal everywhere and avoid celestial body blocking, reality alike. This one is my favourite mod, and it has been (partially) officially adopted in game with patch 1.2[forum.kerbalspaceprogram.com]. If it is this one the challange you are seeking for, go on and install the mod because it still does it better than the base game.


SCANsat[forum.kerbalspaceprogram.com]
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**Wiki**[github.com] It adds new parts to the game, scanners mostly. You will be able to equip your satellites with these scanners to obtain detailed maps of altimetry, resources and biomes within celestial bodies.


RasterPropMonitor (adopted)[forum.kerbalspaceprogram.com]
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Displays inside cockpits are brought to life and are functional. Theoretically with this mod you are able to pilot your vessel with no need to leave IVA visual. Complementary mods are required for some function to be available, and more precisely: • SCANsat[forum.kerbalspaceprogram.com] for the map display • Vessel Viewer Continued[forum.kerbalspaceprogram.com] for the wireframe 3D vessel display • Docking Port Alignment Indicator[forum.kerbalspaceprogram.com] for the docking display • NavUtilities[forum.kerbalspaceprogram.com] for the landing ILS and HSI displays • RealChute[forum.kerbalspaceprogram.com] for interaction with chutes • MechJeb[forum.kerbalspaceprogram.com] for the autopilot display If playing IVA pleases you, have a look at MOARdV's Avionics Systems[forum.kerbalspaceprogram.com]


TAC Life Support[forum.kerbalspaceprogram.com]
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**Wiki**[github.com] Do you think that kerbanauts should not survive for free in open space? Then this mod is for you, because it adds resources like food, water, oxygen, waste and whatsoever else concerns survivability.


Kerbalism[forum.kerbalspaceprogram.com]
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This mod extends the universe of KSP beyond the orbital routine adding (almost) all the engineering challanges to face in space. Life support, radiations, new mechanics for the science research, and vessel maintenance.


Kerbal Attachment System (KAS)[forum.kerbalspaceprogram.com]
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**Wiki**[github.com] An interesting expansion of the gameplay mechanics, KAS is introducing pipes (for resource transfer), harpoon, magnet, winch, anchor, and much more.


Kerbal Inventory System (KIS)[forum.kerbalspaceprogram.com]
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**Wiki**[github.com] It adds an inventory for each kerbal and storage part, where you can put almost anything. Also, engineers are allowed to interact with vessels while in EVA (ExtraVehicular Activity), and with the right tools they can dismantle or build it as they please. Old vessels are in need of an update? Bring in space the parts and a couple of engineers and you'll have the job done!


Umbra Space Industries[umbraspaceindustries.github.io]
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At the link above you'll find the full list of the USI mods, which are mostly oriented on colonization, resource extraction and manufacturing. I'm not a player of these mods but if you're into colonization more than I do, it is stuff that you should check out.

LIST04 - Parts
Community has been generous in designing and crafting new parts to assemble your vessel. Do you feel the need of more variety? Then these are the mods for you.


Stockalike Station Parts Redux[forum.kerbalspaceprogram.com]
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Are your space plants looking miserable and rubbishy? This mod will make them shine with a glorious new style! A lot of modules with lots of usages to better junction and develop your space establishments. The downside is no one of the included command modules does support RasterPropMonitor mod.


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Stock lights are oriented more on illuminating distant areas, so this mod fills the gap providing you three new lights to light up the vessel itself. Simple, well crafted and compact. If you are looking for classics position plane lights check out Aviation Lights[forum.kerbalspaceprogram.com].


RealChute[forum.kerbalspaceprogram.com]
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A more realistic and versatile parachute set. Even more, this mod rewrites with a more realistic model all chutes behaviour, including stock ones. New possibilities are open, like using chutes to slow down airplanes.


B9 Aerospace[forum.kerbalspaceprogram.com]
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This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on.


