---
title: "Kerbal Space Program support"
description: "How far Evil Engine's passthrough modding support for Kerbal Space Program gets today. Mounts from your own install, with GameData and Workshop craft laid out the way KSP loads them. Nothing converts or shows on screen yet."
url: "https://evil-engine.com/games/ksp"
modified: "2026-10-31T19:00:00.000Z"
site: "Evil Engine"
about: "Evil Engine, the passthrough modding engine"
---

[← All games](https://evil-engine.com/games) 

Mounts Unity 

# Kerbal Space Program

Mounts from your own install, with GameData and Workshop craft laid out the way KSP loads them. Nothing converts or shows on screen yet.

- **Ticket**: #009
- **Checked on**: Steam, Linux
- **Last checked**: October 31, 2026
- **Files**: 6,248
- **Mount**: `ksp/pc/1.12.5.3190`

## Mounting

4 of 4 done

- Done  

**Finds your copy**  
Picks up the install on its own, from Steam or wherever it lives.
- Done  

**Reads every file**  
Every file reads straight from your copy, in the order the game itself looks them up.
- Done  

**Matches players' copies**  
Every file matched Steam's own checksums, apart from the ones KSP rewrites each time it runs.
- Done  

**Brings its mods**  
GameData mods, DLC and Workshop craft. Mods and DLC checked on test installs only, since the checked copy had none.

## Converting

0 of 4 done

- To do  

**Models**  
KSP's own model files are planned as the next game after Garry's Mod.
- To do  

**Textures and materials**  
Its textures and materials turn into Evil Engine's own.
- To do  

**Maps**  
The space centre would convert as a map. The planets belong to a space mode instead.
- To do  

**Sounds**  
Its sounds turn into Evil Engine sounds.

## In game

0 of 3 done

- To do  

**Shows on screen**  
Converted content actually draws in Evil Engine.
- To do  

**In the spawn menu**  
Its props and models land in your spawn menu, no Plugin needed.
- To do  

**Maps you can visit**  
KSP mounts, but lists no maps in the Singleplayer menu yet.

## Where it stands

Evil Engine finds KSP on its own and reads it the way the game does: each folder in `GameData` side by side, in the order KSP loads them, with your Workshop craft beside them. On the checked copy that’s six craft and a little over 6,200 files. Walking `GameData` that way matches all 1,775 load lines in the game’s own `KSP.log`, and every one of the stock game’s 196 bundles reads back in full.

Your copy is fingerprinted in parts named after what a server would need: the stock parts, the cockpit interiors, and one for each Workshop craft. Files KSP rewrites whenever it runs, like its log and settings, are left out of all of them.

## Known issues

- The checked copy has no DLC and no mods, so those, and the Windows and Mac versions, have only been tried on test installs.
- Nothing reads far enough into Unity’s files yet to tell which ones hold the planets, so there’s no part a server can ask for them by.
- A GOG copy of the same version would count as a different build, since `buildID.txt` names the store it came from.

## Next up

- A part for the planets, once Unity’s files can be read past their headers.
- Converting KSP’s own models, materials and textures.

## About Evil Engine

Evil Engine is a **passthrough modding** engine by Pushbar Interactive. Modding through the games you already own instead of around them: the content comes from each player's own copy and is never extracted, ported or redistributed. The term took off in September 2026 with mods that run two games at once and wire them together by hand, one pair at a time. Evil Engine comes from that lineage and makes the process repeatable: it learns each engine once, maps each game onto shared vocabularies once, and gives mods one API, so every mounted game works with every other. More: https://evil-engine.com/passthrough-modding

- Every page, for agents: https://evil-engine.com/llms.txt
- Wishlist on Steam: https://store.steampowered.com/app/3731310/Evil_Engine
