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    {
      "id": "AdvancedFlightComputer",
      "published_at": "2026-08-11T16:41:04Z",
      "updated_at": "2026-09-26T08:50:01Z",
      "authored": {
        "spec_version": 1,
        "id": "AdvancedFlightComputer",
        "type": "mod",
        "name": "Advanced Flight Computer",
        "authors": [
          "Maxi"
        ],
        "abstract": "Maneuver planning, burn execution and closed-loop guidance for Kitten Space Agency.",
        "description": "Adds quick-tools to the Transfer Planner (set Pe/Ap, match/set inclination, circularize), flyby targeting so a Hohmann transfer arrives as a flyby instead of an impact, multi-pass burn splitting for Oberth-efficient departures, RCS-only burn execution, automatic staging with spent-booster drop and configurable staging delays, automatic removal of finished burns, and enables the planner to target interstellar comets on hyperbolic orbits (Oumuamua, 2I/Borisov, 3I/ATLAS).\nIts powered guidance flies an ascent to orbit, a booster boostback and a pinpoint powered landing.\n\nThis mod is written against the [StarMap loader](https://github.com/StarMapLoader/StarMap).\n\n## Features\n\n### Maneuver Quick-Tools\n\nNew plan types in the stock Transfer Planner dropdown:\n\n- **Set Periapsis / Set Apoapsis** - single burn at the opposite apse to raise or lower one apse to a target altitude.\n- **Match Inclination** - plane-change burn at AN or DN to align with a target orbit's plane.\n- **Set Inclination** - plane-change burn at AN or DN to set an absolute inclination angle. The reference plane is selectable: **Ecliptic** (matches `Orbit.Inclination`, KSA's system-wide inertial Z) or **Equatorial** (parent body's equator, standard astrodynamics convention). For Earth the two differ by the ~23.4 degree obliquity.\n\nRight-click the controlled vehicle's orbit and open **Advanced Flight Computer** to select a quick-tool.\nThe **At Periapsis** submenu offers **AFC: Set Apoapsis...**, and **At Apoapsis** offers **AFC: Set Periapsis...**.\nThese shortcuts open the planner and they do not place a burn at the clicked point.\n\nQuick-tools can plan a single burn after the last planned burn that changes the trajectory.\nFor example, plan a burn to raise apoapsis, then use **Set Periapsis** on the resulting orbit.\nThe preview and created node use that post-burn trajectory.\nMulti-pass cannot start on a pending burn's trajectory.\nShortcuts wait until a stock transfer calculation or active multi-pass execution has finished.\n\n### Flyby Targeting\n\nThe stock planner aims every transfer at the target body's center, so a well-timed Hohmann arrives as an impact and the flyby has to be set up afterwards as a separate correction. Tick **Target flyby periapsis** in the Transfer Planning window and the departure burn is aimed to arrive at a periapsis you choose instead, so **Create** fires the flyby directly.\n\n- **Periapsis** is entered against a selectable reference: **Surface** (altitude above the mean radius), **Center** (radius straight from the body center), or **Atmosphere** (altitude above the atmosphere boundary). The Atmosphere option only appears for bodies that have one, and a request below the safe floor is refused.\n- **Flyby side** picks which side of the body you pass, named in the target's own orbital frame: **Inner** (toward its parent), **Outer** (away from it), **North**, or **South**. The aim offset has to stay perpendicular to the approach, so a side whose axis lies along the approach direction cannot be reached and is greyed out.\n- Works for moon flybys and for interplanetary targets, either as a single burn or split across multi-pass passes.\n- The section reports the approach speed, the impact parameter, the departure delta-V next to the impact-aimed one, and the periapsis the propagated trajectory actually reaches. While a flyby is armed the preview shows that retargeted trajectory in place of stock's center-aimed one.\n- For multiple passes, the readout uses the selected departure after any schedule shift and the periapsis from the final preview trajectory.\n- If propagation cannot confirm a periapsis, the readout shows **No prediction** and its reason, such as a departure time outside the flight plan or no resolved target encounter.\n\n**Limitations:**\n- The plan is impulsive, the burn is not. On a near-escape departure the periapsis actually flown drifts from the requested one by roughly the finite-burn loss, on the order of one percent of a multi-km/s injection. Trim it with a small correction burn, or split the departure across several passes to cut the loss.\n\n### Multi-Pass Burns\n\n![LEO to Luna multi-pass transfer](ksa-image:multi-pass)\n\nAny of the above plan types (including stock Hohmann and circularize Apse transfers) can be split into multiple burns across successive orbits.\nInstead of one long burn that sweeps a large arc away from periapsis, the engine fires in shorter bursts near periapsis on each orbit, reducing finite-burn loss.\n\n**Supported plan types that can be split:**\n- Hohmann transfers\n- Set Periapsis / Set Apoapsis\n- Match Inclination / Set Inclination\n- Circularize Apoapsis / Periapsis\n\n**How to use:**\n1. Select a plan type and configure the maneuver as usual.\n2. Use the **PASSES** slider to choose how many passes (2-10).\n3. Click **Create**. The first pass burn is placed in the burn plan.\n4. Enable **Auto** burn mode. Each pass fires automatically, with the main engine or as an RCS burn, and the next pass is scheduled after completion.\n5. The plan window shows \"Multi-pass active: pass X of N\" with remaining pass details and a **Cancel remaining passes** button.\n\n**Why it helps:**\nWhen burn duration is a significant fraction of the orbital period, a single burn wastes fuel by thrusting far from periapsis. Splitting across N passes keeps each burn near periapsis where the Oberth effect is strongest.\nReal lunar kick stages use the same technique, several perigee burns instead of one long injection. It helps most for low-TWR spacecraft such as ion engines, small kick stages and nuclear tugs, where a single departure burn can take tens of minutes.\n\n**Hands-free execution:**\nMulti-pass works best with the built-in automatic staging switched on (handles staging between passes) and the built-in automatic burn removal left on (cleans up completed burns). A multi-pass execution then runs hands-free from first ignition to final departure.\n\n**Limitations:**\n- Same-parent transfers (e.g., LEO to Luna) shift the final burn forward by a few parking periods to fit the K-schedule. The shift is shown in the plan window.\n- A change to the flyby side or altitude updates the selected departure even during thrust.\n- Very high-energy departures from small SOIs (e.g., low Mars orbit to Saturn) may auto-clamp to fewer passes because intermediate orbits would escape the SOI.\n\n### RCS Translation Burns\n\n![RCS burn options in the burn editor](ksa-image:rcs-burn-panel)\n\nExecute a planned burn with RCS thrusters only, no main engine. Useful for small correction burns (rotating the whole vehicle for the main engine can cost more than just translating) and for vehicles without an active main engine like small probes.\n\n- The stock **Auto** burn button is still the single trigger: it executes the next burn with its resolved method. A burn resolves to the main engine when an active, fueled engine exists, otherwise to RCS; a per-burn override is available in the burn editor window (\"Execution: Default | Engine | RCS\").\n- Two attitude strategies, selectable per burn: **Hold** (keep the current attitude, fire the axis mix that points at the burn vector) and **Align** (rotate the strongest thruster axis onto the burn vector first). **Auto** (default) compares propellant estimates for both, including the slew cost, and picks the cheaper one.\n- Execution is closed-loop against the game's own delta-V accounting: pulses shrink as the remaining delta-V approaches zero, and the burn stops inside the thrusters' minimum impulse of the target. The engine autopilot is suppressed for the whole run, so a misclick can never ignite the main engine on an RCS-armed burn.\n- Burns themselves stay in the stock save format; removing the mod keeps every planned burn. The RCS arming metadata lives in `mods/AdvancedFlightComputer/rcs-exec.toml` next to the mod and survives save/load, including mid-burn.\n- The burn editor warns when a burn resolves to RCS but no thruster can translate (no propellant, none active) and when the estimated propellant exceeds what the thrusters can actually reach. Auto also shows an alert and refuses the burn before it creates execution state or changes the controls when the burn has no delta-V, no usable translation, or no axis that can serve its direction.\n- Estimates for a later planned burn use the current vehicle as an approximation and show **Estimate basis: Current vehicle** in the burn editor or **Current vehicle** in the gauge. Stock only loads the first executable burn as its active burn target, so these estimates do not forecast earlier burns or staging.\n- Completed RCS burns raise a public event (`RcsBurnCompletions.Completed`) other mods can consume; the built-in automatic burn removal uses it to clean up finished RCS burns the same way it cleans up engine auto-burns.\n- The **allocator** is selectable per burn (default **Groups**). Groups fires signed-axis groups and uses attitude control to counter residual torque. **LP** solves a fuel-optimal jet-selection problem over individual thruster forces and torques (the Bergmann/Draper formulation). LP can require costly counter-thrust, so it is opt-in, and it falls back to Groups when the constraints are infeasible.\n\n### Automatic Staging\n\n**Stock**\n\n![Stock engine gauge panel](ksa-image:autostage-stock)\n\n**With AdvancedFlightComputer**\n\n![Engine gauge panel with AUTOSTAGE toggle](ksa-image:autostage-button)\n\nActivates the next sequence whenever the active engines run out of propellant, and drops burnt-out boosters while the rest of the stage keeps firing. Works during auto-burns (continues the burn instead of aborting) and manual burns. Formerly the separate AutoStage mod; remove that mod when you install this version, because two stagers on one burnout would activate two sequences. The settings written by AutoStage are imported on the first load.\n\n- **AUTOSTAGE toggle button** on the EngineControl gauge panel, in the free slot under RCS. The switch belongs to the vehicle, so an armed craft keeps staging when you control another one. The same switch is available on the Mods settings page for installs without KittenExtensions.\n- **Control-module guard** - a sequence that would separate the last control module is never staged automatically; stage it by hand if that is what you want.\n- **Auto-burn continuation** - keeps the burn mode at Auto through staging so planned burns do not abort.\n- **Cascade staging** - stages again if the next stage is empty or only has decouplers.\n- **Spent stage drop** - sheds burnt-out boosters as soon as they quit, without waiting for the core stage to run dry.\n- **Configurable staging delays** - independent delays for decouplers and engines, simulating separation and engine spool-up time.\n- **On-screen countdowns** - \"Decouple in X.Xs\" and \"Ignition in X.Xs\" alerts during a delayed stage.\n\n**Spent stage drop.** When solid boosters burn out before a liquid core, a trigger that waits for every engine to go dry would carry the empty casings along as dead mass. The mod therefore also stages when the next sequence would jettison nothing but burnt-out hardware: the sequence activates no engine, every active engine it separates is spent, an engine that stays with the vehicle is still firing, and nothing it separates is an engine that has never been activated. It refuses when the separated parts still hold propellant a retained engine can draw from, or when an enabled fuel link crosses the separation, so crossfeed setups are not cut off mid-burn. Turn it off with \"Drop spent stages early\" on the Mods settings page if staging should wait for a full burnout.\n\n**Solid motors in the staging readout.** The game's staging model gives a solid motor the burn time of a full grain on every refresh, so a nearly spent booster is shown as a trickle that outlasts the core. The mod paces the motor at the mean flow of the burn it has left, read off its thrust curve, so the in-flight staging window and the guidance stage list end the booster phase where the boosters do.\n\n**Staging delays.** Two delays are configurable per part variant, both measured from the staging trigger: the engine ignition delay (default values per stock engine variant, the small EngineA1 ignites after 2 s, EngineA3 after 3 s) and the decoupler delay (default 0 s, which matches stock). Set the decoupler delay shorter than the engine delay if the lower stage should drop away before the upper stage lights up.\n\n- **Settings window (Settings > Mods > AUTOSTAGE):** the two switches, then the \"Engine Ignition Delays\" and \"Decoupler Delays\" tables listing every known part variant. Every setting takes effect immediately; click SAVE to persist it.\n- **Part window (right-click part > Window):** override the delay for a specific sequence on the current vehicle. A part gets one block per sequence it fires something in, each naming the module it covers. Per-vehicle overrides take priority over the global config.\n\nThe global config is `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\autostage.toml`:\n\n```toml\n[staging]\ndrop_spent_stages = true\n\n[engine_delays]\nCorePropulsionA_Prefab_EngineA2 = 2.0\nCorePropulsionA_Prefab_EngineA3 = 5.0\n\n[decoupler_delays]\nCoreFairingA_Prefab_Interstage3W3HB = 1.0\n```\n\nPer-vehicle sequence overrides are stored next to it in `autostage-vehicles\\<vehicle-id>.toml`, created automatically when you set an override in the part window, with separate `[sequence_delays]` (engines) and `[decoupler_delays]` sections. Nothing is written to a game save.\n\n### Automatic Burn Removal\n\nIn stock KSA, when an auto-burn completes the flight computer flips the burn mode to Manual but leaves the burn entry in the plan, so you have to click \"Delete\" before the next maneuver can take focus. This feature cleans up completed burns automatically. Formerly the separate AutoRemoveFinishedBurns mod; remove that mod when you install this version. Its saved switch is imported on the first load.\n\n- **Auto-burns** are removed as soon as the flight computer flips out of Auto mode on completion. Completion is confirmed through the same delta-V vector reversal the stock flight computer uses, so a burn that flamed out before reaching its target stays in the plan and can be resumed after staging.\n- **RCS burns** executed by this mod are removed on their completion event.\n- **Manual burns are never touched**, and only the vehicle you control is watched. A burn that finishes on a background vehicle stays in its plan.\n- **Switch** on the Mods settings page, on by default, persisted in `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\autoremove.toml`.\n\n### Hyperbolic Targets\n\nThe stock Transfer Planner filters out bodies with eccentricity >= 1. This mod lets it target interstellar comets (Oumuamua, 2I/Borisov, 3I/ATLAS) by patching the planner's time-of-flight and alignment math to handle unbound orbits.\n\n### Powered Guidance\n\n[![Watch the PoweredGuidance demo](ksa-image:twin-boosters)](https://youtu.be/hSUcV6tx3oY)\n\nClosed-loop guidance that flies the vehicle for you, originally the [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) mod by cairn5, see Credits.\nOpen the **AFC Guidance** menu in the top bar, switch **Enabled** on and open the panel with **Show panel**. EXECUTE, ABORT and RETARGET act on the selected tab.\n\n- **Ascent** flies UPFG, the Space Shuttle's ascent guidance, to a target periapsis, apoapsis, inclination and LAN, optionally holding the argument of periapsis too and otherwise inserting wherever the burn costs least dV, with an optional launch window, g-limit and booster reserve. Launching to a target vehicle flies a co-elliptic chase orbit below it. Staging goes through automatic staging, and a stage that separates with a command pod can get its own landing site.\n- **Boostback** flies a separated booster back toward its landing site with a settling burn, a flip, the boostback burn and an entry attitude, against an impact prediction through the atmosphere.\n- **Deorbit and land** flies the whole chain from orbit: the deorbit burn, a fuel-optimal powered descent with G-FOLD or the 6-DOF solver, and a terminal hover to touchdown.\n- **Land from here** starts only the powered descent and the hover, from where the craft is now.\n\nGuidance takes a craft only when you press EXECUTE, and it lets go when you abort, take over the attitude or arm the stock Auto burn.\nAn abort during the powered descent or the terminal hover leaves the engine as it is, so the craft does not drop, while every other abort cuts the engine.\nThe hover refuses a craft whose thrust at minimum throttle exceeds its weight, because such a craft climbs whenever the engine runs, and a G-FOLD or 6-DOF descent that would hand over to it flies its own plan to touchdown instead.\nG-FOLD suits airless bodies and agile landers that point with RCS. The 6-DOF solver models the vehicle rotation, so it handles boosters with high rotational inertia and descents through an atmosphere.\nThe native solvers `clarabel_c.dll` and `scs.dll` ship with the mod. See the [guidance documentation](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/docs/guidance/README.md) for how it works.\n\n## Installation\n\n1. Install [StarMap](https://github.com/StarMapLoader/StarMap) and [KittenExtensions](https://github.com/tsholmes/KittenExtensions) (the latter is only required for hyperbolic targets and the AUTOSTAGE gauge button).\n2. Download the latest release from the [Releases](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases) tab.\n3. Extract into `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\`.\n4. The game auto-discovers new mods and prompts you to enable them. Alternatively, add to `Documents\\My Games\\Kitten Space Agency\\manifest.toml`:\n\n```toml\n[[mods]]\nid = \"AdvancedFlightComputer\"\nenabled = true\n```\n\n## Dependencies\n\n- [StarMap](https://github.com/StarMapLoader/StarMap): Mod loader, required at runtime (see Installation). Tested version 0.4.6.\n- [KittenExtensions](https://github.com/tsholmes/KittenExtensions): Optional, required at runtime for the hyperbolic-targets and AUTOSTAGE button XML patches. Tested version v0.4.0.\n\n## Build dependencies\n\nRequired only to build the mod from source. Targets **.NET 10**.\n\n- [StarMap.API](https://github.com/StarMapLoader/StarMap) from NuGet, tested version 0.3.6.\n- [Lib.Harmony](https://www.nuget.org/packages/Lib.Harmony) from NuGet, tested version 2.4.2.\n\nThe native guidance solvers are built from the vendored sources with Rust and Zig, see [native-build.md](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/docs/guidance/native-build.md).\n\n## Mod compatibility\n\n- [AutoStage](https://github.com/Maximilian-Nesslauer/KSA-AutoStage), [AutoRemoveFinishedBurns](https://github.com/Maximilian-Nesslauer/KSA-AutoRemoveFinishedBurns) and [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) are now part of this mod. Delete their folders under `mods`, because a disabled mod still applies its XML patches.\n- Known conflicts: none\n\n## Credits\n\n- **Oliver Cairns ([cairn5](https://github.com/cairn5))** wrote [PoweredGuidance](https://github.com/cairn5/PoweredGuidance), which is the powered guidance in this mod: the UPFG ascent and its landing mode, G-FOLD, the CAT-S successive-convexification 6-DOF guidance, boostback, terminal hover, returnable stages, the impact prediction and the guidance panel. Its full history is part of this repository, and he is co-author of the project.\n- **[PEGAS](https://github.com/Noiredd/PEGAS)** by Noiredd is the reference and foundation for the UPFG implementation; its MIT license is kept at [`third_party/pegas/LICENSE`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/third_party/pegas/LICENSE).\n- **G-FOLD** follows Acikmese and Ploen, *Convex Programming Approach to Powered Descent Guidance for Mars Landing* (2007), and Acikmese, Carson and Blackmore, *Lossless Convexification of Nonconvex Control Bound and Pointing Constraints of the Soft Landing Optimal Control Problem* (2013).\n- **[Clarabel](https://github.com/oxfordcontrol/Clarabel.rs)** by Goulart and Chen and **[SCS](https://github.com/cvxgrp/scs)** by O'Donoghue are the conic solvers behind G-FOLD and the 6-DOF guidance.\n\n## License\n\nMIT - see [`LICENSE`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/LICENSE). Vendored code under `third_party/` keeps its own upstream license.\n\nPoweredGuidance releases up to and including **v0.3.1** linked [ECOS](https://github.com/embotech/ecos), which is GPLv3, and were therefore distributed under GPLv3 as a whole. Those releases stay available under GPLv3, but ECOS was replaced by Clarabel (Apache-2.0) before the import, so **nothing in the current tree is GPL**.\n\nAttribution for the vendored solvers and their own transitive dependencies is in [`THIRD-PARTY-NOTICES.md`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/THIRD-PARTY-NOTICES.md); all of them are permissive, and none impose copyleft on this work.\n\n## Community\n\nThread on the KSA forums: https://forums.ahwoo.com/threads/advanced-flight-computer.783/\n\n## Check out my other mods\n\n- [DeltaVMap](https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap) - interactive delta-v subway map and transfer-window planner, auto-generated from the loaded system ([forum thread](https://forums.ahwoo.com/threads/deltavmap.978/))\n- [MeasureTools](https://github.com/Maximilian-Nesslauer/KSA-MeasureTools) - click-to-measure ruler, protractor, and surface measuring in the map view ([forum thread](https://forums.ahwoo.com/threads/measuretools.992/))\n",
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          ],
          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/tag/v0.8.2-nightly.20260926",
          "changelog_text": "Nightly build of `main` at ebeced086d262c7fc86ece096993b7ef19eb3938, for testing. It has not been flown as a release, so it can break things that the latest stable release does not.\n\nBorea offers nightlies only on its `dev` channel, and SpaceDock never gets them.\n\n## What's Changed\n* Convex ascent: plan solid motors on their own thrust curves by @cairn5 in https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/pull/82\n* Convex ascent: drag at the flown attitude, and EXECUTE flies the convex plan by @cairn5 in https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/pull/83\n\n\n**Full Changelog**: https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/compare/v0.8.2-nightly.20260925...v0.8.2-nightly.20260926\n\n## Compatibility\nValidated against KSA build version **2026.9.22.5482**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\`, so that the files end up in `mods\\AdvancedFlightComputer\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).\n\nYou can also download and install it with the mod manager **Borea**: https://ksamodding.github.io/Borea/\n\n## Downloads\n\n| File | SHA-256 |\n| --- | --- |\n| AdvancedFlightComputer-0.8.2-nightly.20260926.zip | `579089352143729e5617da9b2d00d681715b379760c10c28ae412b4fd5290ced` |\n\n## Provenance\nThe zip was built by the nightly workflow of this repository. A promoted stable release carries the same bytes as the nightly it was promoted from, so the same attestation covers it. To check a download:\n\n```\ngh attestation verify <file> --repo Maximilian-Nesslauer/KSA-AdvancedFlightComputer \\\n  --signer-workflow Maximilian-Nesslauer/KSA-AdvancedFlightComputer/.github/workflows/nightly.yml\n```",
          "listing": {
            "name": "Advanced Flight Computer",
            "authors": [
              "Maxi"
            ],
            "abstract": "Maneuver planning, burn execution and closed-loop guidance for Kitten Space Agency.",
            "description": "Adds quick-tools to the Transfer Planner (set Pe/Ap, match/set inclination, circularize), flyby targeting so a Hohmann transfer arrives as a flyby instead of an impact, multi-pass burn splitting for Oberth-efficient departures, RCS-only burn execution, automatic staging with spent-booster drop and configurable staging delays, automatic removal of finished burns, and enables the planner to target interstellar comets on hyperbolic orbits (Oumuamua, 2I/Borisov, 3I/ATLAS).\nIts powered guidance flies an ascent to orbit, a booster boostback and a pinpoint powered landing.\n\nThis mod is written against the [StarMap loader](https://github.com/StarMapLoader/StarMap).\n\n## Features\n\n### Maneuver Quick-Tools\n\nNew plan types in the stock Transfer Planner dropdown:\n\n- **Set Periapsis / Set Apoapsis** - single burn at the opposite apse to raise or lower one apse to a target altitude.\n- **Match Inclination** - plane-change burn at AN or DN to align with a target orbit's plane.\n- **Set Inclination** - plane-change burn at AN or DN to set an absolute inclination angle. The reference plane is selectable: **Ecliptic** (matches `Orbit.Inclination`, KSA's system-wide inertial Z) or **Equatorial** (parent body's equator, standard astrodynamics convention). For Earth the two differ by the ~23.4 degree obliquity.\n\nRight-click the controlled vehicle's orbit and open **Advanced Flight Computer** to select a quick-tool.\nThe **At Periapsis** submenu offers **AFC: Set Apoapsis...**, and **At Apoapsis** offers **AFC: Set Periapsis...**.\nThese shortcuts open the planner and they do not place a burn at the clicked point.\n\nQuick-tools can plan a single burn after the last planned burn that changes the trajectory.\nFor example, plan a burn to raise apoapsis, then use **Set Periapsis** on the resulting orbit.\nThe preview and created node use that post-burn trajectory.\nMulti-pass cannot start on a pending burn's trajectory.\nShortcuts wait until a stock transfer calculation or active multi-pass execution has finished.\n\n### Flyby Targeting\n\nThe stock planner aims every transfer at the target body's center, so a well-timed Hohmann arrives as an impact and the flyby has to be set up afterwards as a separate correction. Tick **Target flyby periapsis** in the Transfer Planning window and the departure burn is aimed to arrive at a periapsis you choose instead, so **Create** fires the flyby directly.\n\n- **Periapsis** is entered against a selectable reference: **Surface** (altitude above the mean radius), **Center** (radius straight from the body center), or **Atmosphere** (altitude above the atmosphere boundary). The Atmosphere option only appears for bodies that have one, and a request below the safe floor is refused.\n- **Flyby side** picks which side of the body you pass, named in the target's own orbital frame: **Inner** (toward its parent), **Outer** (away from it), **North**, or **South**. The aim offset has to stay perpendicular to the approach, so a side whose axis lies along the approach direction cannot be reached and is greyed out.\n- Works for moon flybys and for interplanetary targets, either as a single burn or split across multi-pass passes.\n- The section reports the approach speed, the impact parameter, the departure delta-V next to the impact-aimed one, and the periapsis the propagated trajectory actually reaches. While a flyby is armed the preview shows that retargeted trajectory in place of stock's center-aimed one.\n- For multiple passes, the readout uses the selected departure after any schedule shift and the periapsis from the final preview trajectory.\n- If propagation cannot confirm a periapsis, the readout shows **No prediction** and its reason, such as a departure time outside the flight plan or no resolved target encounter.\n\n**Limitations:**\n- The plan is impulsive, the burn is not. On a near-escape departure the periapsis actually flown drifts from the requested one by roughly the finite-burn loss, on the order of one percent of a multi-km/s injection. Trim it with a small correction burn, or split the departure across several passes to cut the loss.\n\n### Multi-Pass Burns\n\n![LEO to Luna multi-pass transfer](ksa-image:multi-pass)\n\nAny of the above plan types (including stock Hohmann and circularize Apse transfers) can be split into multiple burns across successive orbits.\nInstead of one long burn that sweeps a large arc away from periapsis, the engine fires in shorter bursts near periapsis on each orbit, reducing finite-burn loss.\n\n**Supported plan types that can be split:**\n- Hohmann transfers\n- Set Periapsis / Set Apoapsis\n- Match Inclination / Set Inclination\n- Circularize Apoapsis / Periapsis\n\n**How to use:**\n1. Select a plan type and configure the maneuver as usual.\n2. Use the **PASSES** slider to choose how many passes (2-10).\n3. Click **Create**. The first pass burn is placed in the burn plan.\n4. Enable **Auto** burn mode. Each pass fires automatically, with the main engine or as an RCS burn, and the next pass is scheduled after completion.\n5. The plan window shows \"Multi-pass active: pass X of N\" with remaining pass details and a **Cancel remaining passes** button.\n\n**Why it helps:**\nWhen burn duration is a significant fraction of the orbital period, a single burn wastes fuel by thrusting far from periapsis. Splitting across N passes keeps each burn near periapsis where the Oberth effect is strongest.\nReal lunar kick stages use the same technique, several perigee burns instead of one long injection. It helps most for low-TWR spacecraft such as ion engines, small kick stages and nuclear tugs, where a single departure burn can take tens of minutes.\n\n**Hands-free execution:**\nMulti-pass works best with the built-in automatic staging switched on (handles staging between passes) and the built-in automatic burn removal left on (cleans up completed burns). A multi-pass execution then runs hands-free from first ignition to final departure.\n\n**Limitations:**\n- Same-parent transfers (e.g., LEO to Luna) shift the final burn forward by a few parking periods to fit the K-schedule. The shift is shown in the plan window.\n- A change to the flyby side or altitude updates the selected departure even during thrust.\n- Very high-energy departures from small SOIs (e.g., low Mars orbit to Saturn) may auto-clamp to fewer passes because intermediate orbits would escape the SOI.\n\n### RCS Translation Burns\n\n![RCS burn options in the burn editor](ksa-image:rcs-burn-panel)\n\nExecute a planned burn with RCS thrusters only, no main engine. Useful for small correction burns (rotating the whole vehicle for the main engine can cost more than just translating) and for vehicles without an active main engine like small probes.\n\n- The stock **Auto** burn button is still the single trigger: it executes the next burn with its resolved method. A burn resolves to the main engine when an active, fueled engine exists, otherwise to RCS; a per-burn override is available in the burn editor window (\"Execution: Default | Engine | RCS\").\n- Two attitude strategies, selectable per burn: **Hold** (keep the current attitude, fire the axis mix that points at the burn vector) and **Align** (rotate the strongest thruster axis onto the burn vector first). **Auto** (default) compares propellant estimates for both, including the slew cost, and picks the cheaper one.\n- Execution is closed-loop against the game's own delta-V accounting: pulses shrink as the remaining delta-V approaches zero, and the burn stops inside the thrusters' minimum impulse of the target. The engine autopilot is suppressed for the whole run, so a misclick can never ignite the main engine on an RCS-armed burn.\n- Burns themselves stay in the stock save format; removing the mod keeps every planned burn. The RCS arming metadata lives in `mods/AdvancedFlightComputer/rcs-exec.toml` next to the mod and survives save/load, including mid-burn.