Universal Storage II[forum.kerbalspaceprogram.com]
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Apollo style storage modules pack, used to package a wide variety of resources. These parts interacts with a lot of other mods like TAC Life Support resources, as example.


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New wheels, caterpillars, and anti-g repulsors available to be equipped on your vehicles.


DMagic Orbital Science[forum.kerbalspaceprogram.com]
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New and diverse science experiments to be run during your missions. A LOT of science experiments.


Bluedog Design Bureau[forum.kerbalspaceprogram.com]
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A package containing over three hundred parts of all sorts, ranging from engines to science experiments, all with a kinda NASA style. Be aware that most parts of this mod are crafted by volounteers, so expect compatibility issues with mods like RasterPropMonitor or RemoteTech though.

Notes
I'll keep the links updated as much as possible alongside KSP and its mods developing. Here are some suggestion which I do recommend to newcomers to read:

  • It is a good idea to backup a KSP fresh installation folder.
    Some mods may not be compatible to each other or may be installed wrong by mistake, in other words, using mods things may go badly in the wrong way and the game may not work anymore. If you have a backup you just have to delete the game folder and put back the fresh one in its place without having to download it again (do not forget to backup save game folder!).
  • Don't install more than one mod at a time if you are not aware of its behaviour and compatibility.
    Going on step by step is always the best way, when you do not know a mod you should test it first to understand if it works properly. In this way you can keep track of what is working and what's not.
  • CKAN[forum.kerbalspaceprogram.com] is an interesting mod manager developed by community.
    This little software lists (almost) all the mods, you just have to pick and it'll do anything else by itself including download, install and advice you of dependecies or conflicts; however, we can say for sure that installing mods on KSP is such a delicate task that deserve to be manually done. Some people use CKAN, others don't. I did use it for a long time and I've found it convenient, the choice is yours.
  • Automatic updates and mods are not good friends. When a KSP update hits the release you have to be very careful because severe losses may happen. Why? Because when game version change, installed mods are no longer compatible until they gets updated too. In this scenery, loading a game without necessary mods affected vessels will be removed entirely; what is worst, KSP automatically save the game. Without a backup your vessels will be lost with no possible recover.
    It is an easy task to prevent such disgrace, just take one of the following actions:
    1. deactivate automatic updates for KSP, easy-peasy;
    2. before running the game recently updated, backup the save folder;
    3. start a new game and do not load older games until all necessary mods are updated and installed;
  • Do not stop to these lists.
    Use this guide as a starting place and then search and test in the multitude of existing mods around this game. Take into consideration that most probably your favourite mod is not listed here and you are loosing some good fun time until you find it.


All mods, their distribution and respective user licenses are under the responsibility of their respective owner. Details can be found on each mod page.

89 Comments
Speeder 5 Dec, 2024 @ 3:25pm 
@ashfennessey open ckan and click on the mod to remove it.
ashfennessey 3 Dec, 2024 @ 4:51pm 
how do i uninstall realism overhaul on CKAN
Speeder 9 Sep, 2023 @ 9:17am 
don't use curseforge launcher, it doesn't really work. Use ckan or go to the forums to download them. hope anyone reading this comment found it useful lol
Aperson 25 Apr, 2023 @ 3:28am 
@AKacrobat this is the ksp forum where you can get module manager 4.2.2, downloads are at the bottom https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-112x-module-manager-422-june-18th-2022-the-heatwave-edition/
AKacrobat 14 Apr, 2023 @ 8:26am 
where do i get module manager on curseforge
Restello 25 Mar, 2023 @ 10:15pm 
ilovehorrorcats 25 Mar, 2023 @ 5:51pm 
Rockethead293 18 Mar, 2023 @ 7:42am 
Hey, by the way, Trajectories doesn't actually work despite the status. I've tested it.
J0s4U8 5 Mar, 2023 @ 1:55pm 
@finalshdw its the umbra space industries mod
godfather 4 Mar, 2023 @ 9:38am 
don't forget the anti gravity mod.