Hmmm.... I think I see what you mean. You don't want a total copy-me instruction set, but you'd like to know some concepts to consider so you're not flying purely blind. I'll list a few to help out. And I agree that Werner Von Kerman and Scott Manley are good resources on YouTube. These really helped me get over the hump using maneuver nodes early on and later rendezvous and docking (it felt impossible). Anyway... some thoughts on learn-as-you-go: 1) Learn your gauges... they tell you a lot and most are ignored. Example: The atmosphere thickness gauge at the top let's you know the air resistance. You don't have to have someone tell you the numbers... you can see this yourself realtime! Add to it homework reading from NASA... speed and air resistance in low atmosphere, gravity-turn, when/why to throttle up (and why they don't just have it "floored" the whole time), etc. Then use the book smarts w/ the indicators in-game to create your own concepts. And remember, Kerbin's size, gravity, atmosphere thickness are different than Earth, so copy NASA in concept only... their exact math won't help. 2) Heat happens three ways that I can tell... direct contact with a hot part (can be a problem), radiant (not a big deal but not ignored), and by exhaust (almost always a problem). So, space your engines out and they won't overheat, test to see if they start to overheat but don't actually blow up. See if you can use seperators so hot parts don't touch or a heat-sink... something to absorb/spread the heat (a big metal part takes more heat from an engine than a non-metal part). Put a decoupler on one stage and the engine start on the next so you can space the timing and avoid explosions... 3) ALWAYS LOOK AT THE WEIGHT OF PARTS. I can't stress this enough as it's not always obvious visually for given size/materials. It's easy to just keep piling on parts and you'll end up overbuilding badly. This compounds problems when trying to reach a new personal goal (farther planet, heavier lander, etc). Again, you don't have to calculate it, but if you always think, "could I do without this or use a lesser part?", you'll be on a good path. 4) Use probes when trying something new. These can be SUPER light, often handle easier and require less resources than manned capsules... good to learn concepts w/ less complication/weight. So, while you're learning, think of not killing Kerbals for the sake of skill advancement :-) 5) Build w/ modular parts. Save "tops" of rockets as something like "One Man Orbiter" or "Unmanned Science Lander" and then label it's contents in the description, then a full launch version when you have booster, orbital, transfer stages and maybe add a "FULL" suffix so you know that's a launch ready version. While building though, save the (usually bigger/complex) booster stage for this as something like "1m LKO booster" or "3m Heavy Asparagus Booster " and save that to the sub assemblies. You can then mix/match chunks you know work well and speed up your build-to-test time versus buld-from-scratch every time. 6) Don't just add more struts on a problematic rocket. It's an easy "fix" but actually does add to the weight, air resistance AND the part count. Sometimes you can build a more orderly rocket and reduce complexity. That said, struts are vital... just think of the physics of push-pull (they seem to only work that way... not torsion or flex... just tension/compression) and use them sparingly when you can. 7) Print up the controls/keybindings for the game and keep it handy. Example: You probably don't use RCS translation controls yet. And if you get to where you need them and have no idea they exist, they won't do much good!