\n- The burn editor warns when a burn resolves to RCS but no thruster can translate (no propellant, none active) and when the estimated propellant exceeds what the thrusters can actually reach. Auto also shows an alert and refuses the burn before it creates execution state or changes the controls when the burn has no delta-V, no usable translation, or no axis that can serve its direction.\n- Estimates for a later planned burn use the current vehicle as an approximation and show **Estimate basis: Current vehicle** in the burn editor or **Current vehicle** in the gauge. Stock only loads the first executable burn as its active burn target, so these estimates do not forecast earlier burns or staging.\n- Completed RCS burns raise a public event (`RcsBurnCompletions.Completed`) other mods can consume; the built-in automatic burn removal uses it to clean up finished RCS burns the same way it cleans up engine auto-burns.\n- The **allocator** is selectable per burn (default **Groups**). Groups fires signed-axis groups and uses attitude control to counter residual torque. **LP** solves a fuel-optimal jet-selection problem over individual thruster forces and torques (the Bergmann/Draper formulation). LP can require costly counter-thrust, so it is opt-in, and it falls back to Groups when the constraints are infeasible.\n\n### Automatic Staging\n\n**Stock**\n\n![Stock engine gauge panel](ksa-image:autostage-stock)\n\n**With AdvancedFlightComputer**\n\n![Engine gauge panel with AUTOSTAGE toggle](ksa-image:autostage-button)\n\nActivates the next sequence whenever the active engines run out of propellant, and drops burnt-out boosters while the rest of the stage keeps firing. Works during auto-burns (continues the burn instead of aborting) and manual burns. Formerly the separate AutoStage mod; remove that mod when you install this version, because two stagers on one burnout would activate two sequences. The settings written by AutoStage are imported on the first load.\n\n- **AUTOSTAGE toggle button** on the EngineControl gauge panel, in the free slot under RCS. The switch belongs to the vehicle, so an armed craft keeps staging when you control another one. The same switch is available on the Mods settings page for installs without KittenExtensions.\n- **Control-module guard** - a sequence that would separate the last control module is never staged automatically; stage it by hand if that is what you want.\n- **Auto-burn continuation** - keeps the burn mode at Auto through staging so planned burns do not abort.\n- **Cascade staging** - stages again if the next stage is empty or only has decouplers.\n- **Spent stage drop** - sheds burnt-out boosters as soon as they quit, without waiting for the core stage to run dry.\n- **Configurable staging delays** - independent delays for decouplers and engines, simulating separation and engine spool-up time.\n- **On-screen countdowns** - \"Decouple in X.Xs\" and \"Ignition in X.Xs\" alerts during a delayed stage.\n\n**Spent stage drop.** When solid boosters burn out before a liquid core, a trigger that waits for every engine to go dry would carry the empty casings along as dead mass. The mod therefore also stages when the next sequence would jettison nothing but burnt-out hardware: the sequence activates no engine, every active engine it separates is spent, an engine that stays with the vehicle is still firing, and nothing it separates is an engine that has never been activated. It refuses when the separated parts still hold propellant a retained engine can draw from, or when an enabled fuel link crosses the separation, so crossfeed setups are not cut off mid-burn. Turn it off with \"Drop spent stages early\" on the Mods settings page if staging should wait for a full burnout.\n\n**Solid motors in the staging readout.** The game's staging model gives a solid motor the burn time of a full grain on every refresh, so a nearly spent booster is shown as a trickle that outlasts the core. The mod paces the motor at the mean flow of the burn it has left, read off its thrust curve, so the in-flight staging window and the guidance stage list end the booster phase where the boosters do.\n\n**Staging delays.** Two delays are configurable per part variant, both measured from the staging trigger: the engine ignition delay (default values per stock engine variant, the small EngineA1 ignites after 2 s, EngineA3 after 3 s) and the decoupler delay (default 0 s, which matches stock). Set the decoupler delay shorter than the engine delay if the lower stage should drop away before the upper stage lights up.\n\n- **Settings window (Settings > Mods > AUTOSTAGE):** the two switches, then the \"Engine Ignition Delays\" and \"Decoupler Delays\" tables listing every known part variant. Every setting takes effect immediately; click SAVE to persist it.\n- **Part window (right-click part > Window):** override the delay for a specific sequence on the current vehicle. A part gets one block per sequence it fires something in, each naming the module it covers. Per-vehicle overrides take priority over the global config.\n\nThe global config is `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\autostage.toml`:\n\n```toml\n[staging]\ndrop_spent_stages = true\n\n[engine_delays]\nCorePropulsionA_Prefab_EngineA2 = 2.0\nCorePropulsionA_Prefab_EngineA3 = 5.0\n\n[decoupler_delays]\nCoreFairingA_Prefab_Interstage3W3HB = 1.0\n```\n\nPer-vehicle sequence overrides are stored next to it in `autostage-vehicles\\<vehicle-id>.toml`, created automatically when you set an override in the part window, with separate `[sequence_delays]` (engines) and `[decoupler_delays]` sections. Nothing is written to a game save.\n\n### Automatic Burn Removal\n\nIn stock KSA, when an auto-burn completes the flight computer flips the burn mode to Manual but leaves the burn entry in the plan, so you have to click \"Delete\" before the next maneuver can take focus. This feature cleans up completed burns automatically. Formerly the separate AutoRemoveFinishedBurns mod; remove that mod when you install this version. Its saved switch is imported on the first load.\n\n- **Auto-burns** are removed as soon as the flight computer flips out of Auto mode on completion. Completion is confirmed through the same delta-V vector reversal the stock flight computer uses, so a burn that flamed out before reaching its target stays in the plan and can be resumed after staging.\n- **RCS burns** executed by this mod are removed on their completion event.\n- **Manual burns are never touched**, and only the vehicle you control is watched. A burn that finishes on a background vehicle stays in its plan.\n- **Switch** on the Mods settings page, on by default, persisted in `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\autoremove.toml`.\n\n### Hyperbolic Targets\n\nThe stock Transfer Planner filters out bodies with eccentricity >= 1. This mod lets it target interstellar comets (Oumuamua, 2I/Borisov, 3I/ATLAS) by patching the planner's time-of-flight and alignment math to handle unbound orbits.\n\n### Powered Guidance\n\n[![Watch the PoweredGuidance demo](ksa-image:twin-boosters)](https://youtu.be/hSUcV6tx3oY)\n\nClosed-loop guidance that flies the vehicle for you, originally the [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) mod by cairn5, see Credits.\nOpen the **AFC Guidance** menu in the top bar, switch **Enabled** on and open the panel with **Show panel**. EXECUTE, ABORT and RETARGET act on the selected tab.\n\n- **Ascent** flies UPFG, the Space Shuttle's ascent guidance, to a target periapsis, apoapsis, inclination and LAN, optionally holding the argument of periapsis too and otherwise inserting wherever the burn costs least dV, with an optional launch window, g-limit and booster reserve. Launching to a target vehicle flies a co-elliptic chase orbit below it. Staging goes through automatic staging, and a stage that separates with a command pod can get its own landing site.\n- **Boostback** flies a separated booster back toward its landing site with a settling burn, a flip, the boostback burn and an entry attitude, against an impact prediction through the atmosphere.\n- **Deorbit and land** flies the whole chain from orbit: the deorbit burn, a fuel-optimal powered descent with G-FOLD or the 6-DOF solver, and a terminal hover to touchdown.\n- **Land from here** starts only the powered descent and the hover, from where the craft is now.\n\nGuidance takes a craft only when you press EXECUTE, and it lets go when you abort, take over the attitude or arm the stock Auto burn.\nAn abort during the powered descent or the terminal hover leaves the engine as it is, so the craft does not drop, while every other abort cuts the engine.\nThe hover refuses a craft whose thrust at minimum throttle exceeds its weight, because such a craft climbs whenever the engine runs, and a G-FOLD or 6-DOF descent that would hand over to it flies its own plan to touchdown instead.\nG-FOLD suits airless bodies and agile landers that point with RCS. The 6-DOF solver models the vehicle rotation, so it handles boosters with high rotational inertia and descents through an atmosphere.\nThe native solvers `clarabel_c.dll` and `scs.dll` ship with the mod. See the [guidance documentation](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/docs/guidance/README.md) for how it works.\n\n## Installation\n\n1. Install [StarMap](https://github.com/StarMapLoader/StarMap) and [KittenExtensions](https://github.com/tsholmes/KittenExtensions) (the latter is only required for hyperbolic targets and the AUTOSTAGE gauge button).\n2. Download the latest release from the [Releases](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases) tab.\n3. Extract into `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\`.\n4. The game auto-discovers new mods and prompts you to enable them. Alternatively, add to `Documents\\My Games\\Kitten Space Agency\\manifest.toml`:\n\n```toml\n[[mods]]\nid = \"AdvancedFlightComputer\"\nenabled = true\n```\n\n## Dependencies\n\n- [StarMap](https://github.com/StarMapLoader/StarMap): Mod loader, required at runtime (see Installation). Tested version 0.4.6.\n- [KittenExtensions](https://github.com/tsholmes/KittenExtensions): Optional, required at runtime for the hyperbolic-targets and AUTOSTAGE button XML patches. Tested version v0.4.0.\n\n## Build dependencies\n\nRequired only to build the mod from source. Targets **.NET 10**.\n\n- [StarMap.API](https://github.com/StarMapLoader/StarMap) from NuGet, tested version 0.3.6.\n- [Lib.Harmony](https://www.nuget.org/packages/Lib.Harmony) from NuGet, tested version 2.4.2.\n\nThe native guidance solvers are built from the vendored sources with Rust and Zig, see [native-build.md](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/docs/guidance/native-build.md).\n\n## Mod compatibility\n\n- [AutoStage](https://github.com/Maximilian-Nesslauer/KSA-AutoStage), [AutoRemoveFinishedBurns](https://github.com/Maximilian-Nesslauer/KSA-AutoRemoveFinishedBurns) and [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) are now part of this mod. Delete their folders under `mods`, because a disabled mod still applies its XML patches.\n- Known conflicts: none\n\n## Credits\n\n- **Oliver Cairns ([cairn5](https://github.com/cairn5))** wrote [PoweredGuidance](https://github.com/cairn5/PoweredGuidance), which is the powered guidance in this mod: the UPFG ascent and its landing mode, G-FOLD, the CAT-S successive-convexification 6-DOF guidance, boostback, terminal hover, returnable stages, the impact prediction and the guidance panel. Its full history is part of this repository, and he is co-author of the project.\n- **[PEGAS](https://github.com/Noiredd/PEGAS)** by Noiredd is the reference and foundation for the UPFG implementation; its MIT license is kept at [`third_party/pegas/LICENSE`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/third_party/pegas/LICENSE).\n- **G-FOLD** follows Acikmese and Ploen, *Convex Programming Approach to Powered Descent Guidance for Mars Landing* (2007), and Acikmese, Carson and Blackmore, *Lossless Convexification of Nonconvex Control Bound and Pointing Constraints of the Soft Landing Optimal Control Problem* (2013).\n- **[Clarabel](https://github.com/oxfordcontrol/Clarabel.rs)** by Goulart and Chen and **[SCS](https://github.com/cvxgrp/scs)** by O'Donoghue are the conic solvers behind G-FOLD and the 6-DOF guidance.\n\n## License\n\nMIT - see [`LICENSE`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/LICENSE). Vendored code under `third_party/` keeps its own upstream license.\n\nPoweredGuidance releases up to and including **v0.3.1** linked [ECOS](https://github.com/embotech/ecos), which is GPLv3, and were therefore distributed under GPLv3 as a whole. Those releases stay available under GPLv3, but ECOS was replaced by Clarabel (Apache-2.0) before the import, so **nothing in the current tree is GPL**.\n\nAttribution for the vendored solvers and their own transitive dependencies is in [`THIRD-PARTY-NOTICES.md`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/THIRD-PARTY-NOTICES.md); all of them are permissive, and none impose copyleft on this work.\n\n## Community\n\nThread on the KSA forums: https://forums.ahwoo.com/threads/advanced-flight-computer.783/\n\n## Check out my other mods\n\n- [DeltaVMap](https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap) - interactive delta-v subway map and transfer-window planner, auto-generated from the loaded system ([forum thread](https://forums.ahwoo.com/threads/deltavmap.978/))\n- [MeasureTools](https://github.com/Maximilian-Nesslauer/KSA-MeasureTools) - click-to-measure ruler, protractor, and surface measuring in the map view ([forum thread](https://forums.ahwoo.com/threads/measuretools.992/))\n",
            "license": "MIT",
            "tags": [
              "gameplay"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/advanced-flight-computer.783/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer",
              "spacedock": "https://spacedock.info/mod/4253/AdvancedFlightComputer",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/issues",
              "discussions": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/discussions"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "AdvancedFlightComputer",
          "type": "mod",
          "version": "0.8.2-nightly.20260925",
          "version_scheme": "semver",
          "release_status": "dev",
          "release_date": "2026-09-25T16:55:33Z",
          "game_min": "2026.9.22.5482",
          "game_min_revision": 5482,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/download/v0.8.2-nightly.20260925/AdvancedFlightComputer-0.8.2-nightly.20260925.zip",
            "sha256": "A79E164FF8AE644660645F8A26452AEA6DE0449EA7C01BF0AF33E6D80DBA5D15",
            "size": 1474822,
            "content_type": "application/zip"
          },
          "install_size": 3411456,
          "install": {
            "root": "AdvancedFlightComputer",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [
            {
              "id": "KittenExtensions",
              "kind": "optional",
              "source": "derived"
            }
          ],
          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/tag/v0.8.2-nightly.20260925",
          "changelog_text": "Nightly build of `main` at c4ffdb3864be838a995bced743916762d97b91e8, for testing. It has not been flown as a release, so it can break things that the latest stable release does not.\n\nBorea offers nightlies only on its `dev` channel, and SpaceDock never gets them.\n\n## What's Changed\n* refactored solvers to Guidance.Conic to make them problem agnostic by @cairn5 in https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/pull/76\n* Convex ascent: an SCvx-planned ascent flown open loop to a UPFG hand-over by @cairn5 in https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/pull/75\n* Build the mod in CI, publish nightlies, and promote them to stable releases by @cairn5 in https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/pull/79\n\n\n**Full Changelog**: https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/compare/v0.8.1...v0.8.2-nightly.20260925\n\n## Compatibility\nValidated against KSA build version **2026.9.22.5482**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\`, so that the files end up in `mods\\AdvancedFlightComputer\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).\n\nYou can also download and install it with the mod manager **Borea**: https://ksamodding.github.io/Borea/\n\n## Downloads\n\n| File | SHA-256 |\n| --- | --- |\n| AdvancedFlightComputer-0.8.2-nightly.20260925.zip | `a79e164ff8ae644660645f8a26452aea6de0449ea7c01bf0af33e6d80dba5d15` |\n\n## Provenance\nThe zip was built by the nightly workflow of this repository. A promoted stable release carries the same bytes as the nightly it was promoted from, so the same attestation covers it. To check a download:\n\n```\ngh attestation verify <file> --repo Maximilian-Nesslauer/KSA-AdvancedFlightComputer \\\n  --signer-workflow Maximilian-Nesslauer/KSA-AdvancedFlightComputer/.github/workflows/nightly.yml\n```",
          "listing": {
            "name": "Advanced Flight Computer",
            "authors": [
              "Maxi"
            ],
            "abstract": "Maneuver planning, burn execution and closed-loop guidance for Kitten Space Agency.",
            "description": "Adds quick-tools to the Transfer Planner (set Pe/Ap, match/set inclination, circularize), flyby targeting so a Hohmann transfer arrives as a flyby instead of an impact, multi-pass burn splitting for Oberth-efficient departures, RCS-only burn execution, automatic staging with spent-booster drop and configurable staging delays, automatic removal of finished burns, and enables the planner to target interstellar comets on hyperbolic orbits (Oumuamua, 2I/Borisov, 3I/ATLAS).\nIts powered guidance flies an ascent to orbit, a booster boostback and a pinpoint powered landing.\n\nThis mod is written against the [StarMap loader](https://github.com/StarMapLoader/StarMap).\n\n## Features\n\n### Maneuver Quick-Tools\n\nNew plan types in the stock Transfer Planner dropdown:\n\n- **Set Periapsis / Set Apoapsis** - single burn at the opposite apse to raise or lower one apse to a target altitude.\n- **Match Inclination** - plane-change burn at AN or DN to align with a target orbit's plane.\n- **Set Inclination** - plane-change burn at AN or DN to set an absolute inclination angle. The reference plane is selectable: **Ecliptic** (matches `Orbit.Inclination`, KSA's system-wide inertial Z) or **Equatorial** (parent body's equator, standard astrodynamics convention). For Earth the two differ by the ~23.4 degree obliquity.\n\nRight-click the controlled vehicle's orbit and open **Advanced Flight Computer** to select a quick-tool.\nThe **At Periapsis** submenu offers **AFC: Set Apoapsis...**, and **At Apoapsis** offers **AFC: Set Periapsis...**.\nThese shortcuts open the planner and they do not place a burn at the clicked point.\n\nQuick-tools can plan a single burn after the last planned burn that changes the trajectory.\nFor example, plan a burn to raise apoapsis, then use **Set Periapsis** on the resulting orbit.\nThe preview and created node use that post-burn trajectory.\nMulti-pass cannot start on a pending burn's trajectory.\nShortcuts wait until a stock transfer calculation or active multi-pass execution has finished.\n\n### Flyby Targeting\n\nThe stock planner aims every transfer at the target body's center, so a well-timed Hohmann arrives as an impact and the flyby has to be set up afterwards as a separate correction. Tick **Target flyby periapsis** in the Transfer Planning window and the departure burn is aimed to arrive at a periapsis you choose instead, so **Create** fires the flyby directly.\n\n- **Periapsis** is entered against a selectable reference: **Surface** (altitude above the mean radius), **Center** (radius straight from the body center), or **Atmosphere** (altitude above the atmosphere boundary). The Atmosphere option only appears for bodies that have one, and a request below the safe floor is refused.\n- **Flyby side** picks which side of the body you pass, named in the target's own orbital frame: **Inner** (toward its parent), **Outer** (away from it), **North**, or **South**. The aim offset has to stay perpendicular to the approach, so a side whose axis lies along the approach direction cannot be reached and is greyed out.\n- Works for moon flybys and for interplanetary targets, either as a single burn or split across multi-pass passes.\n- The section reports the approach speed, the impact parameter, the departure delta-V next to the impact-aimed one, and the periapsis the propagated trajectory actually reaches. While a flyby is armed the preview shows that retargeted trajectory in place of stock's center-aimed one.\n- For multiple passes, the readout uses the selected departure after any schedule shift and the periapsis from the final preview trajectory.\n- If propagation cannot confirm a periapsis, the readout shows **No prediction** and its reason, such as a departure time outside the flight plan or no resolved target encounter.\n\n**Limitations:**\n- The plan is impulsive, the burn is not. On a near-escape departure the periapsis actually flown drifts from the requested one by roughly the finite-burn loss, on the order of one percent of a multi-km/s injection. Trim it with a small correction burn, or split the departure across several passes to cut the loss.\n\n### Multi-Pass Burns\n\n![LEO to Luna multi-pass transfer](ksa-image:multi-pass)\n\nAny of the above plan types (including stock Hohmann and circularize Apse transfers) can be split into multiple burns across successive orbits.\nInstead of one long burn that sweeps a large arc away from periapsis, the engine fires in shorter bursts near periapsis on each orbit, reducing finite-burn loss.\n\n**Supported plan types that can be split:**\n- Hohmann transfers\n- Set Periapsis / Set Apoapsis\n- Match Inclination / Set Inclination\n- Circularize Apoapsis / Periapsis\n\n**How to use:**\n1. Select a plan type and configure the maneuver as usual.\n2. Use the **PASSES** slider to choose how many passes (2-10).\n3. Click **Create**. The first pass burn is placed in the burn plan.\n4. Enable **Auto** burn mode. Each pass fires automatically, with the main engine or as an RCS burn, and the next pass is scheduled after completion.\n5. The plan window shows \"Multi-pass active: pass X of N\" with remaining pass details and a **Cancel remaining passes** button.\n\n**Why it helps:**\nWhen burn duration is a significant fraction of the orbital period, a single burn wastes fuel by thrusting far from periapsis. Splitting across N passes keeps each burn near periapsis where the Oberth effect is strongest.\nReal lunar kick stages use the same technique, several perigee burns instead of one long injection. It helps most for low-TWR spacecraft such as ion engines, small kick stages and nuclear tugs, where a single departure burn can take tens of minutes.\n\n**Hands-free execution:**\nMulti-pass works best with the built-in automatic staging switched on (handles staging between passes) and the built-in automatic burn removal left on (cleans up completed burns). A multi-pass execution then runs hands-free from first ignition to final departure.\n\n**Limitations:**\n- Same-parent transfers (e.g., LEO to Luna) shift the final burn forward by a few parking periods to fit the K-schedule. The shift is shown in the plan window.\n- A change to the flyby side or altitude updates the selected departure even during thrust.\n- Very high-energy departures from small SOIs (e.g., low Mars orbit to Saturn) may auto-clamp to fewer passes because intermediate orbits would escape the SOI.\n\n### RCS Translation Burns\n\n![RCS burn options in the burn editor](ksa-image:rcs-burn-panel)\n\nExecute a planned burn with RCS thrusters only, no main engine. Useful for small correction burns (rotating the whole vehicle for the main engine can cost more than just translating) and for vehicles without an active main engine like small probes.\n\n- The stock **Auto** burn button is still the single trigger: it executes the next burn with its resolved method. A burn resolves to the main engine when an active, fueled engine exists, otherwise to RCS; a per-burn override is available in the burn editor window (\"Execution: Default | Engine | RCS\").\n- Two attitude strategies, selectable per burn: **Hold** (keep the current attitude, fire the axis mix that points at the burn vector) and **Align** (rotate the strongest thruster axis onto the burn vector first). **Auto** (default) compares propellant estimates for both, including the slew cost, and picks the cheaper one.\n- Execution is closed-loop against the game's own delta-V accounting: pulses shrink as the remaining delta-V approaches zero, and the burn stops inside the thrusters' minimum impulse of the target. The engine autopilot is suppressed for the whole run, so a misclick can never ignite the main engine on an RCS-armed burn.\n- Burns themselves stay in the stock save format; removing the mod keeps every planned burn. The RCS arming metadata lives in `mods/AdvancedFlightComputer/rcs-exec.toml` next to the mod and survives save/load, including mid-burn.\n- The burn editor warns when a burn resolves to RCS but no thruster can translate (no propellant, none active) and when the estimated propellant exceeds what the thrusters can actually reach. Auto also shows an alert and refuses the burn before it creates execution state or changes the controls when the burn has no delta-V, no usable translation, or no axis that can serve its direction.\n- Estimates for a later planned burn use the current vehicle as an approximation and show **Estimate basis: Current vehicle** in the burn editor or **Current vehicle** in the gauge. Stock only loads the first executable burn as its active burn target, so these estimates do not forecast earlier burns or staging.\n- Completed RCS burns raise a public event (`RcsBurnCompletions.Completed`) other mods can consume; the built-in automatic burn removal uses it to clean up finished RCS burns the same way it cleans up engine auto-burns.\n- The **allocator** is selectable per burn (default **Groups**). Groups fires signed-axis groups and uses attitude control to counter residual torque. **LP** solves a fuel-optimal jet-selection problem over individual thruster forces and torques (the Bergmann/Draper formulation). LP can require costly counter-thrust, so it is opt-in, and it falls back to Groups when the constraints are infeasible.\n\n### Automatic Staging\n\n**Stock**\n\n![Stock engine gauge panel](ksa-image:autostage-stock)\n\n**With AdvancedFlightComputer**\n\n![Engine gauge panel with AUTOSTAGE toggle](ksa-image:autostage-button)\n\nActivates the next sequence whenever the active engines run out of propellant, and drops burnt-out boosters while the rest of the stage keeps firing. Works during auto-burns (continues the burn instead of aborting) and manual burns. Formerly the separate AutoStage mod; remove that mod when you install this version, because two stagers on one burnout would activate two sequences. The settings written by AutoStage are imported on the first load.\n\n- **AUTOSTAGE toggle button** on the EngineControl gauge panel, in the free slot under RCS. The switch belongs to the vehicle, so an armed craft keeps staging when you control another one. The same switch is available on the Mods settings page for installs without KittenExtensions.\n- **Control-module guard** - a sequence that would separate the last control module is never staged automatically; stage it by hand if that is what you want.\n- **Auto-burn continuation** - keeps the burn mode at Auto through staging so planned burns do not abort.\n- **Cascade staging** - stages again if the next stage is empty or only has decouplers.\n- **Spent stage drop** - sheds burnt-out boosters as soon as they quit, without waiting for the core stage to run dry.\n- **Configurable staging delays** - independent delays for decouplers and engines, simulating separation and engine spool-up time.\n- **On-screen countdowns** - \"Decouple in X.Xs\" and \"Ignition in X.Xs\" alerts during a delayed stage.\n\n**Spent stage drop.** When solid boosters burn out before a liquid core, a trigger that waits for every engine to go dry would carry the empty casings along as dead mass. The mod therefore also stages when the next sequence would jettison nothing but burnt-out hardware: the sequence activates no engine, every active engine it separates is spent, an engine that stays with the vehicle is still firing, and nothing it separates is an engine that has never been activated. It refuses when the separated parts still hold propellant a retained engine can draw from, or when an enabled fuel link crosses the separation, so crossfeed setups are not cut off mid-burn. Turn it off with \"Drop spent stages early\" on the Mods settings page if staging should wait for a full burnout.\n\n**Solid motors in the staging readout.** The game's staging model gives a solid motor the burn time of a full grain on every refresh, so a nearly spent booster is shown as a trickle that outlasts the core. The mod paces the motor at the mean flow of the burn it has left, read off its thrust curve, so the in-flight staging window and the guidance stage list end the booster phase where the boosters do.\n\n**Staging delays.** Two delays are configurable per part variant, both measured from the staging trigger: the engine ignition delay (default values per stock engine variant, the small EngineA1 ignites after 2 s, EngineA3 after 3 s) and the decoupler delay (default 0 s, which matches stock). Set the decoupler delay shorter than the engine delay if the lower stage should drop away before the upper stage lights up.\n\n- **Settings window (Settings > Mods > AUTOSTAGE):** the two switches, then the \"Engine Ignition Delays\" and \"Decoupler Delays\" tables listing every known part variant. Every setting takes effect immediately; click SAVE to persist it.\n- **Part window (right-click part > Window):** override the delay for a specific sequence on the current vehicle. A part gets one block per sequence it fires something in, each naming the module it covers. Per-vehicle overrides take priority over the global config.\n\nThe global config is `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\autostage.toml`:\n\n```toml\n[staging]\ndrop_spent_stages = true\n\n[engine_delays]\nCorePropulsionA_Prefab_EngineA2 = 2.0\nCorePropulsionA_Prefab_EngineA3 = 5.0\n\n[decoupler_delays]\nCoreFairingA_Prefab_Interstage3W3HB = 1.0\n```\n\nPer-vehicle sequence overrides are stored next to it in `autostage-vehicles\\<vehicle-id>.toml`, created automatically when you set an override in the part window, with separate `[sequence_delays]` (engines) and `[decoupler_delays]` sections. Nothing is written to a game save.\n\n### Automatic Burn Removal\n\nIn stock KSA, when an auto-burn completes the flight computer flips the burn mode to Manual but leaves the burn entry in the plan, so you have to click \"Delete\" before the next maneuver can take focus. This feature cleans up completed burns automatically. Formerly the separate AutoRemoveFinishedBurns mod; remove that mod when you install this version. Its saved switch is imported on the first load.\n\n- **Auto-burns** are removed as soon as the flight computer flips out of Auto mode on completion. Completion is confirmed through the same delta-V vector reversal the stock flight computer uses, so a burn that flamed out before reaching its target stays in the plan and can be resumed after staging.\n- **RCS burns** executed by this mod are removed on their completion event.\n- **Manual burns are never touched**, and only the vehicle you control is watched. A burn that finishes on a background vehicle stays in its plan.\n- **Switch** on the Mods settings page, on by default, persisted in `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\autoremove.toml`.\n\n### Hyperbolic Targets\n\nThe stock Transfer Planner filters out bodies with eccentricity >= 1. This mod lets it target interstellar comets (Oumuamua, 2I/Borisov, 3I/ATLAS) by patching the planner's time-of-flight and alignment math to handle unbound orbits.