![]() Heavy hulls :, empty fuel tanks and engines are by far heavier than their real life counter part. Consequent inaccuracies include :Įfficient engines :, chemical engines in KSP have an incredibly high efficiency, only matched by our hydrolox engines, but those have drawbacks KSP engines haven't (like lower Thrust to Weight Ratio). The game developers have found a balance were brute force and silliness (like vertical ascent to the Mun) is not punished, yet clever thought and realistic designs are rewarded. ,That way, a typical KSP launch is 2 mins long instead of the 10 mins long real life launch., Methinks, this is the greatest inaccuracy, because, for balance and entertainment purpose, it leads to a huge set of inaccuracies and misconceptions : the Kerbal System is so small than real life rocketry would destroy any challenge (eg, there would be no point to stage). Scale size :, KSP is 6.4 to 10 times smaller than real life, depending what you are looking to. Here is a non exhaustive list of omissions and inaccuracies that serves playability : When you make a game where the player makes the job of thousands of people, you have to commit on realism to make the game a game, enjoyed by a large public. Inaccuracies and omissions that serves gameplay A quick glance at ,Realism Overhaul, a collection of mods designed to improve realism, gives you tons of information of what is wrong in KSP. When you look at the detail, they are inaccuracies everywhere., But there are good reasons for them, as I'll explain bellow, mainly due to ,gameplay, or ,computers' limit, and I am glad to see there has never been "things left behind because we were lazy" and that there is no more "things left behind because we are working on something else" every flaw of the physic makes sense gameplay wise. They managed to make a believable, educational and highly enjoyable space simulation. Since the version 1.0, there is no major flaw in physic that would look ridiculously wrong. ![]() How accurate is Kerbal Space Program to real life?
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