
Character Skills
Character Skills Guide for Kerbal Space Program
In Kerbal Space Program (KSP), the playable characters are the Kerbals — small, green, cheerful astronauts. While they share basic traits, they are divided into three distinct classes (or roles): Pilot, Engineer, and Scientist. Each class has unique skills that unlock as they gain experience (usually through performing specific actions on missions). This guide covers every skill, ability, and upgrade for each class, including recommended builds, synergies, and when to use each skill.
Kerbal Experience & Skill Progression
- Kerbals earn experience points (XP) for: surviving flights, performing science experiments (Scientists), repairing parts (Engineers), or piloting vessels (Pilots).
- Every 2 or 4 XP (depending on game difficulty) they level up. Max level is 5 (or 5 stars).
- Higher levels unlock active abilities and passive bonuses.
- Skills are permanent — once learned, a Kerbal retains them even if reassigned.
- You can view a Kerbal's skills in the Astronaut Complex or in-flight via the crew portrait.
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Pilot Skills
Pilots specialize in control and navigation. They are the best choice for manual flight, docking, and landing.
| Level | Skill/Ability | Effect | Use Case |
|---|---|---|---|
| 1 | Basic Stability Assist (Passive) | Reduces SAS (Stability Assist System) power consumption by 20%. | Useful early game to save electric charge on small probes or pods. |
| 2 | Maneuver Node Planner (Passive) | Allows creation of maneuver nodes up to 2x the normal amount (i.e., more precise burns). | Essential for complex orbital transfers (Mun, Minmus, interplanetary). |
| 3 | Prograde/Retrograde Hold (Active) | Active ability: automatically points the vessel prograde or retrograde when engaged (uses SAS). | Simplifies burns during maneuvers; great for beginners. |
| 4 | Radial In/Out Hold (Active) | Active ability: holds vessel orientation relative to radial markers (useful for docking). | Docking alignment and adjusting orbit inclination. |
| 5 | Target Hold (Active) | Active ability: continuously points the vessel toward a selected target (e.g., space station, lander). | Precision docking and formation flying. Can use with docking port autopilot (mod). |
- Pair a Pilot with a Reaction Wheel (part) for faster orientation changes.
- Use Maneuver Node Planner (Level 2) before executing burns with Prograde Hold (Level 3) to reduce manual corrections.
- Target Hold (Level 5) works best when a Docking Camera mod is installed, but even stock it reduces docking difficulty.
- For manned interplanetary missions, take a Level 5 Pilot for all four active holds and precision nodes.
- For early career, any Pilot with Level 2 is sufficient for basic orbital work.
- Level 1: Always active; saves battery during long coast phases.
- Level 2: Use before any transfer burn to adjust node timing/delta-v.
- Level 3: Activate during burns to maintain prograde/retrograde.
- Level 4: Use when docking or aligning to a docking port.
- Level 5: Use when approaching a space station or chasing a target vessel.
Recommended Build:
When to Use Each Skill:
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Engineer Skills
Engineers are repair and construction specialists. They can fix broken parts, deploy solar panels, repack parachutes, and improve wheel traction.
| Level | Skill/Ability | Effect | Use Case |
|---|---|---|---|
| 1 | Basic Repairs (Passive) | Unlocks ability to repair struts, fuel ducts, and small solar panels via EVA. | Simple fixes after minor collisions. |
| 2 | Wheel Enhancement (Passive) | +50% traction and reduced damage to rover wheels. | Useful for exploration rovers on rough terrain. |
| 3 | Advanced Repairs (Passive) | Allows repair of landing legs, large solar panels, and radiators. | Essential for bases and permanent installations. |
| 4 | Parachute Repacking (Active) | Can repack chutes (deployed or cut) using inventory resources (e.g., parachute parts). | Recover reusable landers; critical for return missions. |
| 5 | Part Upgrading (Passive) | Improves efficiency of thermal parts (radiators) and electric generation (solar panels, RTGs) by 25%. | Increases power output and heat rejection; vital for long-term bases. |
- Combine Level 2 Wheel Enhancement with rugged rover wheels (e.g., TR-2L Rovemax) for high-speed surface operations.
- Use Level 3 Advanced Repairs to fix solar panels after a bumpy landing.
- Level 4 Parachute Repacking works only if you bring Parachute Parts (resource; must be stored in inventory containers).
- Level 5 Part Upgrading pairs well with large solar arrays (e.g., OX-4L) to produce more power.
- For space stations or bases, bring a Level 5 Engineer. They can repair everything and boost power/thermal efficiency.
- For early rover missions, a Level 2 Engineer is enough to keep wheels intact.
- Level 1: Use immediately after any minor structural damage (e.g., strut breakage during ascent).
- Level 2: Always active; improves rover performance automatically.
- Level 3: Use when landing legs or critical solar panels fail (common on rough landings).
- Level 4: Activate via right-click menu on the parachute (requires inventory parts). Use before reentry.
- Level 5: Passive; no activation needed.