\n\n### Powered Guidance\n\n[![Watch the PoweredGuidance demo](ksa-image:twin-boosters)](https://youtu.be/hSUcV6tx3oY)\n\nClosed-loop guidance that flies the vehicle for you, originally the [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) mod by cairn5, see Credits.\nOpen the **AFC Guidance** menu in the top bar, switch **Enabled** on and open the panel with **Show panel**. EXECUTE, ABORT and RETARGET act on the selected tab.\n\n- **Ascent** flies UPFG, the Space Shuttle's ascent guidance, to a target periapsis, apoapsis, inclination and LAN, optionally holding the argument of periapsis too and otherwise inserting wherever the burn costs least dV, with an optional launch window, g-limit and booster reserve. Launching to a target vehicle flies a co-elliptic chase orbit below it. Staging goes through automatic staging, and a stage that separates with a command pod can get its own landing site.\n- **Boostback** flies a separated booster back toward its landing site with a settling burn, a flip, the boostback burn and an entry attitude, against an impact prediction through the atmosphere.\n- **Deorbit and land** flies the whole chain from orbit: the deorbit burn, a fuel-optimal powered descent with G-FOLD or the 6-DOF solver, and a terminal hover to touchdown.\n- **Land from here** starts only the powered descent and the hover, from where the craft is now.\n\nGuidance takes a craft only when you press EXECUTE, and it lets go when you abort, take over the attitude or arm the stock Auto burn.\nAn abort during the powered descent or the terminal hover leaves the engine as it is, so the craft does not drop, while every other abort cuts the engine.\nThe hover refuses a craft whose thrust at minimum throttle exceeds its weight, because such a craft climbs whenever the engine runs, and a G-FOLD or 6-DOF descent that would hand over to it flies its own plan to touchdown instead.\nG-FOLD suits airless bodies and agile landers that point with RCS. The 6-DOF solver models the vehicle rotation, so it handles boosters with high rotational inertia and descents through an atmosphere.\nThe native solvers `clarabel_c.dll` and `scs.dll` ship with the mod. See the [guidance documentation](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/docs/guidance/README.md) for how it works.\n\n## Installation\n\n1. Install [StarMap](https://github.com/StarMapLoader/StarMap) and [KittenExtensions](https://github.com/tsholmes/KittenExtensions) (the latter is only required for hyperbolic targets and the AUTOSTAGE gauge button).\n2. Download the latest release from the [Releases](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases) tab.\n3. Extract into `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\`.\n4. The game auto-discovers new mods and prompts you to enable them. Alternatively, add to `Documents\\My Games\\Kitten Space Agency\\manifest.toml`:\n\n```toml\n[[mods]]\nid = \"AdvancedFlightComputer\"\nenabled = true\n```\n\n## Dependencies\n\n- [StarMap](https://github.com/StarMapLoader/StarMap): Mod loader, required at runtime (see Installation). Tested version 0.4.6.\n- [KittenExtensions](https://github.com/tsholmes/KittenExtensions): Optional, required at runtime for the hyperbolic-targets and AUTOSTAGE button XML patches. Tested version v0.4.0.\n\n## Build dependencies\n\nRequired only to build the mod from source. Targets **.NET 10**.\n\n- [StarMap.API](https://github.com/StarMapLoader/StarMap) from NuGet, tested version 0.3.6.\n- [Lib.Harmony](https://www.nuget.org/packages/Lib.Harmony) from NuGet, tested version 2.4.2.\n\nThe native guidance solvers are built from the vendored sources with Rust and Zig, see [native-build.md](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/docs/guidance/native-build.md).\n\n## Mod compatibility\n\n- [AutoStage](https://github.com/Maximilian-Nesslauer/KSA-AutoStage), [AutoRemoveFinishedBurns](https://github.com/Maximilian-Nesslauer/KSA-AutoRemoveFinishedBurns) and [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) are now part of this mod. Delete their folders under `mods`, because a disabled mod still applies its XML patches.\n- Known conflicts: none\n\n## Credits\n\n- **Oliver Cairns ([cairn5](https://github.com/cairn5))** wrote [PoweredGuidance](https://github.com/cairn5/PoweredGuidance), which is the powered guidance in this mod: the UPFG ascent and its landing mode, G-FOLD, the CAT-S successive-convexification 6-DOF guidance, boostback, terminal hover, returnable stages, the impact prediction and the guidance panel. Its full history is part of this repository, and he is co-author of the project.\n- **[PEGAS](https://github.com/Noiredd/PEGAS)** by Noiredd is the reference and foundation for the UPFG implementation; its MIT license is kept at [`third_party/pegas/LICENSE`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/third_party/pegas/LICENSE).\n- **G-FOLD** follows Acikmese and Ploen, *Convex Programming Approach to Powered Descent Guidance for Mars Landing* (2007), and Acikmese, Carson and Blackmore, *Lossless Convexification of Nonconvex Control Bound and Pointing Constraints of the Soft Landing Optimal Control Problem* (2013).\n- **[Clarabel](https://github.com/oxfordcontrol/Clarabel.rs)** by Goulart and Chen and **[SCS](https://github.com/cvxgrp/scs)** by O'Donoghue are the conic solvers behind G-FOLD and the 6-DOF guidance.\n\n## License\n\nMIT - see [`LICENSE`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/LICENSE). Vendored code under `third_party/` keeps its own upstream license.\n\nPoweredGuidance releases up to and including **v0.3.1** linked [ECOS](https://github.com/embotech/ecos), which is GPLv3, and were therefore distributed under GPLv3 as a whole. Those releases stay available under GPLv3, but ECOS was replaced by Clarabel (Apache-2.0) before the import, so **nothing in the current tree is GPL**.\n\nAttribution for the vendored solvers and their own transitive dependencies is in [`THIRD-PARTY-NOTICES.md`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/THIRD-PARTY-NOTICES.md); all of them are permissive, and none impose copyleft on this work.\n\n## Community\n\nThread on the KSA forums: https://forums.ahwoo.com/threads/advanced-flight-computer.783/\n\n## Check out my other mods\n\n- [DeltaVMap](https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap) - interactive delta-v subway map and transfer-window planner, auto-generated from the loaded system ([forum thread](https://forums.ahwoo.com/threads/deltavmap.978/))\n- [MeasureTools](https://github.com/Maximilian-Nesslauer/KSA-MeasureTools) - click-to-measure ruler, protractor, and surface measuring in the map view ([forum thread](https://forums.ahwoo.com/threads/measuretools.992/))\n",
            "license": "MIT",
            "tags": [
              "gameplay"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/advanced-flight-computer.783/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer",
              "spacedock": "https://spacedock.info/mod/4253/AdvancedFlightComputer",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/issues",
              "discussions": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/discussions"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "AdvancedFlightComputer",
          "type": "mod",
          "version": "0.8.1",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-24T22:01:03Z",
          "game_min": "2026.9.22.5482",
          "game_min_revision": 5482,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/download/v0.8.1/AdvancedFlightComputer.zip",
            "sha256": "06F603AFB41BFA3109781508D7D5D44C1C7EAD72428029122807F58E6D14DDFE",
            "size": 1433859,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4253/AdvancedFlightComputer/download/0.8.1"
            ]
          },
          "install_size": 3298668,
          "install": {
            "root": "AdvancedFlightComputer",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [
            {
              "id": "KittenExtensions",
              "kind": "optional",
              "source": "derived"
            }
          ],
          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/tag/v0.8.1",
          "changelog_text": "## Required for KSA 2026.9.22.5482\nKSA 2026.9.22.5482 changed the engine performance method that powered guidance uses to compute thrust. Update is mandatory for this mod to work if you are on KSA version 2026.9.22.5482 and above; with v0.8.0, powered guidance fails as soon as it computes engine thrust.\n\n## Changes\n- Powered guidance uses the game's new engine performance method. Thrust and fuel flow are the same as before.\n- A save that the game cannot read, or a load that the vehicle editor refuses, no longer moves AFC's multi-pass burns and RCS executions to that save.\n- A save that fails to write keeps AFC's burn data with the previous save.\n- AutoStage reads up-to-date engine data right after you change the stages in the staging window.\n\n## Compatibility\nValidated against KSA build version **2026.9.22.5482**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).\n\nYou can also easily download and install it via the mod manager **Borea**: https://ksamodding.github.io/Borea/",
          "listing": {
            "name": "Advanced Flight Computer",
            "authors": [
              "Maxi"
            ],
            "abstract": "Maneuver planning, burn execution and closed-loop guidance for Kitten Space Agency.",
            "description": "Adds quick-tools to the Transfer Planner (set Pe/Ap, match/set inclination, circularize), flyby targeting so a Hohmann transfer arrives as a flyby instead of an impact, multi-pass burn splitting for Oberth-efficient departures, RCS-only burn execution, automatic staging with spent-booster drop and configurable staging delays, automatic removal of finished burns, and enables the planner to target interstellar comets on hyperbolic orbits (Oumuamua, 2I/Borisov, 3I/ATLAS).\nIts powered guidance flies an ascent to orbit, a booster boostback and a pinpoint powered landing.\n\nThis mod is written against the [StarMap loader](https://github.com/StarMapLoader/StarMap).\n\n## Features\n\n### Maneuver Quick-Tools\n\nNew plan types in the stock Transfer Planner dropdown:\n\n- **Set Periapsis / Set Apoapsis** - single burn at the opposite apse to raise or lower one apse to a target altitude.\n- **Match Inclination** - plane-change burn at AN or DN to align with a target orbit's plane.\n- **Set Inclination** - plane-change burn at AN or DN to set an absolute inclination angle. The reference plane is selectable: **Ecliptic** (matches `Orbit.Inclination`, KSA's system-wide inertial Z) or **Equatorial** (parent body's equator, standard astrodynamics convention). For Earth the two differ by the ~23.4 degree obliquity.\n\nRight-click the controlled vehicle's orbit and open **Advanced Flight Computer** to select a quick-tool.\nThe **At Periapsis** submenu offers **AFC: Set Apoapsis...**, and **At Apoapsis** offers **AFC: Set Periapsis...**.\nThese shortcuts open the planner and they do not place a burn at the clicked point.\n\nQuick-tools can plan a single burn after the last planned burn that changes the trajectory.\nFor example, plan a burn to raise apoapsis, then use **Set Periapsis** on the resulting orbit.\nThe preview and created node use that post-burn trajectory.\nMulti-pass cannot start on a pending burn's trajectory.\nShortcuts wait until a stock transfer calculation or active multi-pass execution has finished.\n\n### Flyby Targeting\n\nThe stock planner aims every transfer at the target body's center, so a well-timed Hohmann arrives as an impact and the flyby has to be set up afterwards as a separate correction. Tick **Target flyby periapsis** in the Transfer Planning window and the departure burn is aimed to arrive at a periapsis you choose instead, so **Create** fires the flyby directly.\n\n- **Periapsis** is entered against a selectable reference: **Surface** (altitude above the mean radius), **Center** (radius straight from the body center), or **Atmosphere** (altitude above the atmosphere boundary). The Atmosphere option only appears for bodies that have one, and a request below the safe floor is refused.\n- **Flyby side** picks which side of the body you pass, named in the target's own orbital frame: **Inner** (toward its parent), **Outer** (away from it), **North**, or **South**. The aim offset has to stay perpendicular to the approach, so a side whose axis lies along the approach direction cannot be reached and is greyed out.\n- Works for moon flybys and for interplanetary targets, either as a single burn or split across multi-pass passes.\n- The section reports the approach speed, the impact parameter, the departure delta-V next to the impact-aimed one, and the periapsis the propagated trajectory actually reaches. While a flyby is armed the preview shows that retargeted trajectory in place of stock's center-aimed one.\n- For multiple passes, the readout uses the selected departure after any schedule shift and the periapsis from the final preview trajectory.\n- If propagation cannot confirm a periapsis, the readout shows **No prediction** and its reason, such as a departure time outside the flight plan or no resolved target encounter.\n\n**Limitations:**\n- The plan is impulsive, the burn is not. On a near-escape departure the periapsis actually flown drifts from the requested one by roughly the finite-burn loss, on the order of one percent of a multi-km/s injection. Trim it with a small correction burn, or split the departure across several passes to cut the loss.\n\n### Multi-Pass Burns\n\n![LEO to Luna multi-pass transfer](ksa-image:multi-pass)\n\nAny of the above plan types (including stock Hohmann and circularize Apse transfers) can be split into multiple burns across successive orbits.\nInstead of one long burn that sweeps a large arc away from periapsis, the engine fires in shorter bursts near periapsis on each orbit, reducing finite-burn loss.\n\n**Supported plan types that can be split:**\n- Hohmann transfers\n- Set Periapsis / Set Apoapsis\n- Match Inclination / Set Inclination\n- Circularize Apoapsis / Periapsis\n\n**How to use:**\n1. Select a plan type and configure the maneuver as usual.\n2. Use the **PASSES** slider to choose how many passes (2-10).\n3. Click **Create**. The first pass burn is placed in the burn plan.\n4. Enable **Auto** burn mode. Each pass fires automatically, with the main engine or as an RCS burn, and the next pass is scheduled after completion.\n5. The plan window shows \"Multi-pass active: pass X of N\" with remaining pass details and a **Cancel remaining passes** button.\n\n**Why it helps:**\nWhen burn duration is a significant fraction of the orbital period, a single burn wastes fuel by thrusting far from periapsis. Splitting across N passes keeps each burn near periapsis where the Oberth effect is strongest.\nReal lunar kick stages use the same technique, several perigee burns instead of one long injection. It helps most for low-TWR spacecraft such as ion engines, small kick stages and nuclear tugs, where a single departure burn can take tens of minutes.\n\n**Hands-free execution:**\nMulti-pass works best with the built-in automatic staging switched on (handles staging between passes) and the built-in automatic burn removal left on (cleans up completed burns). A multi-pass execution then runs hands-free from first ignition to final departure.\n\n**Limitations:**\n- Same-parent transfers (e.g., LEO to Luna) shift the final burn forward by a few parking periods to fit the K-schedule. The shift is shown in the plan window.\n- A change to the flyby side or altitude updates the selected departure even during thrust.\n- Very high-energy departures from small SOIs (e.g., low Mars orbit to Saturn) may auto-clamp to fewer passes because intermediate orbits would escape the SOI.\n\n### RCS Translation Burns\n\n![RCS burn options in the burn editor](ksa-image:rcs-burn-panel)\n\nExecute a planned burn with RCS thrusters only, no main engine. Useful for small correction burns (rotating the whole vehicle for the main engine can cost more than just translating) and for vehicles without an active main engine like small probes.\n\n- The stock **Auto** burn button is still the single trigger: it executes the next burn with its resolved method. A burn resolves to the main engine when an active, fueled engine exists, otherwise to RCS; a per-burn override is available in the burn editor window (\"Execution: Default | Engine | RCS\").\n- Two attitude strategies, selectable per burn: **Hold** (keep the current attitude, fire the axis mix that points at the burn vector) and **Align** (rotate the strongest thruster axis onto the burn vector first). **Auto** (default) compares propellant estimates for both, including the slew cost, and picks the cheaper one.\n- Execution is closed-loop against the game's own delta-V accounting: pulses shrink as the remaining delta-V approaches zero, and the burn stops inside the thrusters' minimum impulse of the target. The engine autopilot is suppressed for the whole run, so a misclick can never ignite the main engine on an RCS-armed burn.\n- Burns themselves stay in the stock save format; removing the mod keeps every planned burn. The RCS arming metadata lives in `mods/AdvancedFlightComputer/rcs-exec.toml` next to the mod and survives save/load, including mid-burn.\n- The burn editor warns when a burn resolves to RCS but no thruster can translate (no propellant, none active) and when the estimated propellant exceeds what the thrusters can actually reach. Auto also shows an alert and refuses the burn before it creates execution state or changes the controls when the burn has no delta-V, no usable translation, or no axis that can serve its direction.\n- Estimates for a later planned burn use the current vehicle as an approximation and show **Estimate basis: Current vehicle** in the burn editor or **Current vehicle** in the gauge. Stock only loads the first executable burn as its active burn target, so these estimates do not forecast earlier burns or staging.\n- Completed RCS burns raise a public event (`RcsBurnCompletions.Completed`) other mods can consume; the built-in automatic burn removal uses it to clean up finished RCS burns the same way it cleans up engine auto-burns.\n- The **allocator** is selectable per burn (default **Groups**). Groups fires signed-axis groups and uses attitude control to counter residual torque. **LP** solves a fuel-optimal jet-selection problem over individual thruster forces and torques (the Bergmann/Draper formulation). LP can require costly counter-thrust, so it is opt-in, and it falls back to Groups when the constraints are infeasible.\n\n### Automatic Staging\n\n**Stock**\n\n![Stock engine gauge panel](ksa-image:autostage-stock)\n\n**With AdvancedFlightComputer**\n\n![Engine gauge panel with AUTOSTAGE toggle](ksa-image:autostage-button)\n\nActivates the next sequence whenever the active engines run out of propellant, and drops burnt-out boosters while the rest of the stage keeps firing. Works during auto-burns (continues the burn instead of aborting) and manual burns. Formerly the separate AutoStage mod; remove that mod when you install this version, because two stagers on one burnout would activate two sequences. The settings written by AutoStage are imported on the first load.\n\n- **AUTOSTAGE toggle button** on the EngineControl gauge panel, in the free slot under RCS. The switch belongs to the vehicle, so an armed craft keeps staging when you control another one. The same switch is available on the Mods settings page for installs without KittenExtensions.\n- **Control-module guard** - a sequence that would separate the last control module is never staged automatically; stage it by hand if that is what you want.\n- **Auto-burn continuation** - keeps the burn mode at Auto through staging so planned burns do not abort.\n- **Cascade staging** - stages again if the next stage is empty or only has decouplers.\n- **Spent stage drop** - sheds burnt-out boosters as soon as they quit, without waiting for the core stage to run dry.\n- **Configurable staging delays** - independent delays for decouplers and engines, simulating separation and engine spool-up time.\n- **On-screen countdowns** - \"Decouple in X.Xs\" and \"Ignition in X.Xs\" alerts during a delayed stage.\n\n**Spent stage drop.** When solid boosters burn out before a liquid core, a trigger that waits for every engine to go dry would carry the empty casings along as dead mass. The mod therefore also stages when the next sequence would jettison nothing but burnt-out hardware: the sequence activates no engine, every active engine it separates is spent, an engine that stays with the vehicle is still firing, and nothing it separates is an engine that has never been activated. It refuses when the separated parts still hold propellant a retained engine can draw from, or when an enabled fuel link crosses the separation, so crossfeed setups are not cut off mid-burn. Turn it off with \"Drop spent stages early\" on the Mods settings page if staging should wait for a full burnout.\n\n**Solid motors in the staging readout.** The game's staging model gives a solid motor the burn time of a full grain on every refresh, so a nearly spent booster is shown as a trickle that outlasts the core. The mod paces the motor at the mean flow of the burn it has left, read off its thrust curve, so the in-flight staging window and the guidance stage list end the booster phase where the boosters do.\n\n**Staging delays.** Two delays are configurable per part variant, both measured from the staging trigger: the engine ignition delay (default values per stock engine variant, the small EngineA1 ignites after 2 s, EngineA3 after 3 s) and the decoupler delay (default 0 s, which matches stock). Set the decoupler delay shorter than the engine delay if the lower stage should drop away before the upper stage lights up.\n\n- **Settings window (Settings > Mods > AUTOSTAGE):** the two switches, then the \"Engine Ignition Delays\" and \"Decoupler Delays\" tables listing every known part variant. Every setting takes effect immediately; click SAVE to persist it.\n- **Part window (right-click part > Window):** override the delay for a specific sequence on the current vehicle. A part gets one block per sequence it fires something in, each naming the module it covers. Per-vehicle overrides take priority over the global config.\n\nThe global config is `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\autostage.toml`:\n\n```toml\n[staging]\ndrop_spent_stages = true\n\n[engine_delays]\nCorePropulsionA_Prefab_EngineA2 = 2.0\nCorePropulsionA_Prefab_EngineA3 = 5.0\n\n[decoupler_delays]\nCoreFairingA_Prefab_Interstage3W3HB = 1.0\n```\n\nPer-vehicle sequence overrides are stored next to it in `autostage-vehicles\\<vehicle-id>.toml`, created automatically when you set an override in the part window, with separate `[sequence_delays]` (engines) and `[decoupler_delays]` sections. Nothing is written to a game save.\n\n### Automatic Burn Removal\n\nIn stock KSA, when an auto-burn completes the flight computer flips the burn mode to Manual but leaves the burn entry in the plan, so you have to click \"Delete\" before the next maneuver can take focus. This feature cleans up completed burns automatically. Formerly the separate AutoRemoveFinishedBurns mod; remove that mod when you install this version. Its saved switch is imported on the first load.\n\n- **Auto-burns** are removed as soon as the flight computer flips out of Auto mode on completion. Completion is confirmed through the same delta-V vector reversal the stock flight computer uses, so a burn that flamed out before reaching its target stays in the plan and can be resumed after staging.\n- **RCS burns** executed by this mod are removed on their completion event.\n- **Manual burns are never touched**, and only the vehicle you control is watched. A burn that finishes on a background vehicle stays in its plan.\n- **Switch** on the Mods settings page, on by default, persisted in `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\autoremove.toml`.\n\n### Hyperbolic Targets\n\nThe stock Transfer Planner filters out bodies with eccentricity >= 1. This mod lets it target interstellar comets (Oumuamua, 2I/Borisov, 3I/ATLAS) by patching the planner's time-of-flight and alignment math to handle unbound orbits.\n\n### Powered Guidance\n\n[![Watch the PoweredGuidance demo](ksa-image:twin-boosters)](https://youtu.be/hSUcV6tx3oY)\n\nClosed-loop guidance that flies the vehicle for you, originally the [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) mod by cairn5, see Credits.\nOpen the **AFC Guidance** menu in the top bar, switch **Enabled** on and open the panel with **Show panel**. EXECUTE, ABORT and RETARGET act on the selected tab.\n\n- **Ascent** flies UPFG, the Space Shuttle's ascent guidance, to a target periapsis, apoapsis, inclination and LAN, optionally holding the argument of periapsis too and otherwise inserting wherever the burn costs least dV, with an optional launch window, g-limit and booster reserve. Launching to a target vehicle flies a co-elliptic chase orbit below it. Staging goes through automatic staging, and a stage that separates with a command pod can get its own landing site.\n- **Boostback** flies a separated booster back toward its landing site with a settling burn, a flip, the boostback burn and an entry attitude, against an impact prediction through the atmosphere.\n- **Deorbit and land** flies the whole chain from orbit: the deorbit burn, a fuel-optimal powered descent with G-FOLD or the 6-DOF solver, and a terminal hover to touchdown.\n- **Land from here** starts only the powered descent and the hover, from where the craft is now.\n\nGuidance takes a craft only when you press EXECUTE, and it lets go when you abort, take over the attitude or arm the stock Auto burn.\nAn abort during the powered descent or the terminal hover leaves the engine as it is, so the craft does not drop, while every other abort cuts the engine.\nThe hover refuses a craft whose thrust at minimum throttle exceeds its weight, because such a craft climbs whenever the engine runs, and a G-FOLD or 6-DOF descent that would hand over to it flies its own plan to touchdown instead.\nG-FOLD suits airless bodies and agile landers that point with RCS. The 6-DOF solver models the vehicle rotation, so it handles boosters with high rotational inertia and descents through an atmosphere.\nThe native solvers `clarabel_c.dll` and `scs.dll` ship with the mod. See the [guidance documentation](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/docs/guidance/README.md) for how it works.\n\n## Installation\n\n1. Install [StarMap](https://github.com/StarMapLoader/StarMap) and [KittenExtensions](https://github.com/tsholmes/KittenExtensions) (the latter is only required for hyperbolic targets and the AUTOSTAGE gauge button).\n2. Download the latest release from the [Releases](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases) tab.\n3. Extract into `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\`.\n4. The game auto-discovers new mods and prompts you to enable them. Alternatively, add to `Documents\\My Games\\Kitten Space Agency\\manifest.toml`:\n\n```toml\n[[mods]]\nid = \"AdvancedFlightComputer\"\nenabled = true\n```\n\n## Dependencies\n\n- [StarMap](https://github.com/StarMapLoader/StarMap): Mod loader, required at runtime (see Installation). Tested version 0.4.6.\n- [KittenExtensions](https://github.com/tsholmes/KittenExtensions): Optional, required at runtime for the hyperbolic-targets and AUTOSTAGE button XML patches. Tested version v0.4.0.\n\n## Build dependencies\n\nRequired only to build the mod from source. Targets **.NET 10**.\n\n- [StarMap.API](https://github.com/StarMapLoader/StarMap) from NuGet, tested version 0.3.6.\n- [Lib.Harmony](https://www.nuget.org/packages/Lib.Harmony) from NuGet, tested version 2.4.2.\n\nThe native guidance solvers are built from the vendored sources with Rust and Zig, see [native-build.md](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/docs/guidance/native-build.md).\n\n## Mod compatibility\n\n- [AutoStage](https://github.com/Maximilian-Nesslauer/KSA-AutoStage), [AutoRemoveFinishedBurns](https://github.com/Maximilian-Nesslauer/KSA-AutoRemoveFinishedBurns) and [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) are now part of this mod. Delete their folders under `mods`, because a disabled mod still applies its XML patches.\n- Known conflicts: none\n\n## Credits\n\n- **Oliver Cairns ([cairn5](https://github.com/cairn5))** wrote [PoweredGuidance](https://github.com/cairn5/PoweredGuidance), which is the powered guidance in this mod: the UPFG ascent and its landing mode, G-FOLD, the CAT-S successive-convexification 6-DOF guidance, boostback, terminal hover, returnable stages, the impact prediction and the guidance panel. Its full history is part of this repository, and he is co-author of the project.\n- **[PEGAS](https://github.com/Noiredd/PEGAS)** by Noiredd is the reference and foundation for the UPFG implementation; its MIT license is kept at [`third_party/pegas/LICENSE`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/third_party/pegas/LICENSE).\n- **G-FOLD** follows Acikmese and Ploen, *Convex Programming Approach to Powered Descent Guidance for Mars Landing* (2007), and Acikmese, Carson and Blackmore, *Lossless Convexification of Nonconvex Control Bound and Pointing Constraints of the Soft Landing Optimal Control Problem* (2013).\n- **[Clarabel](https://github.com/oxfordcontrol/Clarabel.rs)** by Goulart and Chen and **[SCS](https://github.com/cvxgrp/scs)** by O'Donoghue are the conic solvers behind G-FOLD and the 6-DOF guidance.\n\n## License\n\nMIT - see [`LICENSE`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/LICENSE). Vendored code under `third_party/` keeps its own upstream license.\n\nPoweredGuidance releases up to and including **v0.3.1** linked [ECOS](https://github.com/embotech/ecos), which is GPLv3, and were therefore distributed under GPLv3 as a whole. Those releases stay available under GPLv3, but ECOS was replaced by Clarabel (Apache-2.0) before the import, so **nothing in the current tree is GPL**.\n\nAttribution for the vendored solvers and their own transitive dependencies is in [`THIRD-PARTY-NOTICES.md`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/THIRD-PARTY-NOTICES.md); all of them are permissive, and none impose copyleft on this work.\n\n## Community\n\nThread on the KSA forums: https://forums.ahwoo.com/threads/advanced-flight-computer.783/\n\n## Check out my other mods\n\n- [DeltaVMap](https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap) - interactive delta-v subway map and transfer-window planner, auto-generated from the loaded system ([forum thread](https://forums.ahwoo.com/threads/deltavmap.978/))\n- [MeasureTools](https://github.com/Maximilian-Nesslauer/KSA-MeasureTools) - click-to-measure ruler, protractor, and surface measuring in the map view ([forum thread](https://forums.ahwoo.com/threads/measuretools.992/))\n",
            "license": "MIT",
            "tags": [
              "gameplay"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/advanced-flight-computer.783/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer",
              "spacedock": "https://spacedock.info/mod/4253/AdvancedFlightComputer",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/issues",
              "discussions": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/discussions"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "AdvancedFlightComputer",
          "type": "mod",
          "version": "0.8.0",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-21T17:15:01Z",
          "game_min": "2026.9.10.5438",
          "game_min_revision": 5438,
          "game_max": "2026.9.10.5438",
          "game_max_revision": 5438,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/download/v0.8.0/AdvancedFlightComputer.zip",
            "sha256": "C52AD70A14DB5C9691826E6ACED665F59CB523FF26BC3177F1B3B724C4655542",
