Before we actually start making a part it’s a good idea to make sure you grasp what it is you’re trying to make. You might be tempted to dive right into smashing shapes together in Blender, but you can save yourself a lot of trouble if you at least check to make sure you have a firm grasp of your goal.

Balancing

To put it in business-y terms, what’s the value proposition of your mod? Why would people want to use it, and why do you want to make it? There’s no right or wrong answer to these questions, but things can change unexpectedly in your process and stuff is fluid; ensuring you know the why will help ground your decision-making.

In the case of engines, here’s some questions to mull over:

Ideate and sketch ideas

Again, it’s tempting to just jump into Blender and start making stuff, but gathering visual inspiration, references, and sketches goes a long way to preventing creative block. Even spending half an hour doodling on a napkin or poking around Wikipedia can go a long way. Below are some sketches I did, along with some notes for the Swallow methalox engine. Some of these concepts I’ll probably even re-use for other engines.

ksp sketch methalox lander concept.jpg

KSP_x64_zamFpGky3L.png

Another method I found quite useful is to “kitbash” in the game for inspiration: take some existing engines, structural parts, engine plates, multi-couplers, whatever, and begin combining them in different ways to generate ideas.

Remember, asset creation is more of an art than a science at this point—be creative and let loose.