Recommended Build:
When to Use Each Skill:
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Scientist Skills
Scientists excel at data collection and science point generation. They can also reset experiments for reuse.
| Level | Skill/Ability | Effect | Use Case |
|---|---|---|---|
| 1 | Basic Experiment Reset (Passive) | Can reset goo containers, science jr., thermometers, barometers via EVA. | Reuse experiments on multiple biomes without carrying extras. |
| 2 | Surface Sample Efficiency (Passive) | When collecting surface samples (EVA report), gain an extra 10% science points for each sample. | Maximize science from landings. |
| 3 | Advanced Experiment Reset (Passive) | Can reset mystery goo, accelerometers, gravioli detectors, spectrometers. | Reuse all stock experiments; critical for long-term science labs. |
| 4 | Mobile Science Lab (Active) | While in a Science Lab module, the Scientist produces science points 25% faster. | Boost lab output for high-efficiency science farming (e.g., on Minmus). |
| 5 | Data Transmission Bonus (Passive) | All transmitted science data provides 40% more science points than normal. | Useful when you cannot recover the vessel physically. |
- Combine Surface Sample Efficiency (Level 2) with crew report and EVA report for maximum return per biome.
- Use Mobile Science Lab (Level 4) with a Laboratory Module (part) and another Scientist (or multiple) to stack the bonus? No, only one Scientist per lab applies; having multiple Scientists in different labs works.
- Data Transmission Bonus (Level 5) synergizes with Dish Antennas to beam back high-value experiments without returning.
- For science farming space stations, put a Level 5 Scientist in the lab and a Level 3 Scientist to reset experiments in the field.
- For early career biome hopping, a Level 1 Scientist is sufficient to reset basic experiments.
- Level 1: Use after landing on a new biome to reset goo/Science Jr. for another reading.
- Level 2: Passive; always active when collecting surface samples.
- Level 3: Use after completing any advanced experiment (e.g., gravity scan) to reset for another location.
- Level 4: Ensure the Scientist is assigned to the lab module via the crew management panel (active while inside).
- Level 5: Passive; only matters when transmitting data.
- EVA (Extra-Vehicular Activity): Can leave the capsule in space or on a surface. Must use a jetpack (with limited fuel) to move.
- Crew Report: Conduct a report from inside a command pod (science generation).
- EVA Report: Collect a report while outside the vessel (science generation).
- Surface Sample: On a surface, collect a soil sample (science generation, Scientist gets bonus).
- Survival: Kerbals can survive a few seconds of vacuum, but lose consciousness quickly without a spacesuit.
- Perks (Random): Some Kerbals spawn with BadS (no cowardice) or Courage/ Stupidity stats affecting panic/fear (cosmetic).
- Cross-class synergy: A Level 5 Pilot + Level 5 Engineer + Level 5 Scientist on a single vessel covers all bases: precise control, repairs, and science efficiency.
- Combo for base building: Engineer repairs; Scientist resets experiments; Pilot handles landing/docking. This trio is ideal for surface bases.
- Combo for interplanetary crew: Have at least one of each class on board. Example: Duna mission with a Pilot for descent hold, Engineer for rover repairs, Scientist for surface science.
- Pilot (Level 1-2) – provides basic stability and node planning.
- Scientist (Level 1) – to reset goo/junior for multiple biomes.
- Engineer (Level 1) – optional; can repair minor strut damage.
- Pilot (Level 3+) – prograde hold for landing.
- Scientist (Level 2+) – extra surface sample science.
- Engineer (Level 2+) – wheel enhancement for rover.
- Scientist (Level 5) – lab boost + data transmission bonus.
- Engineer (Level 5) – part upgrade for power/thermal + full repairs.
- Pilot (Level 5) – target hold for docking.
- Engineer (Level 5) – repairs and wheel upgrades for surface rovers.
- Scientist (Level 5) – max science from multiple biomes.
- Pilot (Level 5) – precision landing and orbital burns.
- Maneuver Node Planner (Pilot Lv2): Use to fine-tune encounter delta-v by moving the node radially. Gives finer control than default.
- Radial Hold (Pilot Lv4): Perfect for aligning docking ports that are sideways relative to the orbital plane.
- Parachute Repacking (Engineer Lv4): Always carry at least 5 Parachute Parts (resource) on any manned mission that returns to Kerbin. Use before reentry.
- Mobile Science Lab (Scientist Lv4): Activate via the lab's right-click menu; the Scientist must be inside. Works best with multiple science experiments stored.
- Data Transmission Bonus (Scientist Lv5): Only useful if you send data by antenna rather than recovering the vessel. Combine with CommNet for far-reaching probes.
Recommended Build:
When to Use Each Skill:
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General Kerbal Abilities (All Classes)
All Kerbals share these base traits:
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Skill Upgrades & Combos
Recommended Builds by Mission Type
#### Early Orbital Flight (Career Mode)
#### Mun Landing (First Landing)
#### Space Station (Long-Term)
#### Interplanetary Base (e.g., Laythe)
When to Use Each Skill (Advanced Tips)
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Conclusion
Kerbal Space Program's skill system may seem simple, but optimizing your Kerbal selection is crucial for efficiency in Career and Science modes. Always level up your Kerbals by sending them on diverse missions. A well-rounded crew of all three classes (with high levels) will make any mission easier, from simple suborbital hops to grand interplanetary expeditions. Remember that experience is earned by doing, so fly often, explore boldly, and your Kerbals will become true experts.
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Note: There are no spells, talents, or special moves in KSP. All skills are either passive bonuses or active abilities accessible via the in-game UI (right-click menus or SAS modes). Mods may add extra skills, but this guide covers the stock game.