            "size": 1400512,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4253/AdvancedFlightComputer/download/0.8.0"
            ]
          },
          "install_size": 3210604,
          "install": {
            "root": "AdvancedFlightComputer",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [
            {
              "id": "KittenExtensions",
              "kind": "optional",
              "source": "derived"
            }
          ],
          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/tag/v0.8.0",
          "changelog_text": "## Changes\n- [cairn5](https://github.com/cairn5)'s [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) mod has been merged into AdvancedFlightComputer. Closed-loop guidance that flies the craft for you is now a feature of AFC, and I want to give a huge shoutout to cairn5 for developing it.\n- **Ascent** flies UPFG, the Space Shuttle's ascent guidance, to a target periapsis, apoapsis, inclination and LAN.\n- **Boostback** flies a separated booster back toward its landing site using a settling burn, flip, boostback burn and entry attitude, against an impact prediction through the atmosphere.\n- **Deorbit and land** flies the whole chain from a low orbit. It uses the deorbit burn, a fuel-optimal powered descent with G-FOLD or the 6-DOF solver, and a terminal hover to touchdown. **Land from here** starts at the descent.\n- Open the **AFC Guidance** menu in the top bar, switch **Enabled** on and click **Show panel**. Guidance takes over a craft only when you press EXECUTE, and it lets go when you abort, take over the attitude or arm the stock Auto burn.\n- My [AutoStage](https://github.com/Maximilian-Nesslauer/KSA-AutoStage) and [AutoRemoveFinishedBurns](https://github.com/Maximilian-Nesslauer/KSA-AutoRemoveFinishedBurns) mods have also been fully integrated into AFC.\n- **If you had [AutoStage](https://github.com/Maximilian-Nesslauer/KSA-AutoStage), [AutoRemoveFinishedBurns](https://github.com/Maximilian-Nesslauer/KSA-AutoRemoveFinishedBurns) or [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) installed, delete their folders under `Documents\\My Games\\Kitten Space Agency\\mods\\`**.\n- cairn5's [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) repository now points here, and its earlier releases stay available there.\n\n## Credit\nThe powered guidance is the work of Oliver Cairns (cairn5), co-author of the project. [PEGAS](https://github.com/Noiredd/PEGAS) by Noiredd is the reference for UPFG. The native solvers [Clarabel](https://github.com/oxfordcontrol/Clarabel.rs) and [SCS](https://github.com/cvxgrp/scs) ship with the mod under their own permissive licences.\n\n## Compatibility\nValidated against KSA build version **2026.9.10.5438**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).\n\nYou can also easily download and install it via the mod manager **Borea**: https://ksamodding.github.io/Borea/",
          "listing": {
            "name": "Advanced Flight Computer",
            "authors": [
              "Maxi"
            ],
            "abstract": "Maneuver planning, burn execution and closed-loop guidance for Kitten Space Agency.",
            "description": "Adds quick-tools to the Transfer Planner (set Pe/Ap, match/set inclination, circularize), flyby targeting so a Hohmann transfer arrives as a flyby instead of an impact, multi-pass burn splitting for Oberth-efficient departures, RCS-only burn execution, automatic staging with spent-booster drop and configurable staging delays, automatic removal of finished burns, and enables the planner to target interstellar comets on hyperbolic orbits (Oumuamua, 2I/Borisov, 3I/ATLAS).\nIts powered guidance flies an ascent to orbit, a booster boostback and a pinpoint powered landing.\n\nThis mod is written against the [StarMap loader](https://github.com/StarMapLoader/StarMap).\n\n## Features\n\n### Maneuver Quick-Tools\n\nNew plan types in the stock Transfer Planner dropdown:\n\n- **Set Periapsis / Set Apoapsis** - single burn at the opposite apse to raise or lower one apse to a target altitude.\n- **Match Inclination** - plane-change burn at AN or DN to align with a target orbit's plane.\n- **Set Inclination** - plane-change burn at AN or DN to set an absolute inclination angle. The reference plane is selectable: **Ecliptic** (matches `Orbit.Inclination`, KSA's system-wide inertial Z) or **Equatorial** (parent body's equator, standard astrodynamics convention). For Earth the two differ by the ~23.4 degree obliquity.\n\nRight-click the controlled vehicle's orbit and open **Advanced Flight Computer** to select a quick-tool.\nThe **At Periapsis** submenu offers **AFC: Set Apoapsis...**, and **At Apoapsis** offers **AFC: Set Periapsis...**.\nThese shortcuts open the planner and they do not place a burn at the clicked point.\n\nQuick-tools can plan a single burn after the last planned burn that changes the trajectory.\nFor example, plan a burn to raise apoapsis, then use **Set Periapsis** on the resulting orbit.\nThe preview and created node use that post-burn trajectory.\nMulti-pass cannot start on a pending burn's trajectory.\nShortcuts wait until a stock transfer calculation or active multi-pass execution has finished.\n\n### Flyby Targeting\n\nThe stock planner aims every transfer at the target body's center, so a well-timed Hohmann arrives as an impact and the flyby has to be set up afterwards as a separate correction. Tick **Target flyby periapsis** in the Transfer Planning window and the departure burn is aimed to arrive at a periapsis you choose instead, so **Create** fires the flyby directly.\n\n- **Periapsis** is entered against a selectable reference: **Surface** (altitude above the mean radius), **Center** (radius straight from the body center), or **Atmosphere** (altitude above the atmosphere boundary). The Atmosphere option only appears for bodies that have one, and a request below the safe floor is refused.\n- **Flyby side** picks which side of the body you pass, named in the target's own orbital frame: **Inner** (toward its parent), **Outer** (away from it), **North**, or **South**. The aim offset has to stay perpendicular to the approach, so a side whose axis lies along the approach direction cannot be reached and is greyed out.\n- Works for moon flybys and for interplanetary targets, either as a single burn or split across multi-pass passes.\n- The section reports the approach speed, the impact parameter, the departure delta-V next to the impact-aimed one, and the periapsis the propagated trajectory actually reaches. While a flyby is armed the preview shows that retargeted trajectory in place of stock's center-aimed one.\n- For multiple passes, the readout uses the selected departure after any schedule shift and the periapsis from the final preview trajectory.\n- If propagation cannot confirm a periapsis, the readout shows **No prediction** and its reason, such as a departure time outside the flight plan or no resolved target encounter.\n\n**Limitations:**\n- The plan is impulsive, the burn is not. On a near-escape departure the periapsis actually flown drifts from the requested one by roughly the finite-burn loss, on the order of one percent of a multi-km/s injection. Trim it with a small correction burn, or split the departure across several passes to cut the loss.\n\n### Multi-Pass Burns\n\n![LEO to Luna multi-pass transfer](ksa-image:multi-pass)\n\nAny of the above plan types (including stock Hohmann and circularize Apse transfers) can be split into multiple burns across successive orbits.\nInstead of one long burn that sweeps a large arc away from periapsis, the engine fires in shorter bursts near periapsis on each orbit, reducing finite-burn loss.\n\n**Supported plan types that can be split:**\n- Hohmann transfers\n- Set Periapsis / Set Apoapsis\n- Match Inclination / Set Inclination\n- Circularize Apoapsis / Periapsis\n\n**How to use:**\n1. Select a plan type and configure the maneuver as usual.\n2. Use the **PASSES** slider to choose how many passes (2-10).\n3. Click **Create**. The first pass burn is placed in the burn plan.\n4. Enable **Auto** burn mode. Each pass fires automatically, with the main engine or as an RCS burn, and the next pass is scheduled after completion.\n5. The plan window shows \"Multi-pass active: pass X of N\" with remaining pass details and a **Cancel remaining passes** button.\n\n**Why it helps:**\nWhen burn duration is a significant fraction of the orbital period, a single burn wastes fuel by thrusting far from periapsis. Splitting across N passes keeps each burn near periapsis where the Oberth effect is strongest.\nReal lunar kick stages use the same technique, several perigee burns instead of one long injection. It helps most for low-TWR spacecraft such as ion engines, small kick stages and nuclear tugs, where a single departure burn can take tens of minutes.\n\n**Hands-free execution:**\nMulti-pass works best with the built-in automatic staging switched on (handles staging between passes) and the built-in automatic burn removal left on (cleans up completed burns). A multi-pass execution then runs hands-free from first ignition to final departure.\n\n**Limitations:**\n- Same-parent transfers (e.g., LEO to Luna) shift the final burn forward by a few parking periods to fit the K-schedule. The shift is shown in the plan window.\n- A change to the flyby side or altitude updates the selected departure even during thrust.\n- Very high-energy departures from small SOIs (e.g., low Mars orbit to Saturn) may auto-clamp to fewer passes because intermediate orbits would escape the SOI.\n\n### RCS Translation Burns\n\n![RCS burn options in the burn editor](ksa-image:rcs-burn-panel)\n\nExecute a planned burn with RCS thrusters only, no main engine. Useful for small correction burns (rotating the whole vehicle for the main engine can cost more than just translating) and for vehicles without an active main engine like small probes.\n\n- The stock **Auto** burn button is still the single trigger: it executes the next burn with its resolved method. A burn resolves to the main engine when an active, fueled engine exists, otherwise to RCS; a per-burn override is available in the burn editor window (\"Execution: Default | Engine | RCS\").\n- Two attitude strategies, selectable per burn: **Hold** (keep the current attitude, fire the axis mix that points at the burn vector) and **Align** (rotate the strongest thruster axis onto the burn vector first). **Auto** (default) compares propellant estimates for both, including the slew cost, and picks the cheaper one.\n- Execution is closed-loop against the game's own delta-V accounting: pulses shrink as the remaining delta-V approaches zero, and the burn stops inside the thrusters' minimum impulse of the target. The engine autopilot is suppressed for the whole run, so a misclick can never ignite the main engine on an RCS-armed burn.\n- Burns themselves stay in the stock save format; removing the mod keeps every planned burn. The RCS arming metadata lives in `mods/AdvancedFlightComputer/rcs-exec.toml` next to the mod and survives save/load, including mid-burn.\n- The burn editor warns when a burn resolves to RCS but no thruster can translate (no propellant, none active) and when the estimated propellant exceeds what the thrusters can actually reach. Auto also shows an alert and refuses the burn before it creates execution state or changes the controls when the burn has no delta-V, no usable translation, or no axis that can serve its direction.\n- Estimates for a later planned burn use the current vehicle as an approximation and show **Estimate basis: Current vehicle** in the burn editor or **Current vehicle** in the gauge. Stock only loads the first executable burn as its active burn target, so these estimates do not forecast earlier burns or staging.\n- Completed RCS burns raise a public event (`RcsBurnCompletions.Completed`) other mods can consume; the built-in automatic burn removal uses it to clean up finished RCS burns the same way it cleans up engine auto-burns.\n- The **allocator** is selectable per burn (default **Groups**). Groups fires signed-axis groups and uses attitude control to counter residual torque. **LP** solves a fuel-optimal jet-selection problem over individual thruster forces and torques (the Bergmann/Draper formulation). LP can require costly counter-thrust, so it is opt-in, and it falls back to Groups when the constraints are infeasible.\n\n### Automatic Staging\n\n**Stock**\n\n![Stock engine gauge panel](ksa-image:autostage-stock)\n\n**With AdvancedFlightComputer**\n\n![Engine gauge panel with AUTOSTAGE toggle](ksa-image:autostage-button)\n\nActivates the next sequence whenever the active engines run out of propellant, and drops burnt-out boosters while the rest of the stage keeps firing. Works during auto-burns (continues the burn instead of aborting) and manual burns. Formerly the separate AutoStage mod; remove that mod when you install this version, because two stagers on one burnout would activate two sequences. The settings written by AutoStage are imported on the first load.\n\n- **AUTOSTAGE toggle button** on the EngineControl gauge panel, in the free slot under RCS. The switch belongs to the vehicle, so an armed craft keeps staging when you control another one. The same switch is available on the Mods settings page for installs without KittenExtensions.\n- **Control-module guard** - a sequence that would separate the last control module is never staged automatically; stage it by hand if that is what you want.\n- **Auto-burn continuation** - keeps the burn mode at Auto through staging so planned burns do not abort.\n- **Cascade staging** - stages again if the next stage is empty or only has decouplers.\n- **Spent stage drop** - sheds burnt-out boosters as soon as they quit, without waiting for the core stage to run dry.\n- **Configurable staging delays** - independent delays for decouplers and engines, simulating separation and engine spool-up time.\n- **On-screen countdowns** - \"Decouple in X.Xs\" and \"Ignition in X.Xs\" alerts during a delayed stage.\n\n**Spent stage drop.** When solid boosters burn out before a liquid core, a trigger that waits for every engine to go dry would carry the empty casings along as dead mass. The mod therefore also stages when the next sequence would jettison nothing but burnt-out hardware: the sequence activates no engine, every active engine it separates is spent, an engine that stays with the vehicle is still firing, and nothing it separates is an engine that has never been activated. It refuses when the separated parts still hold propellant a retained engine can draw from, or when an enabled fuel link crosses the separation, so crossfeed setups are not cut off mid-burn. Turn it off with \"Drop spent stages early\" on the Mods settings page if staging should wait for a full burnout.\n\n**Solid motors in the staging readout.** The game's staging model gives a solid motor the burn time of a full grain on every refresh, so a nearly spent booster is shown as a trickle that outlasts the core. The mod paces the motor at the mean flow of the burn it has left, read off its thrust curve, so the in-flight staging window and the guidance stage list end the booster phase where the boosters do.\n\n**Staging delays.** Two delays are configurable per part variant, both measured from the staging trigger: the engine ignition delay (default values per stock engine variant, the small EngineA1 ignites after 2 s, EngineA3 after 3 s) and the decoupler delay (default 0 s, which matches stock). Set the decoupler delay shorter than the engine delay if the lower stage should drop away before the upper stage lights up.\n\n- **Settings window (Settings > Mods > AUTOSTAGE):** the two switches, then the \"Engine Ignition Delays\" and \"Decoupler Delays\" tables listing every known part variant. Every setting takes effect immediately; click SAVE to persist it.\n- **Part window (right-click part > Window):** override the delay for a specific sequence on the current vehicle. A part gets one block per sequence it fires something in, each naming the module it covers. Per-vehicle overrides take priority over the global config.\n\nThe global config is `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\autostage.toml`:\n\n```toml\n[staging]\ndrop_spent_stages = true\n\n[engine_delays]\nCorePropulsionA_Prefab_EngineA2 = 2.0\nCorePropulsionA_Prefab_EngineA3 = 5.0\n\n[decoupler_delays]\nCoreFairingA_Prefab_Interstage3W3HB = 1.0\n```\n\nPer-vehicle sequence overrides are stored next to it in `autostage-vehicles\\<vehicle-id>.toml`, created automatically when you set an override in the part window, with separate `[sequence_delays]` (engines) and `[decoupler_delays]` sections. Nothing is written to a game save.\n\n### Automatic Burn Removal\n\nIn stock KSA, when an auto-burn completes the flight computer flips the burn mode to Manual but leaves the burn entry in the plan, so you have to click \"Delete\" before the next maneuver can take focus. This feature cleans up completed burns automatically. Formerly the separate AutoRemoveFinishedBurns mod; remove that mod when you install this version. Its saved switch is imported on the first load.\n\n- **Auto-burns** are removed as soon as the flight computer flips out of Auto mode on completion. Completion is confirmed through the same delta-V vector reversal the stock flight computer uses, so a burn that flamed out before reaching its target stays in the plan and can be resumed after staging.\n- **RCS burns** executed by this mod are removed on their completion event.\n- **Manual burns are never touched**, and only the vehicle you control is watched. A burn that finishes on a background vehicle stays in its plan.\n- **Switch** on the Mods settings page, on by default, persisted in `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\autoremove.toml`.\n\n### Hyperbolic Targets\n\nThe stock Transfer Planner filters out bodies with eccentricity >= 1. This mod lets it target interstellar comets (Oumuamua, 2I/Borisov, 3I/ATLAS) by patching the planner's time-of-flight and alignment math to handle unbound orbits.\n\n### Powered Guidance\n\n[![Watch the PoweredGuidance demo](ksa-image:twin-boosters)](https://youtu.be/hSUcV6tx3oY)\n\nClosed-loop guidance that flies the vehicle for you, originally the [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) mod by cairn5, see Credits.\nOpen the **AFC Guidance** menu in the top bar, switch **Enabled** on and open the panel with **Show panel**. EXECUTE, ABORT and RETARGET act on the selected tab.\n\n- **Ascent** flies UPFG, the Space Shuttle's ascent guidance, to a target periapsis, apoapsis, inclination and LAN, optionally holding the argument of periapsis too and otherwise inserting wherever the burn costs least dV, with an optional launch window, g-limit and booster reserve. Launching to a target vehicle flies a co-elliptic chase orbit below it. Staging goes through automatic staging, and a stage that separates with a command pod can get its own landing site.\n- **Boostback** flies a separated booster back toward its landing site with a settling burn, a flip, the boostback burn and an entry attitude, against an impact prediction through the atmosphere.\n- **Deorbit and land** flies the whole chain from orbit: the deorbit burn, a fuel-optimal powered descent with G-FOLD or the 6-DOF solver, and a terminal hover to touchdown.\n- **Land from here** starts only the powered descent and the hover, from where the craft is now.\n\nGuidance takes a craft only when you press EXECUTE, and it lets go when you abort, take over the attitude or arm the stock Auto burn.\nAn abort during the powered descent or the terminal hover leaves the engine as it is, so the craft does not drop, while every other abort cuts the engine.\nThe hover refuses a craft whose thrust at minimum throttle exceeds its weight, because such a craft climbs whenever the engine runs, and a G-FOLD or 6-DOF descent that would hand over to it flies its own plan to touchdown instead.\nG-FOLD suits airless bodies and agile landers that point with RCS. The 6-DOF solver models the vehicle rotation, so it handles boosters with high rotational inertia and descents through an atmosphere.\nThe native solvers `clarabel_c.dll` and `scs.dll` ship with the mod. See the [guidance documentation](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/docs/guidance/README.md) for how it works.\n\n## Installation\n\n1. Install [StarMap](https://github.com/StarMapLoader/StarMap) and [KittenExtensions](https://github.com/tsholmes/KittenExtensions) (the latter is only required for hyperbolic targets and the AUTOSTAGE gauge button).\n2. Download the latest release from the [Releases](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases) tab.\n3. Extract into `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\`.\n4. The game auto-discovers new mods and prompts you to enable them. Alternatively, add to `Documents\\My Games\\Kitten Space Agency\\manifest.toml`:\n\n```toml\n[[mods]]\nid = \"AdvancedFlightComputer\"\nenabled = true\n```\n\n## Dependencies\n\n- [StarMap](https://github.com/StarMapLoader/StarMap): Mod loader, required at runtime (see Installation). Tested version 0.4.6.\n- [KittenExtensions](https://github.com/tsholmes/KittenExtensions): Optional, required at runtime for the hyperbolic-targets and AUTOSTAGE button XML patches. Tested version v0.4.0.\n\n## Build dependencies\n\nRequired only to build the mod from source. Targets **.NET 10**.\n\n- [StarMap.API](https://github.com/StarMapLoader/StarMap) from NuGet, tested version 0.3.6.\n- [Lib.Harmony](https://www.nuget.org/packages/Lib.Harmony) from NuGet, tested version 2.4.2.\n\nThe native guidance solvers are built from the vendored sources with Rust and Zig, see [native-build.md](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/docs/guidance/native-build.md).\n\n## Mod compatibility\n\n- [AutoStage](https://github.com/Maximilian-Nesslauer/KSA-AutoStage), [AutoRemoveFinishedBurns](https://github.com/Maximilian-Nesslauer/KSA-AutoRemoveFinishedBurns) and [PoweredGuidance](https://github.com/cairn5/PoweredGuidance) are now part of this mod. Delete their folders under `mods`, because a disabled mod still applies its XML patches.\n- Known conflicts: none\n\n## Credits\n\n- **Oliver Cairns ([cairn5](https://github.com/cairn5))** wrote [PoweredGuidance](https://github.com/cairn5/PoweredGuidance), which is the powered guidance in this mod: the UPFG ascent and its landing mode, G-FOLD, the CAT-S successive-convexification 6-DOF guidance, boostback, terminal hover, returnable stages, the impact prediction and the guidance panel. Its full history is part of this repository, and he is co-author of the project.\n- **[PEGAS](https://github.com/Noiredd/PEGAS)** by Noiredd is the reference and foundation for the UPFG implementation; its MIT license is kept at [`third_party/pegas/LICENSE`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/third_party/pegas/LICENSE).\n- **G-FOLD** follows Acikmese and Ploen, *Convex Programming Approach to Powered Descent Guidance for Mars Landing* (2007), and Acikmese, Carson and Blackmore, *Lossless Convexification of Nonconvex Control Bound and Pointing Constraints of the Soft Landing Optimal Control Problem* (2013).\n- **[Clarabel](https://github.com/oxfordcontrol/Clarabel.rs)** by Goulart and Chen and **[SCS](https://github.com/cvxgrp/scs)** by O'Donoghue are the conic solvers behind G-FOLD and the 6-DOF guidance.\n\n## License\n\nMIT - see [`LICENSE`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/LICENSE). Vendored code under `third_party/` keeps its own upstream license.\n\nPoweredGuidance releases up to and including **v0.3.1** linked [ECOS](https://github.com/embotech/ecos), which is GPLv3, and were therefore distributed under GPLv3 as a whole. Those releases stay available under GPLv3, but ECOS was replaced by Clarabel (Apache-2.0) before the import, so **nothing in the current tree is GPL**.\n\nAttribution for the vendored solvers and their own transitive dependencies is in [`THIRD-PARTY-NOTICES.md`](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/blob/main/THIRD-PARTY-NOTICES.md); all of them are permissive, and none impose copyleft on this work.\n\n## Community\n\nThread on the KSA forums: https://forums.ahwoo.com/threads/advanced-flight-computer.783/\n\n## Check out my other mods\n\n- [DeltaVMap](https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap) - interactive delta-v subway map and transfer-window planner, auto-generated from the loaded system ([forum thread](https://forums.ahwoo.com/threads/deltavmap.978/))\n- [MeasureTools](https://github.com/Maximilian-Nesslauer/KSA-MeasureTools) - click-to-measure ruler, protractor, and surface measuring in the map view ([forum thread](https://forums.ahwoo.com/threads/measuretools.992/))\n",
            "license": "MIT",
            "tags": [
              "gameplay"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/advanced-flight-computer.783/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer",
              "spacedock": "https://spacedock.info/mod/4253/AdvancedFlightComputer",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/issues",
              "discussions": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/discussions"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "AdvancedFlightComputer",
          "type": "mod",
          "version": "0.7.5",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-02T09:48:03Z",
          "game_min": "2026.9.4.5400",
          "game_min_revision": 5400,
          "game_max": "2026.9.7.5402",
          "game_max_revision": 5402,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/download/v0.7.5/AdvancedFlightComputer.zip",
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          },
          "install_size": 327401,
          "install": {
            "root": "AdvancedFlightComputer",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [
            {
              "id": "KittenExtensions",
              "kind": "optional",
              "source": "derived"
            }
          ],
          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/tag/v0.7.5",
          "changelog_text": "## Changes\n- Marks the mod as compatible with KSA 2026.9.7.5402. Removes the \"untested version\" warning shown at game start. No functional changes.\n\n## Compatibility\nValidated against KSA build version **2026.9.7.5402**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).",
          "listing": {
            "name": "Advanced Flight Computer",
            "authors": [
              "Maxi"
            ],
            "abstract": "Extra maneuver planning tools for Kitten Space Agency.",
            "description": "Adds quick-tools to the Transfer Planner, flyby targeting so a Hohmann transfer arrives as a flyby instead of an impact, multi-pass burn splitting for Oberth-efficient departures, RCS-only burn execution, and it lets the planner target interstellar comets on hyperbolic orbits.\n\n### Maneuver Quick-Tools\n\nNew plan types in the stock Transfer Planner dropdown: **Set Periapsis** and **Set Apoapsis**, a single burn at the opposite apse to raise or lower one apse to a target altitude, plus **Match Inclination** and **Set Inclination**, plane-change burns at AN or DN. The reference plane for Set Inclination is selectable between Ecliptic and Equatorial, which differ by the obliquity of the parent body.\n\n### Flyby Targeting\n\nThe stock planner aims every transfer at the target body's center, so a well-timed Hohmann arrives as an impact. Tick **Target flyby periapsis** and the departure burn is aimed at a periapsis you choose instead, entered against a Surface, Center or Atmosphere reference, on a selectable flyby side. Works for moon flybys and for interplanetary targets.\n\n### Multi-Pass Burns\n\nAny of the plan types above, and the stock Hohmann and circularize transfers, can be split across successive orbits. The engine fires in shorter bursts near periapsis on each orbit instead of one long burn that sweeps a large arc, which cuts finite-burn loss.\n\n### RCS Translation Burns\n\nExecute a planned burn with RCS thrusters only. Useful for small corrections, where rotating the whole vehicle for the main engine can cost more than translating, and for vehicles with no active main engine. Two attitude strategies, Hold and Align, with an Auto mode that compares propellant estimates and picks the cheaper one. Execution is closed loop against the game's own delta-V accounting, and the engine autopilot is suppressed for the whole run.\n\n### Hyperbolic Targets\n\nThe stock Transfer Planner filters out bodies with eccentricity of 1 or more. This mod lets it target interstellar comets such as Oumuamua, 2I/Borisov and 3I/ATLAS by patching the planner's time-of-flight and alignment math to handle unbound orbits. It needs KittenExtensions, which applies the XML patch the mod ships for it.\n",
            "license": "MIT",
            "tags": [
              "control"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/advanced-flight-computer.783/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer",
              "spacedock": "https://spacedock.info/mod/4253/AdvancedFlightComputer",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/issues",
              "discussions": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/discussions"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "AdvancedFlightComputer",
          "type": "mod",
          "version": "0.7.4",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-02T09:06:43Z",
          "game_min": "2026.9.4.5400",
          "game_min_revision": 5400,
          "game_max": "2026.9.7.5402",
          "game_max_revision": 5402,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/download/v0.7.4/AdvancedFlightComputer.zip",
            "sha256": "D6C8EFC8674A5EDD3665C840771FF27517A465F76361E0F42774300643A98C70",
            "size": 129702,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4253/AdvancedFlightComputer/download/0.7.4"
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          },
          "install_size": 327401,
          "install": {
            "root": "AdvancedFlightComputer",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [
            {
              "id": "KittenExtensions",
              "kind": "optional",
              "source": "derived"
            }
          ],
          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/tag/v0.7.4",
          "changelog_text": "## Required for KSA 2026.9.4.5400\nKSA 2026.9.4.5400 removed the `KSA.Viewport` class and replaced it with the `IViewport` and `IGameViewport` interfaces, which every drawing and picking entry point in the Transfer Planner now takes. Update is mandatory for this mod to work if you are on KSA version 2026.9.4.5400 and above; an older build fails to load and its Transfer Planner additions never appear.\n\n## Changes\n- Ports every Harmony boundary and drawing helper to the interface the stock method declares. The two flyby anchors resolve through a single signature array, because `DrawSelectedTransfer` takes `IViewport` while `DrawSelectedTransferUi` takes `IGameViewport`.\n- Logs a repeated draw-path error once instead of every frame, so a single fault no longer floods the log.\n\n## Compatibility\nValidated against KSA build version **2026.9.4.5400**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).",
          "listing": {
            "name": "Advanced Flight Computer",
            "authors": [
              "Maxi"
            ],
            "abstract": "Extra maneuver planning tools for Kitten Space Agency.",
