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Base game includes all the planets and moons, the DLC only adds a few surface features you can scan for science.. I do enjoy that, but again it isn't something that is "needed".
DLC parts include rotors and blades for making prop vehicles like helicopters. Base game has rockets and jets but no propellers.
So which of those 2 dlcs add the things for vehicles?
Kerbal Space Program: Breaking Ground Expansion is the second expansion for the PC version of the critically acclaimed space flight simulator, Kerbal Space Program. This feature-rich expansion is focused on increasing the objective possibilities once celestial bodies have been reached by adding more interesting scientific endeavors and expanding the toolset.
After landing on a celestial body, a variety of data collecting equipment can now be deployed to conduct scientific experiments. While gathering that data, newly added surface features have been scattered across the solar system, which players will need to go out in search of to either scan or bring back to Kerbin for further examination.
Additionally, robotic parts are being added! A hinge, piston, rotor, and rotational servo in various sizes will be accessible to massively alter the possibilities of players’ crafts. These all operate under realistic physics with real forces and torque, electricity consumption, and even motor mass.
Deployed Science: Scientific experiments have always gone hand-in-hand with space exploration and are now becoming an even greater focus in KSP. Players will be able to utilize a storage container in their craft that can hold various pieces of science equipment. Upon reaching their destination, players will need to deploy the equipment, which includes a central station, booster antenna, solar panel, weather station, active seismometer, RTG, goo observation, and ion detector. These pieces of equipment must be left out for a period of time to fully collect all of the scientific data and relay it back to Kerbin. The active seismometer in particular asks players to deliberately crash things into a celestial body to gather seismic data!
Surface Features: A major addition with Breaking Ground is found on the celestial bodies scattered throughout the solar system. Meteors, craters, rock outcroppings, cryovolcanoes and more now populate the landscape. While smaller surface features can be transported back to KSC by Kerbals themselves, larger ones provide a greater challenge and will require Kerbals to venture out in rovers or send unmanned rovers. By attaching the new robotic rover arm to their rovers, players can scan the larger surface features to collect important scientific data.
Robotic Parts: Long-requested robotics parts will now be available for use in KSP! A hinge, piston, rotor, and rotational servo in various sizes will allow players to tackle new challenge as well as enhance the creativity of their crafts. To coincide with these new parts, the addition of a robotics controller system will let players coordinate the behavior of all the different parts on their craft.
A New Suit: Of course, the ever-important Kerbal fashion can never be forgotten. With Breaking Ground players will receive a new suit that is futuristic in aesthetic and tied to the science-focus of this expansion.
Take on new challenges with a breadth of added tools and parts in KSP’s second expansion, Breaking Ground. Weather stations, solar panels, and more allow players to collect science over time, while they venture out to research mysterious surface features such as cryovolcanoes with new robotic parts.
Making History adds a nice assortment of rocket parts as well. I use them quite a bit for larger stuff.
The size 3 parts are rarely useful, as it's a weird niche for size 2 to be too small and size 4 too large. I've occasionally had uses for the FL-TX220 Fuel Tank or the cheetah engine.
The size 8 parts don't include any new engines. They do include the largest fuel tanks and fairings in the game, though, so they're useful on that basis.
Making History also includes some additional engines of sizes that were previously available. The cub and wolfhound engines are notably useful for various purposes.
Making History also adds some structural parts that don't have any use in themselves, but give you additional sizes and shapes of components to connect other parts that do matter. Engine plates are occasionally nifty to have, but only occasionally. Other than that, if the workshop here is anything to go by, the structural parts are almost exclusively for decorative uses.
Breaking Ground basically includes several categories of parts. One is deployed science, where you can land somewhere, have a kerbal get out and set up some equipment, and then have that equipment generate science for you over the course of months. That's really just an additional thing to do while playing the game.
Another thing in Breaking Ground is surface features. Certain features are added to the various planets and moons, and you can land a rover, drive over to the feature, and scan it with a scanning arm to get science from the surface feature. That's an additional activity, and a way to make driving around a rover actually have a point, which it kind of doesn't in the base game.
The other major part of Breaking Ground is robotics. There are hinges, cylinders, and other such parts that can move or rotate one part of your rocket relative to another. The practical uses of these are all pretty narrow niches, but it does allow you to do some creative things.
Among the new robotics parts are rotors to spin perpetually, such as for a helicopter. There are also blades that you can use to make a helicopter or propeller. As with planes, to say that helicopters don't work at all would be too harsh, but it's pretty close to being true. Other than moving around when deep into Jool's lower atmosphere, you'll never come across anything in the game that you can do with helicopters or propellers that couldn't be done far more easily without them.