            "description": "Adds quick-tools to the Transfer Planner, flyby targeting so a Hohmann transfer arrives as a flyby instead of an impact, multi-pass burn splitting for Oberth-efficient departures, RCS-only burn execution, and it lets the planner target interstellar comets on hyperbolic orbits.\n\n### Maneuver Quick-Tools\n\nNew plan types in the stock Transfer Planner dropdown: **Set Periapsis** and **Set Apoapsis**, a single burn at the opposite apse to raise or lower one apse to a target altitude, plus **Match Inclination** and **Set Inclination**, plane-change burns at AN or DN. The reference plane for Set Inclination is selectable between Ecliptic and Equatorial, which differ by the obliquity of the parent body.\n\n### Flyby Targeting\n\nThe stock planner aims every transfer at the target body's center, so a well-timed Hohmann arrives as an impact. Tick **Target flyby periapsis** and the departure burn is aimed at a periapsis you choose instead, entered against a Surface, Center or Atmosphere reference, on a selectable flyby side. Works for moon flybys and for interplanetary targets.\n\n### Multi-Pass Burns\n\nAny of the plan types above, and the stock Hohmann and circularize transfers, can be split across successive orbits. The engine fires in shorter bursts near periapsis on each orbit instead of one long burn that sweeps a large arc, which cuts finite-burn loss.\n\n### RCS Translation Burns\n\nExecute a planned burn with RCS thrusters only. Useful for small corrections, where rotating the whole vehicle for the main engine can cost more than translating, and for vehicles with no active main engine. Two attitude strategies, Hold and Align, with an Auto mode that compares propellant estimates and picks the cheaper one. Execution is closed loop against the game's own delta-V accounting, and the engine autopilot is suppressed for the whole run.\n\n### Hyperbolic Targets\n\nThe stock Transfer Planner filters out bodies with eccentricity of 1 or more. This mod lets it target interstellar comets such as Oumuamua, 2I/Borisov and 3I/ATLAS by patching the planner's time-of-flight and alignment math to handle unbound orbits. It needs KittenExtensions, which applies the XML patch the mod ships for it.\n",
            "license": "MIT",
            "tags": [
              "control"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/advanced-flight-computer.783/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer",
              "spacedock": "https://spacedock.info/mod/4253/AdvancedFlightComputer",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/issues",
              "discussions": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/discussions"
            }
          }
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          "id": "AdvancedFlightComputer",
          "type": "mod",
          "version": "0.7.3",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-08-28T08:20:31Z",
          "game_min": "2026.8.19.5261",
          "game_min_revision": 5261,
          "game_max": "2026.8.22.5348",
          "game_max_revision": 5348,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/download/v0.7.3/AdvancedFlightComputer.zip",
            "sha256": "B402D01154DD735781A17FD805E03211B61A7B336DA37EFF5D2EC3890B520F21",
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            "mirrors": [
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          "install": {
            "root": "AdvancedFlightComputer",
            "derived": true
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          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [
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              "id": "KittenExtensions",
              "kind": "optional",
              "source": "derived"
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          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer/releases/tag/v0.7.3",
          "changelog_text": "## Required for KSA 2026.8.22.5348\nKSA 2026.8.22.5348 removed `Vehicle.FindFinalFlightPlan`, which the maneuver quick-tools use to plan against a burn that is already on the plan. Update is mandatory for this mod to work if you are on KSA version 2026.8.22.5348 and above; without it the planner throws as soon as you open a quick-tool with a burn queued.\n\n## Changes\n- Follow the removal of `Vehicle.FindFinalFlightPlan` by reading the final burn's own flight plan.\n- Scale the main window and the flight plan window with the game's Interface Scale setting instead of fixed pixel offsets.\n- Draw the multi-pass markers through `ImGuiHelper.GetOverlayDrawList`, so they no longer bleed into the crew portrait views.\n\n## Compatibility\nValidated against KSA build version **2026.8.22.5348**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).",
          "listing": {
            "name": "Advanced Flight Computer",
            "authors": [
              "Maxi"
            ],
            "abstract": "Extra maneuver planning tools for Kitten Space Agency.",
            "description": "Adds quick-tools to the Transfer Planner, flyby targeting so a Hohmann transfer arrives as a flyby instead of an impact, multi-pass burn splitting for Oberth-efficient departures, RCS-only burn execution, and it lets the planner target interstellar comets on hyperbolic orbits.\n\n### Maneuver Quick-Tools\n\nNew plan types in the stock Transfer Planner dropdown: **Set Periapsis** and **Set Apoapsis**, a single burn at the opposite apse to raise or lower one apse to a target altitude, plus **Match Inclination** and **Set Inclination**, plane-change burns at AN or DN. The reference plane for Set Inclination is selectable between Ecliptic and Equatorial, which differ by the obliquity of the parent body.\n\n### Flyby Targeting\n\nThe stock planner aims every transfer at the target body's center, so a well-timed Hohmann arrives as an impact. Tick **Target flyby periapsis** and the departure burn is aimed at a periapsis you choose instead, entered against a Surface, Center or Atmosphere reference, on a selectable flyby side. Works for moon flybys and for interplanetary targets.\n\n### Multi-Pass Burns\n\nAny of the plan types above, and the stock Hohmann and circularize transfers, can be split across successive orbits. The engine fires in shorter bursts near periapsis on each orbit instead of one long burn that sweeps a large arc, which cuts finite-burn loss.\n\n### RCS Translation Burns\n\nExecute a planned burn with RCS thrusters only. Useful for small corrections, where rotating the whole vehicle for the main engine can cost more than translating, and for vehicles with no active main engine. Two attitude strategies, Hold and Align, with an Auto mode that compares propellant estimates and picks the cheaper one. Execution is closed loop against the game's own delta-V accounting, and the engine autopilot is suppressed for the whole run.\n\n### Hyperbolic Targets\n\nThe stock Transfer Planner filters out bodies with eccentricity of 1 or more. This mod lets it target interstellar comets such as Oumuamua, 2I/Borisov and 3I/ATLAS by patching the planner's time-of-flight and alignment math to handle unbound orbits. It needs KittenExtensions, which applies the XML patch the mod ships for it.\n",
            "license": "MIT",
            "tags": [
              "control"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/advanced-flight-computer.783/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer",
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          "release_date": "2026-08-11T16:41:04Z",
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          "changelog_text": "## Required for KSA 2026.8.19.5261\nKSA 2026.8.19.5261 replaced the `SimTime` type with `UniverseTime` and split `Vehicle.UpdateFromTaskResults` into a parallel and a main-thread half. Update is mandatory for this mod to work if you are on KSA version 2026.8.19.5261 and above; the previous build fails to load and every feature is unavailable.\n\n## Changes\n- Follows the move from `SimTime` to `UniverseTime` across every maneuver, multi-pass and flyby calculation.\n- Moves the multi-pass and RCS per-frame drivers to `Universe.ApplyVehicleSolvers`, the main-thread pass that replaces the hook the game removed.\n- Fixes a crash when planning a transfer to a target on a degenerate orbit. The estimate now reports \"no transfer\" instead of throwing.\n- Fixes the RCS burn executor denying engine burns for the rest of the session after an internal error.\n- Shows an unreachable ascending or descending node as \"N/A\" instead of \"0.0 m/s\", and no longer selects it as the default node.\n\n## Compatibility\nValidated against KSA build version **2026.8.19.5261**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\AdvancedFlightComputer\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).",
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            "license": "MIT",
            "tags": [
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              "forums": "https://forums.ahwoo.com/threads/advanced-flight-computer.783/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer",
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        "description": "It reads the loaded solar system live, so it works with any system, stock or modded, with no per-system setup.\n\n![The Delta-V Map rooted at Earth](ksa-image:delta-v-map)\n\nThis mod is written against the [StarMap loader](https://github.com/StarMapLoader/StarMap).\n\n## What it does\n\nThe map tells you \"where can I go from where I am and for how much delta-v\".\nThe transfer-window layer answers the \"and when do I leave\" question.\n\nBoth are generated from the loaded `CelestialSystem`, recurse through every planet, moon, asteroid and comet, and read each body's mass, radius, SOI, orbit and atmosphere. Nothing is hardcoded.\n\nAll numbers are closed-form patched-conic estimates (Hohmann transfers with Oberth-combined departure and capture, no iterative solver), so the whole map is fast and every transfer is cached once per session.\n\nThe delta-v figures are the idealized optimal values, so they assume a well-timed, well-flown transfer. A \"piloting-margin percentage\" slider is available.\n\n## Features\n\n### Delta-v subway map\n\n- **Ego-centric metro layout.** The body you are currently in is the root; the map re-roots automatically on the next open after an SOI change, and Shift-Click re-roots to any body on demand.\n- **Accurate budgets.** Closed-form Hohmann transfers with Oberth-combined ejection and capture, a per-body state ladder (surface, low orbit, stationary, SOI edge, intercept) and a \"you are here\" marker at your actual orbit.\n- **Route planning.** Click any body to highlight the exact route from your current state, with a running total and a per-segment breakdown. Toggles for from-surface, landing, aerobraking, plane change and a return trip, plus a piloting-margin percentage to budget for non-optimal flying.\n- **Vehicle comparison.** A bar compares the selected route against your ship's available delta-v.\n- **Readable at scale.** Node-symbol vocabulary with a legend, search / focus / isolate, and automatic minor-body aggregation so a dense system (thousands of asteroids) stays usable.\n- **Three layout modes**, switched from the on-canvas toggle or the Options menu:\n\n**Cumulative-down (default)**\n\n![Cumulative-down layout](ksa-image:delta-v-map)\n\n**Gravity-well**\n\n![Gravity-well layout](ksa-image:layout-gravity-well)\n\n**Spring**\n\n![Spring layout](ksa-image:layout-spring)\n\n### Transfer windows\n\nThe timing companion to the map. For the root body and every sibling sharing its parent, it shows the optimal phase angle, the live current phase, a countdown to the next window, the synodic period, the ejection angle and the transfer time, in a compact list plus a live polar phase-clock.\n\n![The transfer-window list and phase clock](ksa-image:transfer-windows)\n\nA separate, opt-in layer draws the same data in the game's 3D map mode: the optimal-departure marker on the destination's real orbit (where it will be when the window opens), the planet-star-planet phase angle, and an ejection-angle gizmo at the departure body.\n\n![The transfer-window overlay in the game map mode](ksa-image:map-mode-overlay)\n\n## Installation\n\n1. Install [StarMap](https://github.com/StarMapLoader/StarMap).\n2. Download the latest release from the [GitHub Releases](https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap/releases) tab or from [SpaceDock](https://spacedock.info/mod/4294/DeltaVMap).\n3. Extract into `Documents\\My Games\\Kitten Space Agency\\mods\\DeltaVMap\\`.\n4. The game auto-discovers new mods and prompts you to enable them. Alternatively, add to `Documents\\My Games\\Kitten Space Agency\\manifest.toml`:\n\n```toml\n[[mods]]\nid = \"DeltaVMap\"\nenabled = true\n```\n\nOpen the map from the **View** -> \"Delta-V Map\" menu in flight, or the top-level **Delta-V Map** tab in the editor.\n\n## Dependencies\n\n- [StarMap](https://github.com/StarMapLoader/StarMap): Mod loader, required at runtime (see Installation). Tested version 0.4.6.\n\n## Build dependencies\n\nRequired only to build the mod from source. Targets **.NET 10**.\n\n- [StarMap.API](https://github.com/StarMapLoader/StarMap) from NuGet, tested version 0.3.6.\n- [Lib.Harmony](https://www.nuget.org/packages/Lib.Harmony) from NuGet, tested version 2.4.2.\n\n## Mod compatibility\n\n- Known conflicts: none\n\n## Community\n\nThread on the KSA forums: https://forums.ahwoo.com/threads/deltavmap.978/\n\n## Check out my other mods\n\n- [AdvancedFlightComputer](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer) - maneuver planning, burn execution, automatic staging and closed-loop guidance ([forum thread](https://forums.ahwoo.com/threads/advanced-flight-computer.783/))\n- [MeasureTools](https://github.com/Maximilian-Nesslauer/KSA-MeasureTools) - click-to-measure ruler, protractor, and surface measuring in the map view ([forum thread](https://forums.ahwoo.com/threads/measuretools.992/))\n",
        "license": "MIT",
        "tags": [
          "user-interface"
        ],
        "releases": {
          "github": "Maximilian-Nesslauer/KSA-DeltaVMap",
          "spacedock": 4294,
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        "links": {
          "forums": "https://forums.ahwoo.com/threads/deltavmap.978/",
          "repository": "https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap",
          "spacedock": "https://spacedock.info/mod/4294/DeltaVMap",
          "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap/issues"
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          "id": "DeltaVMap",
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          "version": "1.2.7",
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          "release_status": "stable",
          "release_date": "2026-09-24T21:47:14Z",
          "game_min": "2026.9.22.5482",
          "game_min_revision": 5482,
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          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap/releases/tag/v1.2.7",
          "changelog_text": "## Changes\n- The staged delta-v on the route bar now waits until the game has rebuilt a vehicle's staging data, for example after staging or a change in the staging window, instead of reading it while the game still updates it. For that moment the bar keeps its last value.\n- Needs KSA 2026.9.22.5482 or later.\n\n## Compatibility\nValidated against KSA build version **2026.9.22.5482**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\DeltaVMap\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).\n\nYou can also easily download and install it via the mod manager **Borea**: https://ksamodding.github.io/Borea/",
          "listing": {
            "name": "DeltaVMap",
            "authors": [
              "Maxi"
            ],
            "abstract": "An interactive, auto-generated delta-v subway map and transfer-window planner for Kitten Space Agency.",
            "description": "It reads the loaded solar system live, so it works with any system, stock or modded, with no per-system setup.\n\n![The Delta-V Map rooted at Earth](ksa-image:delta-v-map)\n\nThis mod is written against the [StarMap loader](https://github.com/StarMapLoader/StarMap).\n\n## What it does\n\nThe map tells you \"where can I go from where I am and for how much delta-v\".\nThe transfer-window layer answers the \"and when do I leave\" question.\n\nBoth are generated from the loaded `CelestialSystem`, recurse through every planet, moon, asteroid and comet, and read each body's mass, radius, SOI, orbit and atmosphere. Nothing is hardcoded.\n\nAll numbers are closed-form patched-conic estimates (Hohmann transfers with Oberth-combined departure and capture, no iterative solver), so the whole map is fast and every transfer is cached once per session.\n\nThe delta-v figures are the idealized optimal values, so they assume a well-timed, well-flown transfer. A \"piloting-margin percentage\" slider is available.\n\n## Features\n\n### Delta-v subway map\n\n- **Ego-centric metro layout.** The body you are currently in is the root; the map re-roots automatically on the next open after an SOI change, and Shift-Click re-roots to any body on demand.\n- **Accurate budgets.** Closed-form Hohmann transfers with Oberth-combined ejection and capture, a per-body state ladder (surface, low orbit, stationary, SOI edge, intercept) and a \"you are here\" marker at your actual orbit.\n- **Route planning.** Click any body to highlight the exact route from your current state, with a running total and a per-segment breakdown. Toggles for from-surface, landing, aerobraking, plane change and a return trip, plus a piloting-margin percentage to budget for non-optimal flying.\n- **Vehicle comparison.** A bar compares the selected route against your ship's available delta-v.\n- **Readable at scale.** Node-symbol vocabulary with a legend, search / focus / isolate, and automatic minor-body aggregation so a dense system (thousands of asteroids) stays usable.\n- **Three layout modes**, switched from the on-canvas toggle or the Options menu:\n\n**Cumulative-down (default)**\n\n![Cumulative-down layout](ksa-image:delta-v-map)\n\n**Gravity-well**\n\n![Gravity-well layout](ksa-image:layout-gravity-well)\n\n**Spring**\n\n![Spring layout](ksa-image:layout-spring)\n\n### Transfer windows\n\nThe timing companion to the map. For the root body and every sibling sharing its parent, it shows the optimal phase angle, the live current phase, a countdown to the next window, the synodic period, the ejection angle and the transfer time, in a compact list plus a live polar phase-clock.\n\n![The transfer-window list and phase clock](ksa-image:transfer-windows)\n\nA separate, opt-in layer draws the same data in the game's 3D map mode: the optimal-departure marker on the destination's real orbit (where it will be when the window opens), the planet-star-planet phase angle, and an ejection-angle gizmo at the departure body.\n\n![The transfer-window overlay in the game map mode](ksa-image:map-mode-overlay)\n\n## Installation\n\n1. Install [StarMap](https://github.com/StarMapLoader/StarMap).\n2. Download the latest release from the [GitHub Releases](https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap/releases) tab or from [SpaceDock](https://spacedock.info/mod/4294/DeltaVMap).\n3. Extract into `Documents\\My Games\\Kitten Space Agency\\mods\\DeltaVMap\\`.\n4. The game auto-discovers new mods and prompts you to enable them. Alternatively, add to `Documents\\My Games\\Kitten Space Agency\\manifest.toml`:\n\n```toml\n[[mods]]\nid = \"DeltaVMap\"\nenabled = true\n```\n\nOpen the map from the **View** -> \"Delta-V Map\" menu in flight, or the top-level **Delta-V Map** tab in the editor.\n\n## Dependencies\n\n- [StarMap](https://github.com/StarMapLoader/StarMap): Mod loader, required at runtime (see Installation). Tested version 0.4.6.\n\n## Build dependencies\n\nRequired only to build the mod from source. Targets **.NET 10**.\n\n- [StarMap.API](https://github.com/StarMapLoader/StarMap) from NuGet, tested version 0.3.6.\n- [Lib.Harmony](https://www.nuget.org/packages/Lib.Harmony) from NuGet, tested version 2.4.2.\n\n## Mod compatibility\n\n- Known conflicts: none\n\n## Community\n\nThread on the KSA forums: https://forums.ahwoo.com/threads/deltavmap.978/\n\n## Check out my other mods\n\n- [AdvancedFlightComputer](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer) - maneuver planning, burn execution, automatic staging and closed-loop guidance ([forum thread](https://forums.ahwoo.com/threads/advanced-flight-computer.783/))\n- [MeasureTools](https://github.com/Maximilian-Nesslauer/KSA-MeasureTools) - click-to-measure ruler, protractor, and surface measuring in the map view ([forum thread](https://forums.ahwoo.com/threads/measuretools.992/))\n",
            "license": "MIT",
            "tags": [
              "user-interface"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/deltavmap.978/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap",
              "spacedock": "https://spacedock.info/mod/4294/DeltaVMap",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap/issues"
            }
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          "release_date": "2026-09-15T11:10:19Z",
          "game_min": "2026.9.10.5438",
          "game_min_revision": 5438,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap/releases/download/v1.2.6/DeltaVMap.zip",
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            "min": "0.4.5",
            "source": "authored"
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          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap/releases/tag/v1.2.6",
          "changelog_text": "## Required for KSA 2026.9.10.5438\nKSA 2026.9.10.5438 moved `KeyHash` into `Planet.Render.Core` and replaced the public `Part.InertMass` field with methods. Update is mandatory for this mod to work if you are on KSA version 2026.9.10.5438 and above; the previous build cannot read the staged delta-v, so the route bar shows n/a.\n\n## Changes\n- Reads the staged delta-v for the route bar straight from the game's staging model. The game now counts the inert mass of sub-parts such as engines on its own, so the correction this mod added for that mass is removed and the mass is not counted twice.\n- The route bar follows the staging fixes in this game build, so spent stages no longer count twice in flight and solid motors report their delta-v accurately.\n\n## Compatibility\nValidated against KSA build version **2026.9.10.5438**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\DeltaVMap\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).",
          "listing": {
            "name": "DeltaVMap",
            "authors": [
              "Maxi"
            ],
            "abstract": "An interactive, auto-generated delta-v subway map and transfer-window planner for Kitten Space Agency.",
            "description": "It reads the loaded solar system live, so it works with any system, stock or modded, with no per-system setup.\n\n![The Delta-V Map rooted at Earth](ksa-image:delta-v-map)\n\nThis mod is written against the [StarMap loader](https://github.com/StarMapLoader/StarMap).\n\n## What it does\n\nThe map tells you \"where can I go from where I am and for how much delta-v\".\nThe transfer-window layer answers the \"and when do I leave\" question.\n\nBoth are generated from the loaded `CelestialSystem`, recurse through every planet, moon, asteroid and comet, and read each body's mass, radius, SOI, orbit and atmosphere. Nothing is hardcoded.\n\nAll numbers are closed-form patched-conic estimates (Hohmann transfers with Oberth-combined departure and capture, no iterative solver), so the whole map is fast and every transfer is cached once per session.\n\nThe delta-v figures are the idealized optimal values, so they assume a well-timed, well-flown transfer. A \"piloting-margin percentage\" slider is available.\n\n## Features\n\n### Delta-v subway map\n\n- **Ego-centric metro layout.** The body you are currently in is the root; the map re-roots automatically on the next open after an SOI change, and Shift-Click re-roots to any body on demand.\n- **Accurate budgets.** Closed-form Hohmann transfers with Oberth-combined ejection and capture, a per-body state ladder (surface, low orbit, stationary, SOI edge, intercept) and a \"you are here\" marker at your actual orbit.\n- **Route planning.** Click any body to highlight the exact route from your current state, with a running total and a per-segment breakdown. Toggles for from-surface, landing, aerobraking, plane change and a return trip, plus a piloting-margin percentage to budget for non-optimal flying.\n- **Vehicle comparison.** A bar compares the selected route against your ship's available delta-v.\n- **Readable at scale.** Node-symbol vocabulary with a legend, search / focus / isolate, and automatic minor-body aggregation so a dense system (thousands of asteroids) stays usable.\n- **Three layout modes**, switched from the on-canvas toggle or the Options menu:\n\n**Cumulative-down (default)**\n\n![Cumulative-down layout](ksa-image:delta-v-map)\n\n**Gravity-well**\n\n![Gravity-well layout](ksa-image:layout-gravity-well)\n\n**Spring**\n\n![Spring layout](ksa-image:layout-spring)\n\n### Transfer windows\n\nThe timing companion to the map. For the root body and every sibling sharing its parent, it shows the optimal phase angle, the live current phase, a countdown to the next window, the synodic period, the ejection angle and the transfer time, in a compact list plus a live polar phase-clock.\n\n![The transfer-window list and phase clock](ksa-image:transfer-windows)\n\nA separate, opt-in layer draws the same data in the game's 3D map mode: the optimal-departure marker on the destination's real orbit (where it will be when the window opens), the planet-star-planet phase angle, and an ejection-angle gizmo at the departure body.\n\n![The transfer-window overlay in the game map mode](ksa-image:map-mode-overlay)\n\n## Installation\n\n1. Install [StarMap](https://github.com/StarMapLoader/StarMap).\n2. Download the latest release from the [GitHub Releases](https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap/releases) tab or from [SpaceDock](https://spacedock.info/mod/4294/DeltaVMap).\n3. Extract into `Documents\\My Games\\Kitten Space Agency\\mods\\DeltaVMap\\`.\n4. The game auto-discovers new mods and prompts you to enable them. Alternatively, add to `Documents\\My Games\\Kitten Space Agency\\manifest.toml`:\n\n```toml\n[[mods]]\nid = \"DeltaVMap\"\nenabled = true\n```\n\nOpen the map from the **View** -> \"Delta-V Map\" menu in flight, or the top-level **Delta-V Map** tab in the editor.\n\n## Dependencies\n\n- [StarMap](https://github.com/StarMapLoader/StarMap): Mod loader, required at runtime (see Installation). Tested version 0.4.6.\n\n## Build dependencies\n\nRequired only to build the mod from source. Targets **.NET 10**.\n\n- [StarMap.API](https://github.com/StarMapLoader/StarMap) from NuGet, tested version 0.3.6.\n- [Lib.Harmony](https://www.nuget.org/packages/Lib.Harmony) from NuGet, tested version 2.4.2.\n\n## Mod compatibility\n\n- Known conflicts: none\n\n## Community\n\nThread on the KSA forums: https://forums.ahwoo.com/threads/deltavmap.978/\n\n## Check out my other mods\n\n- [AdvancedFlightComputer](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer) - maneuver planning, burn execution, automatic staging and closed-loop guidance ([forum thread](https://forums.ahwoo.com/threads/advanced-flight-computer.783/))\n- [MeasureTools](https://github.com/Maximilian-Nesslauer/KSA-MeasureTools) - click-to-measure ruler, protractor, and surface measuring in the map view ([forum thread](https://forums.ahwoo.com/threads/measuretools.992/))\n",
            "license": "MIT",
            "tags": [
              "user-interface"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/deltavmap.978/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap",
              "spacedock": "https://spacedock.info/mod/4294/DeltaVMap",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap/issues"
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    },
    {
      "id": "KittenExtensionsContinued",
      "published_at": "2026-09-22T17:55:33Z",
      "updated_at": "2026-09-22T17:55:33Z",
      "authored": {
        "spec_version": 1,
        "id": "KittenExtensionsContinued",
        "type": "mod",
        "name": "KittenExtensions Continued",
        "authors": [
          "AMPW"
        ],
        "abstract": "XML Patching (ModuleManager like), Custom XML Assets",
        "description": "# KittenExtensions Continued\n\nThis is a continuation of tom_is_unlucky's awesome KittenExtensions mod. All of the credit goes to him. It replaces the original mod under the new KittenExtensionsContinued mod and directory name while keeping the KittenExtensions assembly name for compatibility.\n\n    Write XML patches to alter xml assets from core or other mods\n    Add custom xml asset types that can be used in other mods\n\nVisit the Forum Thread and Github Repo for more information.\n",
        "license": "MIT",
        "tags": [
          "tools",
          "library"
        ],
        "releases": {
          "github": "AMPW-german/KittenExtensions",
          "spacedock": 4588,
          "authority": "github"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/kittenextensions-continued-v0-5-0-xml-patching-modulemanager-like-custom-xml-assets.1259/",
          "repository": "https://github.com/AMPW-german/KittenExtensions",
          "spacedock": "https://spacedock.info/mod/4588/KittenExtensions%20Continued",
          "bugtracker": "https://github.com/AMPW-german/KittenExtensions/issues"
        },
        "compatibility": {
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        },
        "loader": {
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      },
      "releases": [
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          "spec_version": 1,
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          "release_date": "2026-09-22T17:55:33Z",
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          "download": {
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          },
          "install_size": 330281,
          "install": {
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          },
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            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/AMPW-german/KittenExtensions/releases/tag/v0.5.2",
          "changelog_text": "Built for KSA version 2026.9.10.5438\n\n## What's Changed\n* Fix ci/cd setup by @AMPW-german in https://github.com/AMPW-german/KittenExtensions/pull/5\n* Create ksa-index-ampw-german by @AMPW-german in https://github.com/AMPW-german/KittenExtensions/pull/6\n* Chore/kxc by @AMPW-german in https://github.com/AMPW-german/KittenExtensions/pull/7\n\n\n**Full Changelog**: https://github.com/AMPW-german/KittenExtensions/compare/v0.5.1...v0.5.2",
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            "tags": [
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              "library"
            ],
            "links": {
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    },
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      "id": "KSA_SeaDragon",
      "published_at": "2026-09-26T09:21:47Z",
      "updated_at": "2026-09-26T09:21:47Z",
      "authored": {
        "spec_version": 1,
        "id": "KSA_SeaDragon",
        "type": "mod",
        "name": "Sea Dragon",
        "authors": [
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        ],
        "abstract": "Adds the Sea Dragon Rocket to KSA",
        "license": "GPL-3.0",
        "tags": [
          "parts"
        ],
        "releases": {
          "spacedock": 4593
        },
        "links": {
          "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/sea-dragon.1263/",
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        "images": {
          "icon": {
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            "height": 431,
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          "changelog": "https://spacedock.info/mod/4593/Sea%20Dragon",
          "changelog_text": "Fixed TVC on Stage 1 and Vernier thrusters",
          "listing": {
            "name": "Sea Dragon",
            "authors": [
              "Spaceman_3D"
            ],
            "abstract": "Adds the Sea Dragon Rocket to KSA",
            "license": "GPL-3.0",
            "tags": [
              "parts"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/sea-dragon.1263/",
              "spacedock": "https://spacedock.info/mod/4593/Sea%20Dragon"
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    },
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      "updated_at": "2026-09-22T18:09:36Z",
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        "id": "KSAGEffects",
        "type": "mod",
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        "authors": [
          "AMPW"
        ],
        "abstract": "Realistic G-Effects on humans",
        "description": "# KSA G-Effects\n\nThis mod aims to bring highly realistic (human) G-effects to KSA, including blackout, redout, ALoC, GLoC, death through G forces and confusion/disorientation.\n\nPlease check the KSA forum for the current state.\n",
        "license": "GPL-3.0-or-later",
        "tags": [
          "library"
        ],
        "releases": {
          "github": "AMPW-german/KSAGEffects",
          "spacedock": 4363,
          "authority": "github"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/unfinished-mods/g-effects-v0-3-0.635/",
          "repository": "https://github.com/AMPW-german/KSAGEffects",
          "spacedock": "https://spacedock.info/mod/4363/KSA%20G%20Effects",
          "bugtracker": "https://github.com/AMPW-german/KSAGEffects/issues"
        },
        "compatibility": {
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        },
        "dependencies": [
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          "game_min_revision": 5438,
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          "changelog": "https://github.com/AMPW-german/KSAGEffects/releases/tag/v0.3.3",
          "changelog_text": "Built for KSA version 2026.9.10.5438\n\n## What's Changed\n* change to KXC by @AMPW-german in https://github.com/AMPW-german/KSAGEffects/pull/10\n* Release fixed mod.toml by @AMPW-german in https://github.com/AMPW-german/KSAGEffects/pull/11\n\n\n**Full Changelog**: https://github.com/AMPW-german/KSAGEffects/compare/v0.3.2...v0.3.3",
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            "license": "GPL-3.0-or-later",
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            "links": {
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              "repository": "https://github.com/AMPW-german/KSAGEffects",
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          "changelog": "https://github.com/AMPW-german/KSAGEffects/releases/tag/v0.3.2",
          "changelog_text": "Built for KSA version 2026.9.10.5438\n\n## What's Changed\n* Fix and standarize ci/cd setup by @AMPW-german in https://github.com/AMPW-german/KSAGEffects/pull/9\n\n\n**Full Changelog**: https://github.com/AMPW-german/KSAGEffects/compare/v0.3.1...v0.3.2",
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            "abstract": "Realistic G-Effects on humans",
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            "license": "GPL-3.0-or-later",
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            ],
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              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/unfinished-mods/g-effects-v0-3-0.635/",
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    {
      "id": "KSArmory",
      "published_at": "2026-08-11T08:23:45Z",
      "updated_at": "2026-09-24T12:28:31Z",
      "authored": {
        "spec_version": 1,
        "id": "KSArmory",
        "type": "mod",
        "name": "KSArmory",
        "authors": [
          "Laurens"
        ],
        "abstract": "Weapon systems for Kitten Space Agency: point defence, guided and unguided munitions, targeting sights and a ballistic computer.",
        "description": "Adds working weapon systems to Kitten Space Agency. Every launcher searches, tracks, decides and shoots on its own, and the rounds are simulated by the mod rather than by the vehicle physics, so guidance runs at sub-frame accuracy and cannot corrupt a save.\n\n### Launchers\n\nA **Pantsir-S1** on an 8x8 chassis: search radar, twelve proportional-navigation interceptors in two pods of six, twin cannon, and a turret that traverses and elevates. A **Mk 15 Phalanx CIWS** that stacks on any 3 m node and carries no missiles at all. Three rails that surface-attach to anything: **LAU-7** with an AIM-9J, **LAU-128** with an AIM-120C, and **LAU-118** with an AGM-88 HARM, which homes on radar emissions and cannot engage an aircraft. A **B61 rack** that neither aims nor fires - it lets a bomb go and the ground does the rest.\n\n### Sights\n\nAn **electro-optical director** on a mast and a **Rafael LITENING pod** whose whole nose rolls about its centreline while the sight nods within it. Both drive the main view, magnify by rewriting the field of view, and work on a craft carrying no weapons at all - a hull with one director on it is an observation post.\n\n### Fire control\n\nThreat classification is by closest point of approach rather than closing speed, so targets passing by are engageable and not only ones flying straight at you. IFF is per installation, so two sites can be on opposite sides. A radar can be told to go silent, which is a trade rather than a free defence: a silent set cannot be homed on and cannot see. Rounds can themselves be shot down.\n\n### Ballistic computer\n\nAim a multiple-warhead ballistic missile at a point on any body and it flies itself: ascent, guided cutoff on velocity-to-be-gained, post-boost trim, and a warhead bus that releases each round along the same line. It picks up from wherever the vehicle already is - on the pad, mid-ascent, or in orbit, where it also decides *when* to leave.\n\n### Effects\n\nDetonations, nuclear fireballs and mushroom clouds standing in the world, motor plumes and smoke trails, tracers, muzzle flashes and spatialised gunfire, all through the engine's own renderers.\n",
        "license": "MIT",
        "tags": [
          "parts",
          "gameplay",
          "user-interface",
          "audio",
          "weapons",
          "physics"
        ],
        "releases": {
          "github": "LaurensDeV/KSArmory",
          "spacedock": 4460,
          "authority": "github"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/kessler-systems-armory-ksarmory.1131/",
          "homepage": "https://ksarmory.com",
          "repository": "https://github.com/LaurensDeV/KSArmory",
          "spacedock": "https://spacedock.info/mod/4460/KSArmory",
          "bugtracker": "https://github.com/LaurensDeV/KSArmory/issues"
        },
        "compatibility": {
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        },
        "loader": {
          "id": "StarMap",
          "min": "0.4.6"
        },
        "images": {
          "icon": {
            "url": "https://raw.githubusercontent.com/LaurensDeV/KSArmory/198215c3dfd047f753183d08fce0176e3e2d0a08/branding/listing-icon.png",
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            "width": 512,
            "height": 512,
            "size": 260331
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          "id": "KSArmory",
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          "version": "0.9.4",
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          "release_status": "stable",
          "release_date": "2026-09-24T12:28:31Z",
          "game_min": "2026.8.19.5261",
          "game_min_revision": 5261,
          "download": {
            "url": "https://github.com/LaurensDeV/KSArmory/releases/download/v0.9.4/KSArmory-0.9.4.zip",
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            "size": 21938575,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4460/KSArmory/download/0.9.4"
            ]
          },
          "install_size": 28151283,
          "install": {
            "root": "KSArmory",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.6",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/LaurensDeV/KSArmory/releases/tag/v0.9.4",
          "changelog_text": "## [0.9.4](https://github.com/LaurensDeV/KSArmory/compare/v0.9.3...v0.9.4) (2026-09-24)\n\n### Fixes\n\n* **clouds:** keep the cloud inside its own blast front ([c85e8c7](https://github.com/LaurensDeV/KSArmory/commit/c85e8c7506a7ac57ea02197dc2255c38149dc8e2))\n* **fire:** hold fire on a lock past the seeker's gimbal limit ([54c1c42](https://github.com/LaurensDeV/KSArmory/commit/54c1c42d3bf3d064f4263206f44514150702f9cb))\n* **icbm:** label the mid-burn prediction as the burn as planned ([ee0fc3e](https://github.com/LaurensDeV/KSArmory/commit/ee0fc3ebcda4d6d1b6bf0a76eaaf84194425081f))\n\n\n---\n\nDrop the `KSArmory` folder into your KSA user directory's `mods/`, register it in\n`manifest.toml`, and launch through StarMap. See the README for the full guide.\n\nWorks on Windows and Linux — the mod is a portable .NET assembly.\n\nRelease build: no debug symbols, log starts at INFO. Tick **Verbose log** in the\npanel if you are reporting a bug.",
          "listing": {
            "name": "KSArmory",
            "authors": [
              "Laurens"
            ],
            "abstract": "Weapon systems for Kitten Space Agency: point defence, guided and unguided munitions, targeting sights and a ballistic computer.",
            "description": "Adds working weapon systems to Kitten Space Agency. Every launcher searches, tracks, decides and shoots on its own, and the rounds are simulated by the mod rather than by the vehicle physics, so guidance runs at sub-frame accuracy and cannot corrupt a save.\n\n### Launchers\n\nA **Pantsir-S1** on an 8x8 chassis: search radar, twelve proportional-navigation interceptors in two pods of six, twin cannon, and a turret that traverses and elevates. A **Mk 15 Phalanx CIWS** that stacks on any 3 m node and carries no missiles at all. Three rails that surface-attach to anything: **LAU-7** with an AIM-9J, **LAU-128** with an AIM-120C, and **LAU-118** with an AGM-88 HARM, which homes on radar emissions and cannot engage an aircraft. A **B61 rack** that neither aims nor fires - it lets a bomb go and the ground does the rest.\n\n### Sights\n\nAn **electro-optical director** on a mast and a **Rafael LITENING pod** whose whole nose rolls about its centreline while the sight nods within it. Both drive the main view, magnify by rewriting the field of view, and work on a craft carrying no weapons at all - a hull with one director on it is an observation post.\n\n### Fire control\n\nThreat classification is by closest point of approach rather than closing speed, so targets passing by are engageable and not only ones flying straight at you. IFF is per installation, so two sites can be on opposite sides. A radar can be told to go silent, which is a trade rather than a free defence: a silent set cannot be homed on and cannot see. Rounds can themselves be shot down.\n\n### Ballistic computer\n\nAim a multiple-warhead ballistic missile at a point on any body and it flies itself: ascent, guided cutoff on velocity-to-be-gained, post-boost trim, and a warhead bus that releases each round along the same line. It picks up from wherever the vehicle already is - on the pad, mid-ascent, or in orbit, where it also decides *when* to leave.\n\n### Effects\n\nDetonations, nuclear fireballs and mushroom clouds standing in the world, motor plumes and smoke trails, tracers, muzzle flashes and spatialised gunfire, all through the engine's own renderers.\n",
            "license": "MIT",
            "tags": [
              "parts",
              "weapons",
              "physics"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/kessler-systems-armory-ksarmory.1131/",
              "homepage": "https://ksarmory.com",
              "repository": "https://github.com/LaurensDeV/KSArmory",
              "spacedock": "https://spacedock.info/mod/4460/KSArmory",
              "bugtracker": "https://github.com/LaurensDeV/KSArmory/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "KSArmory",
          "type": "mod",
          "version": "0.9.3",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-24T07:40:37Z",
          "game_min": "2026.8.19.5261",
          "game_min_revision": 5261,
          "download": {
            "url": "https://github.com/LaurensDeV/KSArmory/releases/download/v0.9.3/KSArmory-0.9.3.zip",
            "sha256": "AAFD7AB2260CF96DAAEC57363CF4F4288F94C04765CD8100AD2D2FCCB934E5D3",
            "size": 21938079,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4460/KSArmory/download/0.9.3"
            ]
          },
          "install_size": 28149747,
          "install": {
            "root": "KSArmory",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.6",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/LaurensDeV/KSArmory/releases/tag/v0.9.3",
          "changelog_text": "## [0.9.3](https://github.com/LaurensDeV/KSArmory/compare/v0.9.2...v0.9.3) (2026-09-24)\n\n### Build and packaging\n\n* **ksa:** retarget 2026.9.22.5482 ([3a2f79c](https://github.com/LaurensDeV/KSArmory/commit/3a2f79c05ff12c48f3a5afb7cc51f84e6858c18c))\n\n\n---\n\nDrop the `KSArmory` folder into your KSA user directory's `mods/`, register it in\n`manifest.toml`, and launch through StarMap. See the README for the full guide.\n\nWorks on Windows and Linux — the mod is a portable .NET assembly.\n\nRelease build: no debug symbols, log starts at INFO. Tick **Verbose log** in the\npanel if you are reporting a bug.",
          "listing": {
            "name": "KSArmory",
            "authors": [
              "Laurens"
            ],
            "abstract": "Weapon systems for Kitten Space Agency: point defence, guided and unguided munitions, targeting sights and a ballistic computer.",
            "description": "Adds working weapon systems to Kitten Space Agency. Every launcher searches, tracks, decides and shoots on its own, and the rounds are simulated by the mod rather than by the vehicle physics, so guidance runs at sub-frame accuracy and cannot corrupt a save.\n\n### Launchers\n\nA **Pantsir-S1** on an 8x8 chassis: search radar, twelve proportional-navigation interceptors in two pods of six, twin cannon, and a turret that traverses and elevates. A **Mk 15 Phalanx CIWS** that stacks on any 3 m node and carries no missiles at all. Three rails that surface-attach to anything: **LAU-7** with an AIM-9J, **LAU-128** with an AIM-120C, and **LAU-118** with an AGM-88 HARM, which homes on radar emissions and cannot engage an aircraft. A **B61 rack** that neither aims nor fires - it lets a bomb go and the ground does the rest.\n\n### Sights\n\nAn **electro-optical director** on a mast and a **Rafael LITENING pod** whose whole nose rolls about its centreline while the sight nods within it. Both drive the main view, magnify by rewriting the field of view, and work on a craft carrying no weapons at all - a hull with one director on it is an observation post.\n\n### Fire control\n\nThreat classification is by closest point of approach rather than closing speed, so targets passing by are engageable and not only ones flying straight at you. IFF is per installation, so two sites can be on opposite sides. A radar can be told to go silent, which is a trade rather than a free defence: a silent set cannot be homed on and cannot see. Rounds can themselves be shot down.\n\n### Ballistic computer\n\nAim a multiple-warhead ballistic missile at a point on any body and it flies itself: ascent, guided cutoff on velocity-to-be-gained, post-boost trim, and a warhead bus that releases each round along the same line. It picks up from wherever the vehicle already is - on the pad, mid-ascent, or in orbit, where it also decides *when* to leave.\n\n### Effects\n\nDetonations, nuclear fireballs and mushroom clouds standing in the world, motor plumes and smoke trails, tracers, muzzle flashes and spatialised gunfire, all through the engine's own renderers.\n",
            "license": "MIT",
            "tags": [
              "parts",
              "weapons",
              "physics"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/kessler-systems-armory-ksarmory.1131/",
              "homepage": "https://ksarmory.com",
              "repository": "https://github.com/LaurensDeV/KSArmory",
              "spacedock": "https://spacedock.info/mod/4460/KSArmory",
              "bugtracker": "https://github.com/LaurensDeV/KSArmory/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "KSArmory",
          "type": "mod",
          "version": "0.9.2",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-23T21:27:04Z",
          "game_min": "2026.8.19.5261",
          "game_min_revision": 5261,
          "download": {
            "url": "https://github.com/LaurensDeV/KSArmory/releases/download/v0.9.2/KSArmory-0.9.2.zip",
            "sha256": "3D20089438C014F246FC9E60AD6BFF6C0D03C7175302780AA82644BFCFF9BA1D",
            "size": 21938074,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4460/KSArmory/download/0.9.2"
            ]
          },
          "install_size": 28149747,
          "install": {
            "root": "KSArmory",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.6",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/LaurensDeV/KSArmory/releases/tag/v0.9.2",
          "listing": {
            "name": "KSArmory",
            "authors": [
              "Laurens"
            ],
            "abstract": "Weapon systems for Kitten Space Agency: point defence, guided and unguided munitions, targeting sights and a ballistic computer.",
            "description": "Adds working weapon systems to Kitten Space Agency. Every launcher searches, tracks, decides and shoots on its own, and the rounds are simulated by the mod rather than by the vehicle physics, so guidance runs at sub-frame accuracy and cannot corrupt a save.\n\n### Launchers\n\nA **Pantsir-S1** on an 8x8 chassis: search radar, twelve proportional-navigation interceptors in two pods of six, twin cannon, and a turret that traverses and elevates. A **Mk 15 Phalanx CIWS** that stacks on any 3 m node and carries no missiles at all. Three rails that surface-attach to anything: **LAU-7** with an AIM-9J, **LAU-128** with an AIM-120C, and **LAU-118** with an AGM-88 HARM, which homes on radar emissions and cannot engage an aircraft. A **B61 rack** that neither aims nor fires - it lets a bomb go and the ground does the rest.\n\n### Sights\n\nAn **electro-optical director** on a mast and a **Rafael LITENING pod** whose whole nose rolls about its centreline while the sight nods within it. Both drive the main view, magnify by rewriting the field of view, and work on a craft carrying no weapons at all - a hull with one director on it is an observation post.\n\n### Fire control\n\nThreat classification is by closest point of approach rather than closing speed, so targets passing by are engageable and not only ones flying straight at you. IFF is per installation, so two sites can be on opposite sides. A radar can be told to go silent, which is a trade rather than a free defence: a silent set cannot be homed on and cannot see. Rounds can themselves be shot down.\n\n### Ballistic computer\n\nAim a multiple-warhead ballistic missile at a point on any body and it flies itself: ascent, guided cutoff on velocity-to-be-gained, post-boost trim, and a warhead bus that releases each round along the same line. It picks up from wherever the vehicle already is - on the pad, mid-ascent, or in orbit, where it also decides *when* to leave.\n\n### Effects\n\nDetonations, nuclear fireballs and mushroom clouds standing in the world, motor plumes and smoke trails, tracers, muzzle flashes and spatialised gunfire, all through the engine's own renderers.\n",
            "license": "MIT",
            "tags": [
              "parts",
              "weapons",
              "physics"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/kessler-systems-armory-ksarmory.1131/",
              "homepage": "https://ksarmory.com",
              "repository": "https://github.com/LaurensDeV/KSArmory",
              "spacedock": "https://spacedock.info/mod/4460/KSArmory",
              "bugtracker": "https://github.com/LaurensDeV/KSArmory/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "KSArmory",
          "type": "mod",
          "version": "0.9.1",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-19T22:37:23Z",
          "game_min": "2026.8.19.5261",
          "game_min_revision": 5261,
          "download": {
            "url": "https://github.com/LaurensDeV/KSArmory/releases/download/v0.9.1/KSArmory-0.9.1.zip",
            "sha256": "BB6D2CE1F2CEF0F24FFBCC1B1B6A6F4908023D3C859C802F4020585855047708",
            "size": 21797712,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4460/KSArmory/download/0.9.1"
            ]
          },
          "install_size": 27741171,
          "install": {
            "root": "KSArmory",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.6",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/LaurensDeV/KSArmory/releases/tag/v0.9.1",
          "changelog_text": "## [0.9.1](https://github.com/LaurensDeV/KSArmory/compare/v0.9.0...v0.9.1) (2026-09-19)\n\n### Features\n\n* **fire-control:** select the cannon, and fire on a shift-clicked craft ([4aeac40](https://github.com/LaurensDeV/KSArmory/commit/4aeac40d4d25c464557aa0619a262ee611a9c6ba))\n\n### Fixes\n\n* **assets:** ship no character, so a launch through Borea does not crash ([f8b52ab](https://github.com/LaurensDeV/KSArmory/commit/f8b52ab7dae5226940a86d7392d1a7ce56bff26c))\n* **chase:** hold the view still while the game is paused ([e9f7110](https://github.com/LaurensDeV/KSArmory/commit/e9f71105aafaadafa8b7f52c94f57b2228957b2e))\n* **model:** size the Mk 42 and CIWS stack nodes so they sit on a tank ([3203d14](https://github.com/LaurensDeV/KSArmory/commit/3203d14e80cfc34dfa8a04912841b0d02a79c304))\n* **rounds:** burst a loose round without its launcher's velocity ([05eac33](https://github.com/LaurensDeV/KSArmory/commit/05eac336f56947fa69e9e60aa4b4c651989291be))\n\n### Build and packaging\n\n* build against StarMap 0.4.7 ([8d3b8ab](https://github.com/LaurensDeV/KSArmory/commit/8d3b8ab88cc48f413ee1e38647006651322fd712))\n\n\n---\n\nDrop the `KSArmory` folder into your KSA user directory's `mods/`, register it in\n`manifest.toml`, and launch through StarMap. See the README for the full guide.\n\nWorks on Windows and Linux — the mod is a portable .NET assembly.\n\nRelease build: no debug symbols, log starts at INFO. Tick **Verbose log** in the\npanel if you are reporting a bug.",
          "listing": {
            "name": "KSArmory",
            "authors": [
              "Laurens"
            ],
            "abstract": "Weapon systems for Kitten Space Agency: point defence, guided and unguided munitions, targeting sights and a ballistic computer.",
            "description": "Adds working weapon systems to Kitten Space Agency. Every launcher searches, tracks, decides and shoots on its own, and the rounds are simulated by the mod rather than by the vehicle physics, so guidance runs at sub-frame accuracy and cannot corrupt a save.\n\n### Launchers\n\nA **Pantsir-S1** on an 8x8 chassis: search radar, twelve proportional-navigation interceptors in two pods of six, twin cannon, and a turret that traverses and elevates. A **Mk 15 Phalanx CIWS** that stacks on any 3 m node and carries no missiles at all. Three rails that surface-attach to anything: **LAU-7** with an AIM-9J, **LAU-128** with an AIM-120C, and **LAU-118** with an AGM-88 HARM, which homes on radar emissions and cannot engage an aircraft. A **B61 rack** that neither aims nor fires - it lets a bomb go and the ground does the rest.\n\n### Sights\n\nAn **electro-optical director** on a mast and a **Rafael LITENING pod** whose whole nose rolls about its centreline while the sight nods within it. Both drive the main view, magnify by rewriting the field of view, and work on a craft carrying no weapons at all - a hull with one director on it is an observation post.\n\n### Fire control\n\nThreat classification is by closest point of approach rather than closing speed, so targets passing by are engageable and not only ones flying straight at you. IFF is per installation, so two sites can be on opposite sides. A radar can be told to go silent, which is a trade rather than a free defence: a silent set cannot be homed on and cannot see. Rounds can themselves be shot down.\n\n### Ballistic computer\n\nAim a multiple-warhead ballistic missile at a point on any body and it flies itself: ascent, guided cutoff on velocity-to-be-gained, post-boost trim, and a warhead bus that releases each round along the same line. It picks up from wherever the vehicle already is - on the pad, mid-ascent, or in orbit, where it also decides *when* to leave.\n\n### Effects\n\nDetonations, nuclear fireballs and mushroom clouds standing in the world, motor plumes and smoke trails, tracers, muzzle flashes and spatialised gunfire, all through the engine's own renderers.\n",
            "license": "MIT",
            "tags": [
              "parts",
              "weapons",
              "physics"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/kessler-systems-armory-ksarmory.1131/",
              "homepage": "https://ksarmory.com",
              "repository": "https://github.com/LaurensDeV/KSArmory",
              "spacedock": "https://spacedock.info/mod/4460/KSArmory",
              "bugtracker": "https://github.com/LaurensDeV/KSArmory/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "KSArmory",
          "type": "mod",
          "version": "0.9.0",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-19T12:50:41Z",
          "game_min": "2026.8.19.5261",
          "game_min_revision": 5261,
          "download": {
            "url": "https://github.com/LaurensDeV/KSArmory/releases/download/v0.9.0/KSArmory-0.9.0.zip",
            "sha256": "B04C429DC8A708425751EEB5CE14848F6735560393FCF0CEFC0D64A169FF2B33",
            "size": 21797688,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4460/KSArmory/download/0.9.0"
            ]
          },
          "install_size": 27740480,
          "install": {
            "root": "KSArmory",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.6",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/LaurensDeV/KSArmory/releases/tag/v0.9.0",
          "listing": {
            "name": "KSArmory",
            "authors": [
              "Laurens"
            ],
            "abstract": "Weapon systems for Kitten Space Agency: point defence, guided and unguided munitions, targeting sights and a ballistic computer.",
            "description": "Adds working weapon systems to Kitten Space Agency. Every launcher searches, tracks, decides and shoots on its own, and the rounds are simulated by the mod rather than by the vehicle physics, so guidance runs at sub-frame accuracy and cannot corrupt a save.\n\n### Launchers\n\nA **Pantsir-S1** on an 8x8 chassis: search radar, twelve proportional-navigation interceptors in two pods of six, twin cannon, and a turret that traverses and elevates. A **Mk 15 Phalanx CIWS** that stacks on any 3 m node and carries no missiles at all. Three rails that surface-attach to anything: **LAU-7** with an AIM-9J, **LAU-128** with an AIM-120C, and **LAU-118** with an AGM-88 HARM, which homes on radar emissions and cannot engage an aircraft. A **B61 rack** that neither aims nor fires - it lets a bomb go and the ground does the rest.\n\n### Sights\n\nAn **electro-optical director** on a mast and a **Rafael LITENING pod** whose whole nose rolls about its centreline while the sight nods within it. Both drive the main view, magnify by rewriting the field of view, and work on a craft carrying no weapons at all - a hull with one director on it is an observation post.\n\n### Fire control\n\nThreat classification is by closest point of approach rather than closing speed, so targets passing by are engageable and not only ones flying straight at you. IFF is per installation, so two sites can be on opposite sides. A radar can be told to go silent, which is a trade rather than a free defence: a silent set cannot be homed on and cannot see. Rounds can themselves be shot down.\n\n### Ballistic computer\n\nAim a multiple-warhead ballistic missile at a point on any body and it flies itself: ascent, guided cutoff on velocity-to-be-gained, post-boost trim, and a warhead bus that releases each round along the same line. It picks up from wherever the vehicle already is - on the pad, mid-ascent, or in orbit, where it also decides *when* to leave.\n\n### Effects\n\nDetonations, nuclear fireballs and mushroom clouds standing in the world, motor plumes and smoke trails, tracers, muzzle flashes and spatialised gunfire, all through the engine's own renderers.\n",
            "license": "MIT",
            "tags": [
              "parts",
              "weapons",
              "physics"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/kessler-systems-armory-ksarmory.1131/",
              "homepage": "https://ksarmory.com",
              "repository": "https://github.com/LaurensDeV/KSArmory",
              "spacedock": "https://spacedock.info/mod/4460/KSArmory",
              "bugtracker": "https://github.com/LaurensDeV/KSArmory/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "KSArmory",
          "type": "mod",
          "version": "0.8.44",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-08-11T08:23:45Z",
          "game_min": "2026.8.19.5261",
          "game_min_revision": 5261,
          "download": {
            "url": "https://github.com/LaurensDeV/KSArmory/releases/download/v0.8.44/KSArmory-0.8.44.zip",
            "sha256": "96C287D59FC871EEB3D3481C358E0321B18E8C11A7277FCDA308DB05B594B305",
            "size": 985743,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4460/KSArmory/download/0.8.44"
            ]
          },
          "install_size": 2223377,
          "install": {
            "root": "KSArmory",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.6",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/LaurensDeV/KSArmory/releases/tag/v0.8.44",
          "changelog_text": "## [0.8.44](https://github.com/LaurensDeV/KSArmory/compare/v0.8.43...v0.8.44) (2026-08-11)\n\n### Features\n\n* **model:** build the optical head as a part of its own ([680d2ed](https://github.com/LaurensDeV/KSArmory/commit/680d2ed335d8b17889458c5a5afc4d10b4bbb2d2))\n* **model:** take the gun off the kitten ([fa48b51](https://github.com/LaurensDeV/KSArmory/commit/fa48b5158a92375c83554a1f1bd2fe9806e9aceb))\n* **model:** take the optical head off the Pantsir ([bf39bca](https://github.com/LaurensDeV/KSArmory/commit/bf39bcae4886004db7bf956cc386ed1e3938f01f))\n* **parts:** declare the EO director as a part anything can carry ([8e1c842](https://github.com/LaurensDeV/KSArmory/commit/8e1c842f93289ce5a9b67a42d9cf476ae16ead0f))\n* **parts:** give sensors their own tab, beside weapons ([7236a27](https://github.com/LaurensDeV/KSArmory/commit/7236a2785445c25a7fc32e59da4e6e0e99062bf2))\n* **parts:** give the weapons their own tab in the editor ([5aa41b7](https://github.com/LaurensDeV/KSArmory/commit/5aa41b752dbf708a4661c4775fd8684756824269))\n* **parts:** let the Pantsir start a craft, and carry a director ([c026cc8](https://github.com/LaurensDeV/KSArmory/commit/c026cc8e32836f34cd87b011df1a4a1252e8ba14))\n* **radar:** look over the real skyline, and say what it costs ([5370f8d](https://github.com/LaurensDeV/KSArmory/commit/5370f8d6fcdb98f175e9ef20bcaec76b354e421e))\n* **radar:** tell targets apart by what they are ([1f80f8f](https://github.com/LaurensDeV/KSArmory/commit/1f80f8fcca7f7ec138b29d2a8ee57ac8e8880b50))\n* **rounds:** show where a bomb would land ([cc7540a](https://github.com/LaurensDeV/KSArmory/commit/cc7540a8d935a19617b1a7d952afece6096f8b98))\n* **sensors:** crew an optical director that aims itself ([36af8e5](https://github.com/LaurensDeV/KSArmory/commit/36af8e598905d4243eac36bd097ab99eda306568))\n* **sensors:** the sight belongs to the director, not to the launcher ([3eb528b](https://github.com/LaurensDeV/KSArmory/commit/3eb528b6c34377bb021657908dfe4518639ae7a7))\n* **sight:** let the drag speed build from the edge of the rest area ([edb61db](https://github.com/LaurensDeV/KSArmory/commit/edb61db3fffaf28f27587d72293057db6d027ca4))\n* **sight:** magnify, and show the lead being taken ([e4bd2da](https://github.com/LaurensDeV/KSArmory/commit/e4bd2da46a199b00550ae55ad3ede6140d13bd68))\n* **sight:** make levelling the horizon a choice ([c1191ec](https://github.com/LaurensDeV/KSArmory/commit/c1191ecba2d9bbb043cff5ba276856ab498e0fe7))\n* **sight:** point the director with the mouse ([d1536aa](https://github.com/LaurensDeV/KSArmory/commit/d1536aa9a256d9394b626904ee388ed0ee4b4676))\n* **sight:** show the drag, and give the cursor somewhere to rest ([30312a1](https://github.com/LaurensDeV/KSArmory/commit/30312a1c8f2a2f17a4723617ea04ae2df4623bb7))\n* **ui:** give every component its own state and controls ([cdf70d0](https://github.com/LaurensDeV/KSArmory/commit/cdf70d093d999b1fd1e916f95de882a1431823bf))\n* **ui:** move what belongs to the session out of the craft's window ([40494f7](https://github.com/LaurensDeV/KSArmory/commit/40494f7e4eac0c870a64454f4425d7695faf0ee6))\n* **ui:** put each director under its own component row ([bd8ef85](https://github.com/LaurensDeV/KSArmory/commit/bd8ef852ce0afed611826e5cb6ebc0d71d5cc277))\n* **ui:** put the fire-control answer above the tabs ([ffaa616](https://github.com/LaurensDeV/KSArmory/commit/ffaa6169a32af21782d8c0362e7ce63c1397e5ad))\n\n### Fixes\n\n* **assets:** stop a subpart and a mesh sharing one id ([57a61d8](https://github.com/LaurensDeV/KSArmory/commit/57a61d87fa98ba68753c5ab289ab6390ddaeaa13))\n* **camera:** fly the chase at the player's field, not the sight's ([a0df348](https://github.com/LaurensDeV/KSArmory/commit/a0df3482896eed55698bc903814557d04cf79a19))\n* **parts:** stop a camera alone making a craft a weapons system ([a884fc9](https://github.com/LaurensDeV/KSArmory/commit/a884fc9949b0515c1499eab74887836df5fb1fd0))\n* **rounds:** point a released store along the tube it left ([f3ecd4a](https://github.com/LaurensDeV/KSArmory/commit/f3ecd4ab0902a80de41878ac7c246feffda634c6))\n* **sensors:** choose the head's roll instead of inferring it ([9ef4cbd](https://github.com/LaurensDeV/KSArmory/commit/9ef4cbd842359bde32cf72491885204a2701ca6d))\n* **sensors:** level the horizon, and keep the head out of its own mast ([4c8d467](https://github.com/LaurensDeV/KSArmory/commit/4c8d4671e0353aaf9c15c9cae903bbcedfe76dd5))\n* **sight:** aim the camera in phase with the frame it is drawn in ([d02cbe1](https://github.com/LaurensDeV/KSArmory/commit/d02cbe14e8c2340a7c37cb23648cdede90bf00cb))\n* **sight:** aim the optical head from the head, not from the hull ([a61dead](https://github.com/LaurensDeV/KSArmory/commit/a61deade35936c3818e45a736ded7362354c1d17))\n* **sight:** carry the camera's roll through straight down ([7ece0e6](https://github.com/LaurensDeV/KSArmory/commit/7ece0e60e3499ed02928018b4673c9eacec80780))\n* **sight:** correct a levelled roll instead of choosing it ([416c72a](https://github.com/LaurensDeV/KSArmory/commit/416c72a531dd27eb181c0e642556758f734c7680))\n* **sight:** draw under the panel, and on the target not beside it ([fd67f2e](https://github.com/LaurensDeV/KSArmory/commit/fd67f2ec95b4be4f1059521387bc6110c114b1cc))\n* **sight:** keep the horizon on screen, and centre what the head watches ([673f928](https://github.com/LaurensDeV/KSArmory/commit/673f9281cb803446963b2fde3560405f66e19fef))\n* **sight:** make the cursor's rest area hold the head, not park it ([faa2585](https://github.com/LaurensDeV/KSArmory/commit/faa258579807f5ceed867d4e5c80064c9ec51bb7))\n* **sight:** roll with the head by default instead of levelling ([4e5bcfa](https://github.com/LaurensDeV/KSArmory/commit/4e5bcfab20afd0ebed3818c5e7e3f40cc29ae4ff))\n* **sight:** stop building the roll where the answer is worthless ([0e52998](https://github.com/LaurensDeV/KSArmory/commit/0e52998a926e3535d10f4036f794da53b366baed))\n* **sight:** stop the roll probe reporting a take as a jump ([a6bb5e3](https://github.com/LaurensDeV/KSArmory/commit/a6bb5e31773ad6ad748a958a415457e665d20f33))\n* **turret:** slew the drives on an even clock ([6b38bfa](https://github.com/LaurensDeV/KSArmory/commit/6b38bfaa526caeda025507399f9042a0d449b6bb))\n* **ui:** do not read a weapons system from a craft that has none ([6ccc218](https://github.com/LaurensDeV/KSArmory/commit/6ccc21883c217034a32f58bb86573f1b69de7f72))\n* **ui:** give the director its own IFF and its own protected craft ([c4cb58e](https://github.com/LaurensDeV/KSArmory/commit/c4cb58ef0562dd5fd4cce2e0da204b9f7777b234))\n* **ui:** keep a director-only craft selected when it is managed ([15ef3dc](https://github.com/LaurensDeV/KSArmory/commit/15ef3dc4863f7bcfc6aa7b148ede4ed4333ba343))\n* **ui:** list a craft that carries only a director ([583937f](https://github.com/LaurensDeV/KSArmory/commit/583937f55947b59fcbc9adb44847f7c298a64f92))\n* **ui:** show the bomb sight on what drops, not on what has no missiles ([ba12bfc](https://github.com/LaurensDeV/KSArmory/commit/ba12bfc8f33aef8724d0930dd70f05cc0eb36017))\n* **ui:** stop the panel crashing on a craft that carries no weapon ([f6422f2](https://github.com/LaurensDeV/KSArmory/commit/f6422f2196016cd670f3fb42e69a2449ac7a5639))\n\n### Build and packaging\n\n* **ksa:** retarget 2026.8.19.5261 ([3af5598](https://github.com/LaurensDeV/KSArmory/commit/3af5598ea2255dead87d123f392ab16d90f7ea2f))\n\n\n---\n\nDrop the `KSArmory` folder into your KSA user directory's `mods/`, register it in\n`manifest.toml`, and launch through StarMap. See the README for the full guide.\n\nWorks on Windows and Linux — the mod is a portable .NET assembly.\n\nRelease build: no debug symbols, log starts at INFO. Tick **Verbose log** in the\npanel if you are reporting a bug.",
          "listing": {
            "name": "KSArmory",
            "authors": [
              "Laurens"
            ],
            "abstract": "Weapon systems for Kitten Space Agency: point defence, guided and unguided munitions, targeting sights and a ballistic computer.",
            "description": "Adds working weapon systems to Kitten Space Agency. Every launcher searches, tracks, decides and shoots on its own, and the rounds are simulated by the mod rather than by the vehicle physics, so guidance runs at sub-frame accuracy and cannot corrupt a save.\n\n### Launchers\n\nA **Pantsir-S1** on an 8x8 chassis: search radar, twelve proportional-navigation interceptors in two pods of six, twin cannon, and a turret that traverses and elevates. A **Mk 15 Phalanx CIWS** that stacks on any 3 m node and carries no missiles at all. Three rails that surface-attach to anything: **LAU-7** with an AIM-9J, **LAU-128** with an AIM-120C, and **LAU-118** with an AGM-88 HARM, which homes on radar emissions and cannot engage an aircraft. A **B61 rack** that neither aims nor fires - it lets a bomb go and the ground does the rest.\n\n### Sights\n\nAn **electro-optical director** on a mast and a **Rafael LITENING pod** whose whole nose rolls about its centreline while the sight nods within it. Both drive the main view, magnify by rewriting the field of view, and work on a craft carrying no weapons at all - a hull with one director on it is an observation post.\n\n### Fire control\n\nThreat classification is by closest point of approach rather than closing speed, so targets passing by are engageable and not only ones flying straight at you. IFF is per installation, so two sites can be on opposite sides. A radar can be told to go silent, which is a trade rather than a free defence: a silent set cannot be homed on and cannot see. Rounds can themselves be shot down.\n\n### Ballistic computer\n\nAim a multiple-warhead ballistic missile at a point on any body and it flies itself: ascent, guided cutoff on velocity-to-be-gained, post-boost trim, and a warhead bus that releases each round along the same line. It picks up from wherever the vehicle already is - on the pad, mid-ascent, or in orbit, where it also decides *when* to leave.\n\n### Effects\n\nDetonations, nuclear fireballs and mushroom clouds standing in the world, motor plumes and smoke trails, tracers, muzzle flashes and spatialised gunfire, all through the engine's own renderers.\n",
            "license": "MIT",
            "tags": [
              "parts",
              "weapons",
              "physics"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/kessler-systems-armory-ksarmory.1131/",
              "homepage": "https://ksarmory.com",
              "repository": "https://github.com/LaurensDeV/KSArmory",
              "spacedock": "https://spacedock.info/mod/4460/KSArmory",
              "bugtracker": "https://github.com/LaurensDeV/KSArmory/issues"
            }
          }
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    {
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      "published_at": "2026-09-17T17:53:55Z",
      "updated_at": "2026-09-21T19:34:53Z",
      "authored": {
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        "id": "KSARS",
        "type": "mod",
        "name": "KSARS",
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        "abstract": "Reduces acceleration realistically the closer you get to the speed of light.",
        "description": "# KSARS\n\nKSA Relativistic Speeds is a small mod for Kitten Space Agency that adds acceleration decrease at relativistic speeds. It always uses an external observer as the reference frame so the acceleration read in game decreases as the ship approaches the speed of light.\n\nIRL the acceleration stays constant in the ship's frame of reference as the time dilation also increases.\nKSARS does NOT simulate time dilation, visual effects or adjust the acceleration readout in the ship's frame of reference.\n\nThis is just a small mod to make the game more realistic and fun for those who want to explore relativistic speeds.\n\nTo help get to relativistic speeds, this mod increases the efficiency of Hydrolox by yes and adjust the \"LR91 Sea\" engine to have 2.47 GN of thrust for much higher acceleration.\nThis may break the game and cause uncontrollable spin at higher timewarp (> 30x) so use at your own risk.\nThe Vehicle.DetectStructuralFailure method is disabled as it would cause vessel destruction at <= 50G which is really low for relativistic speeds.\n",
        "license": "GPL-3.0-or-later",
        "tags": [
          "gameplay",
          "physics"
        ],
        "releases": {
          "github": "AMPW-german/KSARS",
          "spacedock": 4480,
          "authority": "github"
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          "repository": "https://github.com/AMPW-german/KSARS",
          "spacedock": "https://spacedock.info/mod/4480/KSARS",
          "bugtracker": "https://github.com/AMPW-german/KSARS/issues"
        },
        "compatibility": {
          "game_min": "2026.9.10.5438"
        },
        "loader": {
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          "min": "0.4.7"
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          "version": "0.1.3",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-21T19:34:53Z",
          "game_min": "2026.9.10.5438",
          "game_min_revision": 5438,
          "download": {
            "url": "https://github.com/AMPW-german/KSARS/releases/download/v0.1.3/KSARS-v0.1.3.zip",
            "sha256": "02FBD48F6CFC4E780524D214856ECB0F47C36CEF509ACFAF5BB4E4F993691FD5",
            "size": 404,
            "content_type": "application/zip"
          },
          "install_size": 102,
          "install": {
            "root": "KSARS",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.7",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/AMPW-german/KSARS/releases/tag/v0.1.3",
          "changelog_text": "Built for KSA version 2026.9.10.5438\n\n## What's Changed\n* add ci setup by @AMPW-german in https://github.com/AMPW-german/KSARS/pull/2\n\n## New Contributors\n* @AMPW-german made their first contribution in https://github.com/AMPW-german/KSARS/pull/2\n\n**Full Changelog**: https://github.com/AMPW-german/KSARS/compare/v0.1.2...v0.1.3",
          "listing": {
            "name": "KSARS",
            "authors": [
              "AMPW"
            ],
            "abstract": "Reduces acceleration realistically the closer you get to the speed of light.",
            "description": "# KSARS\n\nKSA Relativistic Speeds is a small mod for Kitten Space Agency that adds acceleration decrease at relativistic speeds. It always uses an external observer as the reference frame so the acceleration read in game decreases as the ship approaches the speed of light.\n\nIRL the acceleration stays constant in the ship's frame of reference as the time dilation also increases.\nKSARS does NOT simulate time dilation, visual effects or adjust the acceleration readout in the ship's frame of reference.\n\nThis is just a small mod to make the game more realistic and fun for those who want to explore relativistic speeds.\n\nTo help get to relativistic speeds, this mod increases the efficiency of Hydrolox by yes and adjust the \"LR91 Sea\" engine to have 2.47 GN of thrust for much higher acceleration.\nThis may break the game and cause uncontrollable spin at higher timewarp (> 30x) so use at your own risk.\nThe Vehicle.DetectStructuralFailure method is disabled as it would cause vessel destruction at <= 50G which is really low for relativistic speeds.\n",
            "license": "GPL-3.0-or-later",
            "tags": [
              "gameplay",
              "physics"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/ksars-acceleration-decrease-at-relativistic-speeds.1136/",
              "repository": "https://github.com/AMPW-german/KSARS",
              "spacedock": "https://spacedock.info/mod/4480/KSARS",
              "bugtracker": "https://github.com/AMPW-german/KSARS/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "KSARS",
          "type": "mod",
          "version": "0.1.2",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-17T17:53:55Z",
          "game_min": "2026.9.10.5438",
          "game_min_revision": 5438,
          "download": {
            "url": "https://github.com/AMPW-german/KSARS/releases/download/v0.1.2/KSARSv0.1.2.zip",
            "sha256": "D3BFB7086156C8DB85AB1D0CDB15DA609364FA2D72D34C607E02D2507329913D",
            "size": 15659,
            "content_type": "application/x-zip-compressed",
            "mirrors": [
              "https://spacedock.info/mod/4480/KSARS/download/v0.1.2"
            ]
          },
          "install_size": 26911,
          "install": {
            "root": "KSARS",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.7",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/AMPW-german/KSARS/releases/tag/v0.1.2",
          "changelog_text": "Recompile for KSA v2026.9.10.5438",
          "listing": {
            "name": "KSARS",
            "authors": [
              "AMPW"
            ],
            "abstract": "Reduces acceleration realistically the closer you get to the speed of light.",
            "description": "# KSARS\n\nKSA Relativistic Speeds is a small mod for Kitten Space Agency that adds acceleration decrease at relativistic speeds. It always uses an external observer as the reference frame so the acceleration read in game decreases as the ship approaches the speed of light.\n\nIRL the acceleration stays constant in the ship's frame of reference as the time dilation also increases.\nKSARS does NOT simulate time dilation, visual effects or adjust the acceleration readout in the ship's frame of reference.\n\nThis is just a small mod to make the game more realistic and fun for those who want to explore relativistic speeds.\n\nTo help get to relativistic speeds, this mod increases the efficiency of Hydrolox by yes and adjust the \"LR91 Sea\" engine to have 2.47 GN of thrust for much higher acceleration.\nThis may break the game and cause uncontrollable spin at higher timewarp (> 30x) so use at your own risk.\nThe Vehicle.DetectStructuralFailure method is disabled as it would cause vessel destruction at <= 50G which is really low for relativistic speeds.\n",
            "license": "GPL-3.0-or-later",
            "tags": [
              "gameplay",
              "physics"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/ksars-acceleration-decrease-at-relativistic-speeds.1136/",
              "repository": "https://github.com/AMPW-german/KSARS",
              "spacedock": "https://spacedock.info/mod/4480/KSARS",
              "bugtracker": "https://github.com/AMPW-german/KSARS/issues"
            }
          }
        }
      ],
      "downloads": {
        "total": 133,
        "hosts": {
          "github": 13,
          "spacedock": 120
        },
        "releases": [
          {
            "version": "0.1.3",
            "total": 3,
            "hosts": {
              "github": 3
            }
          },
          {
            "version": "0.1.2",
            "total": 33,
            "hosts": {
              "github": 10,
              "spacedock": 23
            }
          },
          {
            "version": "0.1.1",
            "total": 57,
            "hosts": {
              "spacedock": 57
            }
          },
          {
            "version": "0.1.0",
            "total": 40,
            "hosts": {
              "github": 0,
              "spacedock": 40
            }
          }
        ]
      }
    },
    {
      "id": "KSATelemetryOverlay",
      "published_at": "2026-09-11T21:49:04Z",
      "updated_at": "2026-09-21T19:52:24Z",
      "authored": {
        "spec_version": 1,
        "id": "KSATelemetryOverlay",
        "type": "mod",
        "name": "Webcast Telemetry Overlay",
        "authors": [
          "elevatorcait"
        ],
        "abstract": "A SpaceX-style launch broadcast telemetry overlay in-game",
        "description": "A work-in-progress mod for Kitten Space Agency that creates a SpaceX-style launch broadcast telemetry overlay in-game. The overlay is populated with live data from the active vehicle and the mod includes an engine diagram generated automatically using the actual position of the engines on your stage relative to each other.\n\n![Screenshot](ksa-image:9e-hero)\n\n## Features\n\n- A broadcast-style bottom bar: speed and altitude on the left, T+ clock and mission timeline in the center, g-force and the engine diagram on the right. Styled to look like the SpaceX webcast overlay slick animations and all.\n- An engine diagram built from the real nozzle positions on your active stage, with a propellant arc gauge around it.\n- Event notifications for certain in-flight events. Be warned that this is not totally reliable, maybe I'll make it a toggle or something.\n- A mission timeline bar showing detected events behind the marker and any planned maneuvers ahead of it. Same deal as the event notifications.\n- Freeze-on-signal-loss: if the vehicle stops being controllable, the overlay freezes at the last recieved values.\n- Optionally and by default hides the flight UI while the overlay is up, and restores it when disabled.\n- Every element is also available as its own movable imgui window that behaves like any other.\n- Fairly in-depth configuration avalible in the settlings menu.\n\n![Unusual engine layout example](ksa-image:funky)\n![Extreme engine count example](ksa-image:72e)\n\nStarMap loader is required for this mod.\n\n## Maintainance\n\nThis feels important for me to be clear about: KSA is in pre-alpha and this mod uses unofficial code mod loading using undocumented methods. This mod will break very regularly while the game is still in this phase of development and I cannot promise to fix it for every single build. When it breaks I will try to get it working again when I have the time, I just cannot promise when that will be at any given time. Your patience is greatly appreciated!\n\n## Settings\n\nIf ModMenu is installed, settings appear under **Mods > Telemetry Overlay**. ModMenu is optional. Without it, press **numpad slash** for the same settings in a standalone window.\n\nToggle the overlay on and off using the **numpad period** key (I know). This can be configured in the config file.\n\nSettings are saved to `Documents/My Games/Kitten Space Agency/KSATelemetryOverlay/config.json`, which is safe to hand-edit.\n",
        "license": "MIT",
        "tags": [
          "user-interface"
        ],
        "releases": {
          "github": "elevatorctln/KSA-Public-Telemetry",
          "spacedock": 4552,
          "authority": "github"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/webcast-telemetry-overlay.1237/",
          "homepage": "https://linktr.ee/caitlynlh",
          "repository": "https://github.com/elevatorctln/KSA-Public-Telemetry/",
          "spacedock": "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay#info",
          "bugtracker": "https://github.com/elevatorctln/KSA-Public-Telemetry/issues"
        },
        "compatibility": {
          "game_min": "2026.9.7.5402"
        },
        "loader": {
          "id": "StarMap",
          "min": "0.4.5"
        },
        "dependencies": [
          {
            "id": "ModMenu",
            "kind": "recommends"
          }
        ],
        "images": {
          "icon": {
            "url": "https://raw.githubusercontent.com/elevatorctln/KSA-Public-Telemetry/refs/heads/main/images/icon.png",
            "sha256": "11894dc1f754700b53b6a77a69b6f8b00681b2d50b41d04dc3a4e59edc60af72",
            "width": 512,
            "height": 512,
            "size": 33471
          },
          "description": [
            {
              "id": "9e-hero",
              "url": "https://raw.githubusercontent.com/elevatorctln/KSA-Public-Telemetry/refs/heads/main/images/9e-hero.png",
              "sha256": "97695235562b6b3a89134d8004d1b4a7c8bd359ea9c72786a2505b55c73cab8d",
              "width": 1796,
              "height": 984,
              "size": 351436
            },
            {
              "id": "funky",
              "url": "https://raw.githubusercontent.com/elevatorctln/KSA-Public-Telemetry/refs/heads/main/images/funky.png",
              "sha256": "5f4b68b2351daa6aaf06185f090bebc3ad1173f147da99308c01e3ce0665981b",
              "width": 1920,
              "height": 1080,
              "size": 431525
            },
            {
              "id": "72e",
              "url": "https://raw.githubusercontent.com/elevatorctln/KSA-Public-Telemetry/refs/heads/main/images/72e.png",
              "sha256": "675121ad337c234c1f34df6e83e3b3c0321262771a799d70b4300493ab0900fd",
              "width": 1920,
              "height": 1080,
              "size": 529232
            }
          ]
        }
      },
      "releases": [
        {
          "spec_version": 1,
          "id": "KSATelemetryOverlay",
          "type": "mod",
          "version": "1.1.1",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-21T19:52:24Z",
          "game_min": "2026.9.7.5402",
          "game_min_revision": 5402,
          "download": {
            "url": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/download/1.1.1/KSATelemetryOverlay.zip",
            "sha256": "0FA92B57B8A82B6083D9D7F441F7434678208E197D79CB462BB6F99C09B5157D",
            "size": 103601,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay/download/1.1.1"
            ]
          },
          "install_size": 194708,
          "install": {
            "root": "KSATelemetryOverlay",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [
            {
              "id": "ModMenu",
              "kind": "recommends",
              "source": "authored"
            }
          ],
          "changelog": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/tag/1.1.1",
          "changelog_text": "Fixed engine diagram issues, the diagram will now display all the engines even if some are deactivated for a landing burn or other similar scenarios.\nIf there are no engine on the active sequence, it will display the engines on the next sequence that has them.",
          "listing": {
            "name": "Webcast Telemetry Overlay",
            "authors": [
              "elevatorcait"
            ],
            "abstract": "A SpaceX-style launch broadcast telemetry overlay in-game",
            "description": "A work-in-progress mod for Kitten Space Agency that creates a SpaceX-style launch broadcast telemetry overlay in-game. The overlay is populated with live data from the active vehicle and the mod includes an engine diagram generated automatically using the actual position of the engines on your stage relative to each other.\n\n![Screenshot](ksa-image:9e-hero)\n\n## Features\n\n- A broadcast-style bottom bar: speed and altitude on the left, T+ clock and mission timeline in the center, g-force and the engine diagram on the right. Styled to look like the SpaceX webcast overlay slick animations and all.\n- An engine diagram built from the real nozzle positions on your active stage, with a propellant arc gauge around it.\n- Event notifications for certain in-flight events. Be warned that this is not totally reliable, maybe I'll make it a toggle or something.\n- A mission timeline bar showing detected events behind the marker and any planned maneuvers ahead of it. Same deal as the event notifications.\n- Freeze-on-signal-loss: if the vehicle stops being controllable, the overlay freezes at the last recieved values.\n- Optionally and by default hides the flight UI while the overlay is up, and restores it when disabled.\n- Every element is also available as its own movable imgui window that behaves like any other.\n- Fairly in-depth configuration avalible in the settlings menu.\n\n![Unusual engine layout example](ksa-image:funky)\n![Extreme engine count example](ksa-image:72e)\n\nStarMap loader is required for this mod.\n\n## Maintainance\n\nThis feels important for me to be clear about: KSA is in pre-alpha and this mod uses unofficial code mod loading using undocumented methods. This mod will break very regularly while the game is still in this phase of development and I cannot promise to fix it for every single build. When it breaks I will try to get it working again when I have the time, I just cannot promise when that will be at any given time. Your patience is greatly appreciated!\n\n## Settings\n\nIf ModMenu is installed, settings appear under **Mods > Telemetry Overlay**. ModMenu is optional. Without it, press **numpad slash** for the same settings in a standalone window.\n\nToggle the overlay on and off using the **numpad period** key (I know). This can be configured in the config file.\n\nSettings are saved to `Documents/My Games/Kitten Space Agency/KSATelemetryOverlay/config.json`, which is safe to hand-edit.\n",
            "license": "MIT",
            "tags": [
              "user-interface"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/webcast-telemetry-overlay.1237/",
              "repository": "https://github.com/elevatorctln/KSA-Public-Telemetry/",
              "spacedock": "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay#info",
              "bugtracker": "https://github.com/elevatorctln/KSA-Public-Telemetry/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "KSATelemetryOverlay",
          "type": "mod",
          "version": "1.1.0",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-19T21:03:00Z",
          "game_min": "2026.9.7.5402",
          "game_min_revision": 5402,
          "download": {
            "url": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/download/1.1.0/KSATelemetryOverlay.zip",
            "sha256": "C51FAFD8228B080219C4C5C678252E23268D9C6532E38B9886524D05BAAA1228",
            "size": 103281,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay/download/1.1.0"
            ]
          },
          "install_size": 194196,
          "install": {
            "root": "KSATelemetryOverlay",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/tag/1.1.0",
          "changelog_text": "First real features update!\n\nmajor changes:\n- New events: SES-1, engine ignition, landing burn, and landing.\n- New manual T-minus countdown, on a hotkey or a button. It hands over to\n  the real clock at liftoff regardless, and is set optionally.\n- New downrange distance readout, in km from the launch site.\n- Speed can read surface, orbital, or switch to orbital above the atmosphere.\n- New slider to configure the rotation of the engine diagram.\n- Added a setting to mute specific events from creating notifications and event timeline entries.\n- Fixed some events not getting their name on the timeline.\n- Organized settings, most common settings are at the top and the rest are in collapsed categories. Much easier to navigate.\n- Several other more minor things and bug fixes.",
          "listing": {
            "name": "Webcast Telemetry Overlay",
            "authors": [
              "elevatorcait"
            ],
            "abstract": "A SpaceX-style launch broadcast telemetry overlay in-game",
            "description": "A work-in-progress mod for Kitten Space Agency that creates a SpaceX-style launch broadcast telemetry overlay in-game. The overlay is populated with live data from the active vehicle and the mod includes an engine diagram generated automatically using the actual position of the engines on your stage relative to each other.\n\n![Screenshot](ksa-image:9e-hero)\n\n## Features\n\n- A broadcast-style bottom bar: speed and altitude on the left, T+ clock and mission timeline in the center, g-force and the engine diagram on the right. Styled to look like the SpaceX webcast overlay slick animations and all.\n- An engine diagram built from the real nozzle positions on your active stage, with a propellant arc gauge around it.\n- Event notifications for certain in-flight events. Be warned that this is not totally reliable, maybe I'll make it a toggle or something.\n- A mission timeline bar showing detected events behind the marker and any planned maneuvers ahead of it. Same deal as the event notifications.\n- Freeze-on-signal-loss: if the vehicle stops being controllable, the overlay freezes at the last recieved values.\n- Optionally and by default hides the flight UI while the overlay is up, and restores it when disabled.\n- Every element is also available as its own movable imgui window that behaves like any other.\n- Fairly in-depth configuration avalible in the settlings menu.\n\n![Unusual engine layout example](ksa-image:funky)\n![Extreme engine count example](ksa-image:72e)\n\nStarMap loader is required for this mod.\n\n## Maintainance\n\nThis feels important for me to be clear about: KSA is in pre-alpha and this mod uses unofficial code mod loading using undocumented methods. This mod will break very regularly while the game is still in this phase of development and I cannot promise to fix it for every single build. When it breaks I will try to get it working again when I have the time, I just cannot promise when that will be at any given time. Your patience is greatly appreciated!\n\n## Settings\n\nIf ModMenu is installed, settings appear under **Mods > Telemetry Overlay**. ModMenu is optional. Without it, press **numpad slash** for the same settings in a standalone window.\n\nToggle the overlay on and off using the **numpad period** key (I know). This can be configured in the config file.\n\nSettings are saved to `Documents/My Games/Kitten Space Agency/KSATelemetryOverlay/config.json`, which is safe to hand-edit.\n",
            "license": "MIT",
            "tags": [
              "ui"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/webcast-telemetry-overlay.1237/",
              "repository": "https://github.com/elevatorctln/KSA-Public-Telemetry/",
              "spacedock": "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay#info",
              "bugtracker": "https://github.com/elevatorctln/KSA-Public-Telemetry/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "KSATelemetryOverlay",
          "type": "mod",
          "version": "1.0.4",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-15T16:21:09Z",
          "game_min": "2026.9.7.5402",
          "game_min_revision": 5402,
          "download": {
            "url": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/download/1.0.4/KSATelemetryOverlay.zip",
            "sha256": "E4332B2EBD12577D06788284ECA97CF0F53B49F92A5EE8D2501E6872FC8326A4",
            "size": 97910,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay/download/1.0.4"
            ]
          },
          "install_size": 182420,
          "install": {
            "root": "KSATelemetryOverlay",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/tag/1.0.4",
          "changelog_text": "Fixed broken font loading on KSA build 2026.9.10.5438",
          "listing": {
            "name": "Webcast Telemetry Overlay",
            "authors": [
              "elevatorcait"
            ],
            "abstract": "A SpaceX-style launch broadcast telemetry overlay in-game",
            "description": "A work-in-progress mod for Kitten Space Agency that creates a SpaceX-style launch broadcast telemetry overlay in-game. The overlay is populated with live data from the active vehicle and the mod includes an engine diagram generated automatically using the actual position of the engines on your stage relative to each other.\n\n## Features\n\n- A broadcast-style bottom bar: speed and altitude on the left, T+ clock and mission timeline in the center, g-force and the engine diagram on the right. Styled to look like the SpaceX webcast overlay slick animations and all.\n- An engine diagram built from the real nozzle positions on your active stage, with a propellant arc gauge around it.\n- Event notifications for certain in-flight events. Be warned that this is not totally reliable, maybe I'll make it a toggle or something.\n- A mission timeline bar showing detected events behind the marker and any planned maneuvers ahead of it. Same deal as the event notifications.\n- Freeze-on-signal-loss: if the vehicle stops being controllable, the overlay freezes at the last recieved values.\n- Optionally and by default hides the flight UI while the overlay is up, and restores it when disabled.\n- Every element is also available as its own movable imgui window that behaves like any other.\n- Fairly in-depth configuration avalible in the settlings menu.\n\nStarMap loader is required for this mod.\n\n## Maintainance\n\nThis feels important for me to be clear about: KSA is in pre-alpha and this mod uses unofficial code mod loading using undocumented methods. This mod will break very regularly while the game is still in this phase of development and I cannot promise to fix it for every single build. When it breaks I will try to get it working again when I have the time, I just cannot promise when that will be at any given time. Your patience is greatly appreciated!\n\n## Settings\n\nIf ModMenu is installed, settings appear under **Mods > Telemetry Overlay**. ModMenu is optional. Without it, press **numpad slash** for the same settings in a standalone window.\n\nToggle the overlay on and off using the **numpad period** key (I know). This can be configured in the config file.\n\nSettings are saved to `Documents/My Games/Kitten Space Agency/KSATelemetryOverlay/config.json`, which is safe to hand-edit.\n",
            "license": "MIT",
            "tags": [
              "ui"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/webcast-telemetry-overlay.1237/",
              "repository": "https://github.com/elevatorctln/KSA-Public-Telemetry/",
              "spacedock": "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay#info",
              "bugtracker": "https://github.com/elevatorctln/KSA-Public-Telemetry/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "KSATelemetryOverlay",
          "type": "mod",
          "version": "1.0.3",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-13T20:26:47Z",
          "game_min": "2026.9.7.5402",
          "game_min_revision": 5402,
          "download": {
            "url": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/download/1.0.3/KSATelemetryOverlay.zip",
            "sha256": "439745A6FC6DCEB3155A55A7784DA243A98EE6A2C97DB57683E40726DD070235",
            "size": 97912,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay/download/1.0.3"
            ]
          },
          "install_size": 182420,
          "install": {
            "root": "KSATelemetryOverlay",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/tag/1.0.3",
          "changelog_text": "Added a patch to allow the mod to continue to display when the F2 keybind is used to hide the rest of the HUD. Enabled by default, toggleable in settings.\nChanged loss of signal behavior, the mod will consider failure imminent if any tolerance crosses 95% and it will freeze the telemetry simulating LOS preemptively. This means when a breakup happens, the telemetry is frozen on the last meaningful data rather than nonsense data from whatever the individual piece of debris had.\nThe overlay is no longer hidden on vehicle breakup.\nOther small fixes",
          "listing": {
            "name": "Webcast Telemetry Overlay",
            "authors": [
              "elevatorcait"
            ],
            "abstract": "A SpaceX-style launch broadcast telemetry overlay in-game",
            "description": "A work-in-progress mod for Kitten Space Agency that creates a SpaceX-style launch broadcast telemetry overlay in-game. The overlay is populated with live data from the active vehicle and the mod includes an engine diagram generated automatically using the actual position of the engines on your stage relative to each other.\n\n## Features\n\n- A broadcast-style bottom bar: speed and altitude on the left, T+ clock and mission timeline in the center, g-force and the engine diagram on the right. Styled to look like the SpaceX webcast overlay slick animations and all.\n- An engine diagram built from the real nozzle positions on your active stage, with a propellant arc gauge around it.\n- Event notifications for certain in-flight events. Be warned that this is not totally reliable, maybe I'll make it a toggle or something.\n- A mission timeline bar showing detected events behind the marker and any planned maneuvers ahead of it. Same deal as the event notifications.\n- Freeze-on-signal-loss: if the vehicle stops being controllable, the overlay freezes at the last recieved values.\n- Optionally and by default hides the flight UI while the overlay is up, and restores it when disabled.\n- Every element is also available as its own movable imgui window that behaves like any other.\n- Fairly in-depth configuration avalible in the settlings menu.\n\nStarMap loader is required for this mod.\n\n## Maintainance\n\nThis feels important for me to be clear about: KSA is in pre-alpha and this mod uses unofficial code mod loading using undocumented methods. This mod will break very regularly while the game is still in this phase of development and I cannot promise to fix it for every single build. When it breaks I will try to get it working again when I have the time, I just cannot promise when that will be at any given time. Your patience is greatly appreciated!\n\n## Settings\n\nIf ModMenu is installed, settings appear under **Mods > Telemetry Overlay**. ModMenu is optional. Without it, press **numpad slash** for the same settings in a standalone window.\n\nToggle the overlay on and off using the **numpad period** key (I know). This can be configured in the config file.\n\nSettings are saved to `Documents/My Games/Kitten Space Agency/KSATelemetryOverlay/config.json`, which is safe to hand-edit.\n",
            "license": "MIT",
            "tags": [
              "ui"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/webcast-telemetry-overlay.1237/",
              "repository": "https://github.com/elevatorctln/KSA-Public-Telemetry/",
              "spacedock": "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay#info",
              "bugtracker": "https://github.com/elevatorctln/KSA-Public-Telemetry/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "KSATelemetryOverlay",
          "type": "mod",
          "version": "1.0.2",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-13T02:42:18Z",
          "game_min": "2026.9.7.5402",
          "game_min_revision": 5402,
          "download": {
            "url": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/download/1.0.2/KSATelemetryOverlay.zip",
            "sha256": "4142E98DAE9C477B0DE48747B8CFB6B9E87E5C7BBDADC8229DECD9617C710805",
            "size": 94474,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay/download/1.0.2"
            ]
          },
          "install_size": 174740,
          "install": {
            "root": "KSATelemetryOverlay",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/tag/1.0.2",
          "changelog_text": "quite a few bug fixes and optimizations, and a few usability improvements. notably the T+ clock doesn't jitter anymore, and the mod keybinds can now be re-bound in the settings menu.",
          "listing": {
            "name": "Webcast Telemetry Overlay",
            "authors": [
              "elevatorcait"
            ],
            "abstract": "A SpaceX-style launch broadcast telemetry overlay in-game",
            "description": "A work-in-progress mod for Kitten Space Agency that creates a SpaceX-style launch broadcast telemetry overlay in-game. The overlay is populated with live data from the active vehicle and the mod includes an engine diagram generated automatically using the actual position of the engines on your stage relative to each other.\n\n## Features\n\n- A broadcast-style bottom bar: speed and altitude on the left, T+ clock and mission timeline in the center, g-force and the engine diagram on the right. Styled to look like the SpaceX webcast overlay slick animations and all.\n- An engine diagram built from the real nozzle positions on your active stage, with a propellant arc gauge around it.\n- Event notifications for certain in-flight events. Be warned that this is not totally reliable, maybe I'll make it a toggle or something.\n- A mission timeline bar showing detected events behind the marker and any planned maneuvers ahead of it. Same deal as the event notifications.\n- Freeze-on-signal-loss: if the vehicle stops being controllable, the overlay freezes at the last recieved values.\n- Optionally and by default hides the flight UI while the overlay is up, and restores it when disabled.\n- Every element is also available as its own movable imgui window that behaves like any other.\n- Fairly in-depth configuration avalible in the settlings menu.\n\nStarMap loader is required for this mod.\n\n## Maintainance\n\nThis feels important for me to be clear about: KSA is in pre-alpha and this mod uses unofficial code mod loading using undocumented methods. This mod will break very regularly while the game is still in this phase of development and I cannot promise to fix it for every single build. When it breaks I will try to get it working again when I have the time, I just cannot promise when that will be at any given time. Your patience is greatly appreciated!\n\n## Settings\n\nIf ModMenu is installed, settings appear under **Mods > Telemetry Overlay**. ModMenu is optional. Without it, press **numpad slash** for the same settings in a standalone window.\n\nToggle the overlay on and off using the **numpad period** key (I know). This can be configured in the config file.\n\nSettings are saved to `Documents/My Games/Kitten Space Agency/KSATelemetryOverlay/config.json`, which is safe to hand-edit.\n",
            "license": "MIT",
            "tags": [
              "ui"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/webcast-telemetry-overlay.1237/",
              "repository": "https://github.com/elevatorctln/KSA-Public-Telemetry/",
              "spacedock": "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay#info",
              "bugtracker": "https://github.com/elevatorctln/KSA-Public-Telemetry/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "KSATelemetryOverlay",
          "type": "mod",
          "version": "1.0.1",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-12T03:35:40Z",
          "game_min": "2026.9.7.5402",
          "game_min_revision": 5402,
          "download": {
            "url": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/download/1.0.1/KSATelemetryOverlay.zip",
            "sha256": "6B9FD754C7BC4EDB2B0D18A8E12508FA023B0AA925F883C21D9746D6A0FDF995",
            "size": 91028,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay/download/1.0.1"
            ]
          },
          "install_size": 168084,
          "install": {
            "root": "KSATelemetryOverlay",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/tag/1.0.1",
          "listing": {
            "name": "Webcast Telemetry Overlay",
            "authors": [
              "elevatorcait"
            ],
            "abstract": "A SpaceX-style launch broadcast telemetry overlay in-game",
            "description": "A work-in-progress mod for Kitten Space Agency that creates a SpaceX-style launch broadcast telemetry overlay in-game. The overlay is populated with live data from the active vehicle and the mod includes an engine diagram generated automatically using the actual position of the engines on your stage relative to each other.\n\n## Features\n\n- A broadcast-style bottom bar: speed and altitude on the left, T+ clock and mission timeline in the center, g-force and the engine diagram on the right. Styled to look like the SpaceX webcast overlay slick animations and all.\n- An engine diagram built from the real nozzle positions on your active stage, with a propellant arc gauge around it.\n- Event notifications for certain in-flight events. Be warned that this is not totally reliable, maybe I'll make it a toggle or something.\n- A mission timeline bar showing detected events behind the marker and any planned maneuvers ahead of it. Same deal as the event notifications.\n- Freeze-on-signal-loss: if the vehicle stops being controllable, the overlay freezes at the last recieved values.\n- Optionally and by default hides the flight UI while the overlay is up, and restores it when disabled.\n- Every element is also available as its own movable imgui window that behaves like any other.\n- Fairly in-depth configuration avalible in the settlings menu.\n\nStarMap loader is required for this mod.\n\n## Maintainance\n\nThis feels important for me to be clear about: KSA is in pre-alpha and this mod uses unofficial code mod loading using undocumented methods. This mod will break very regularly while the game is still in this phase of development and I cannot promise to fix it for every single build. When it breaks I will try to get it working again when I have the time, I just cannot promise when that will be at any given time. Your patience is greatly appreciated!\n\n## Settings\n\nIf ModMenu is installed, settings appear under **Mods > Telemetry Overlay**. ModMenu is optional. Without it, press **numpad slash** for the same settings in a standalone window.\n\nToggle the overlay on and off using the **numpad period** key (I know). This can be configured in the config file.\n\nSettings are saved to `Documents/My Games/Kitten Space Agency/KSATelemetryOverlay/config.json`, which is safe to hand-edit.\n",
            "license": "MIT",
            "tags": [
              "ui"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/webcast-telemetry-overlay.1237/",
              "repository": "https://github.com/elevatorctln/KSA-Public-Telemetry/",
              "spacedock": "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay#info",
              "bugtracker": "https://github.com/elevatorctln/KSA-Public-Telemetry/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "KSATelemetryOverlay",
          "type": "mod",
          "version": "1.0.0",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-11T21:49:04Z",
          "game_min": "2026.9.7.5402",
          "game_min_revision": 5402,
          "download": {
            "url": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/download/1.0.0/KSATelemetryOverlay.zip",
            "sha256": "DC0D418CADFA8DE6DA76B51313026DF5869C716CFD562544C7C6FCA5FCE6D00E",
            "size": 88078,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay/download/1.0.0"
            ]
          },
          "install_size": 162507,
          "install": {
            "root": "KSATelemetryOverlay",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [
            {
              "id": "ModMenu",
              "kind": "recommends",
              "source": "authored"
            }
          ],
          "changelog": "https://github.com/elevatorctln/KSA-Public-Telemetry/releases/tag/1.0.0",
          "changelog_text": "first one",
          "listing": {
            "name": "Webcast Telemetry Overlay",
            "authors": [
              "elevatorcait"
            ],
            "abstract": "A SpaceX-style launch broadcast telemetry overlay in-game",
            "description": "A work-in-progress mod for Kitten Space Agency that creates a SpaceX-style launch broadcast telemetry overlay in-game. The overlay is populated with live data from the active vehicle and the mod includes an engine diagram generated automatically using the actual position of the engines on your stage relative to each other.\n\n![Screenshot](ksa-image:9e-hero)\n\n## Features\n\n- A broadcast-style bottom bar: speed and altitude on the left, T+ clock and mission timeline in the center, g-force and the engine diagram on the right. Styled to look like the SpaceX webcast overlay slick animations and all.\n- An engine diagram built from the real nozzle positions on your active stage, with a propellant arc gauge around it.\n- Event notifications for certain in-flight events. Be warned that this is not totally reliable, maybe I'll make it a toggle or something.\n- A mission timeline bar showing detected events behind the marker and any planned maneuvers ahead of it. Same deal as the event notifications.\n- Freeze-on-signal-loss: if the vehicle stops being controllable, the overlay freezes at the last recieved values.\n- Optionally and by default hides the flight UI while the overlay is up, and restores it when disabled.\n- Every element is also available as its own movable imgui window that behaves like any other.\n- Fairly in-depth configuration avalible in the settlings menu.\n\n![Unusual engine layout example](ksa-image:funky)\n![Extreme engine count example](ksa-image:72e)\n\nStarMap loader is required for this mod.\n\n## Maintainance\n\nThis feels important for me to be clear about: KSA is in pre-alpha and this mod uses unofficial code mod loading using undocumented methods. This mod will break very regularly while the game is still in this phase of development and I cannot promise to fix it for every single build. When it breaks I will try to get it working again when I have the time, I just cannot promise when that will be at any given time. Your patience is greatly appreciated!\n\n## Settings\n\nIf ModMenu is installed, settings appear under **Mods > Telemetry Overlay**. ModMenu is optional. Without it, press **numpad slash** for the same settings in a standalone window.\n\nToggle the overlay on and off using the **numpad period** key (I know). This can be configured in the config file.\n\nSettings are saved to `Documents/My Games/Kitten Space Agency/KSATelemetryOverlay/config.json`, which is safe to hand-edit.\n",
            "license": "MIT",
            "tags": [
              "user-interface"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/webcast-telemetry-overlay.1237/",
              "homepage": "https://linktr.ee/caitlynlh",
              "repository": "https://github.com/elevatorctln/KSA-Public-Telemetry/",
              "spacedock": "https://spacedock.info/mod/4552/Webcast%20Telemetry%20Overlay#info",
              "bugtracker": "https://github.com/elevatorctln/KSA-Public-Telemetry/issues"
            }
          }
        }
      ],
      "downloads": {
        "total": 216,
        "hosts": {
          "github": 119,
          "spacedock": 97
        },
        "releases": [
          {
            "version": "1.1.1",
            "total": 63,
            "hosts": {
              "github": 36,
              "spacedock": 27
            }
          },
          {
            "version": "1.1.0",
            "total": 47,
            "hosts": {
              "github": 31,
              "spacedock": 16
            }
          },
          {
            "version": "1.0.4",
            "total": 52,
            "hosts": {
              "github": 27,
              "spacedock": 25
            }
          },
          {
            "version": "1.0.3",
            "total": 17,
            "hosts": {
              "github": 10,
              "spacedock": 7
            }
          },
          {
            "version": "1.0.2",
            "total": 13,
            "hosts": {
              "github": 6,
              "spacedock": 7
            }
          },
          {
            "version": "1.0.1",
            "total": 16,
            "hosts": {
              "github": 7,
              "spacedock": 9
            }
          },
          {
            "version": "1.0.0",
            "total": 8,
            "hosts": {
              "github": 2,
              "spacedock": 6
            }
          }
        ]
      }
    },
    {
      "id": "KSP-Redux",
      "published_at": "2026-04-22T23:02:15Z",
      "updated_at": "2026-04-22T23:02:15Z",
      "authored": {
        "spec_version": 1,
        "id": "KSP-Redux",
        "type": "mod",
        "name": "KSP-Redux",
        "authors": [
          "Plazma_Boltz"
        ],
        "abstract": "Brings the Kerbal Space Program system to Kitten Space Agency, with its bodies, textures and music.",
        "description": "Current Features:\n\n- Entire Stock System\n- Outer Planets Mod ([Addon Link](https://spacedock.info/mod/4071/KSP-Redux%20-%20OPM%20Addon))\n- KSP Music\n- [Compendium](https://spacedock.info/mod/4074/Compendium) Support (not required)\n\nPlanned features:\n\n- Better Atmospheres\n- KSP Parts\n- Higher Quality Textures\n- Actual Kerbals\n\n--- HOW TO INSTALL ---\n1. Download the .zip file\n2. Unzip it\n3. Put it in your KSA directory under your Content folder\n4. Find your manifest.toml file (also in the content folder)\n5. Insert the following into the manifest.toml file\n\n```\n[[mods]]\nid = \"KSP-Redux\"\nenabled = true\n```\n\nthere can be no spaces or line breaks between any parts of the manifest.toml. This means your manifest should look like this:\n\n```\n[[mods]]\nid = \"Core\"\nenabled = true\n[[mods]]\nid = \"KSP-Redux\"\nenabled = true\n```\n\n--- WANT TO CONTRIBUTE? ---\nThat's great! Just ping me on the KSA discord (@PlazmaBoltz) in the modding channel. I really want this to be more of a community project instead of just me and 1 other dev.\n\nWhen will the receive updates?\n\n- It will receive updates whenever something significant is added or bug fixes are made\n\nKnown Issues:\n- Sometimes planets will appear with only half of their texture\n\nCredits:\n\n- PlazmaBoltz: Creator\n- KerbalChris: Music\n- Derpikus: Planet Assets\n- _emu__: Minmus Texture\n\n- The people who made the OPM KSP mod: Textures for the OPM System\n",
        "license": "MIT",
        "tags": [
          "celestial",
          "visual",
          "audio"
        ],
        "releases": {
          "github": "PlazmaBoltz/KSP-Redux",
          "spacedock": 4040,
          "authority": "spacedock"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/threads/ksp-redux.338/",
          "repository": "https://github.com/PlazmaBoltz/KSP-Redux",
          "spacedock": "https://spacedock.info/mod/4040/KSP-Redux",
          "bugtracker": "https://github.com/PlazmaBoltz/KSP-Redux/issues"
        },
        "compatibility": {
          "game_min": "2026.6.9.4750"
        }
      },
      "releases": [
        {
          "spec_version": 1,
          "id": "KSP-Redux",
          "type": "mod",
          "version": "1.3.2",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-04-22T23:02:15Z",
          "game_min": "2026.6.9.4750",
          "game_min_revision": 4750,
          "download": {
            "url": "https://spacedock.info/mod/4040/KSP-Redux/download/1.3.2",
            "sha256": "4257617E6CEDF38C875846F5521DDE183C525AD95657BE19667BBE5D5E5B32AF",
            "size": 1864276755,
            "content_type": "application/zip"
          },
          "install_size": 2188492621,
          "install": {
            "root": "KSP-Redux",
            "derived": true
          },
          "dependencies": [],
          "changelog": "https://spacedock.info/mod/4040/KSP-Redux",
          "changelog_text": "- Readded Mohole\n - Added KSC Launchsite\n - Updated Jool Texture\n - Improved Laythe Clouds\n - Made all texture in cubemap format\n - Improved normal maps\n - Gave all atmospheres proper heights\n - Gave Moho some axial tilt\n\nKnown Issues:\n\n - Jool will sometimes decide to turn into a star (you'll know when you see it)\n - Laythe clouds flicker\n - KSC is underground",
          "listing": {
            "name": "KSP-Redux",
            "authors": [
              "Plazma_Boltz"
            ],
            "abstract": "Brings the Kerbal Space Program system to Kitten Space Agency, with its bodies, textures and music.",
            "description": "Current Features:\n\n- Entire Stock System\n- Outer Planets Mod ([Addon Link](https://spacedock.info/mod/4071/KSP-Redux%20-%20OPM%20Addon))\n- KSP Music\n- [Compendium](https://spacedock.info/mod/4074/Compendium) Support (not required)\n\nPlanned features:\n\n- Better Atmospheres\n- KSP Parts\n- Higher Quality Textures\n- Actual Kerbals\n\n--- HOW TO INSTALL ---\n1. Download the .zip file\n2. Unzip it\n3. Put it in your KSA directory under your Content folder\n4. Find your manifest.toml file (also in the content folder)\n5. Insert the following into the manifest.toml file\n\n```\n[[mods]]\nid = \"KSP-Redux\"\nenabled = true\n```\n\nthere can be no spaces or line breaks between any parts of the manifest.toml. This means your manifest should look like this:\n\n```\n[[mods]]\nid = \"Core\"\nenabled = true\n[[mods]]\nid = \"KSP-Redux\"\nenabled = true\n```\n\n--- WANT TO CONTRIBUTE? ---\nThat's great! Just ping me on the KSA discord (@PlazmaBoltz) in the modding channel. I really want this to be more of a community project instead of just me and 1 other dev.\n\nWhen will the receive updates?\n\n- It will receive updates whenever something significant is added or bug fixes are made\n\nKnown Issues:\n- Sometimes planets will appear with only half of their texture\n\nCredits:\n\n- PlazmaBoltz: Creator\n- KerbalChris: Music\n- Derpikus: Planet Assets\n- _emu__: Minmus Texture\n\n- The people who made the OPM KSP mod: Textures for the OPM System\n",
            "license": "MIT",
            "tags": [
              "celestial",
              "visual",
              "audio"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/ksp-redux.338/",
              "repository": "https://github.com/PlazmaBoltz/KSP-Redux",
              "spacedock": "https://spacedock.info/mod/4040/KSP-Redux",
              "bugtracker": "https://github.com/PlazmaBoltz/KSP-Redux/issues"
            }
          }
        }
      ],
      "downloads": {
        "total": 1868,
        "hosts": {
          "github": 92,
          "spacedock": 1776
        },
        "releases": [
          {
            "version": "1.3.2",
            "total": 920,
            "hosts": {
              "spacedock": 920
            }
          },
          {
            "version": "1.3.1",
            "total": 343,
            "hosts": {
              "spacedock": 343
            }
          },
          {
            "version": "1.3.0",
            "total": 153,
            "hosts": {
              "spacedock": 153
            }
          },
          {
            "version": "1.2.1",
            "total": 44,
            "hosts": {
              "spacedock": 44
            }
          },
          {
            "version": "1.2.0",
            "total": 69,
            "hosts": {
              "spacedock": 69
            }
          },
          {
            "version": "1.1.4",
            "total": 49,
            "hosts": {
              "github": 4,
              "spacedock": 45
            }
          },
          {
            "version": "1.1.3",
            "total": 99,
            "hosts": {
              "github": 3,
              "spacedock": 96
            }
          },
          {
            "version": "1.1.2",
            "total": 106,
            "hosts": {
              "spacedock": 106
            }
          }
        ]
      }
    },
    {
      "id": "KSP-Redux-OPM",
      "published_at": "2026-01-10T01:47:39Z",
      "updated_at": "2026-01-10T01:47:39Z",
      "authored": {
        "spec_version": 1,
        "id": "KSP-Redux-OPM",
        "type": "mod",
        "name": "KSP-Redux - OPM Addon",
        "authors": [
          "Plazma_Boltz"
        ],
        "abstract": "Adds the Outer Planets Mod to KSP-Redux.",
        "description": "**Requires KSP-Redux to work**\n\n**Built for KSP-Redux 1.2.0**\n\n--- HOW TO INSTALL ---\n1. Download the .zip file\n2. Unzip it\n3. Put it in your KSA directory under your Content folder\n4. Find your manifest.toml file (also in the content folder)\n5. Insert the following into the manifest.toml file\n\n```\n[[mods]]\nid = \"KSP-Redux-OPM\"\nenabled = true\n```\n\nthere can be no spaces or line breaks between any parts of the manifest.toml. This means your manifest should look like this:\n\n```\n[[mods]]\nid = \"Core\"\nenabled = true\n[[mods]]\nid = \"KSP-Redux\"\nenabled = true\n[[mods]]\nid = \"KSP-Redux-OPM\"\nenabled = true\n```\n",
        "license": "MIT",
        "tags": [
          "celestial",
          "visual"
        ],
        "releases": {
          "spacedock": 4071
        },
        "links": {
          "forums": "https://forums.ahwoo.com/threads/ksp-redux.338/",
          "spacedock": "https://spacedock.info/mod/4071/KSP-Redux%20-%20OPM%20Addon"
        },
        "compatibility": {
          "game_min": "2026.1.3.3194"
        },
        "dependencies": [
          {
            "id": "KSP-Redux",
            "kind": "required",
            "min": "1.2.0"
          }
        ]
      },
      "releases": [
        {
          "spec_version": 1,
          "id": "KSP-Redux-OPM",
          "type": "mod",
          "version": "1.0.2",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-01-10T01:47:39Z",
          "game_min": "2026.1.3.3194",
          "game_min_revision": 3194,
          "download": {
            "url": "https://spacedock.info/mod/4071/KSP-Redux%20-%20OPM%20Addon/download/1.0.2",
            "sha256": "DCC971E8C6C3D2570F9BB34E23D779B64B81804E1C2865795E39FB8CE6CD4B41",
            "size": 480738046,
            "content_type": "application/zip"
          },
          "install_size": 943685977,
          "install": {
            "root": "KSP-Redux-OPM",
            "derived": true
          },
          "dependencies": [
            {
              "id": "KSP-Redux",
              "kind": "required",
              "min": "1.2.0",
              "source": "authored"
            }
          ],
          "changelog": "https://spacedock.info/mod/4071/KSP-Redux%20-%20OPM%20Addon",
          "listing": {
            "name": "KSP-Redux - OPM Addon",
            "authors": [
              "Plazma_Boltz"
            ],
            "abstract": "Adds the Outer Planets Mod to KSP-Redux.",
            "description": "**Requires KSP-Redux to work**\n\n**Built for KSP-Redux 1.2.0**\n\n--- HOW TO INSTALL ---\n1. Download the .zip file\n2. Unzip it\n3. Put it in your KSA directory under your Content folder\n4. Find your manifest.toml file (also in the content folder)\n5. Insert the following into the manifest.toml file\n\n```\n[[mods]]\nid = \"KSP-Redux-OPM\"\nenabled = true\n```\n\nthere can be no spaces or line breaks between any parts of the manifest.toml. This means your manifest should look like this:\n\n```\n[[mods]]\nid = \"Core\"\nenabled = true\n[[mods]]\nid = \"KSP-Redux\"\nenabled = true\n[[mods]]\nid = \"KSP-Redux-OPM\"\nenabled = true\n```\n",
            "license": "MIT",
            "tags": [
              "celestial",
              "visual"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/ksp-redux.338/",
              "spacedock": "https://spacedock.info/mod/4071/KSP-Redux%20-%20OPM%20Addon"
            }
          }
        }
      ],
      "downloads": {
        "total": 903,
        "hosts": {
          "spacedock": 903
        },
        "releases": [
          {
            "version": "1.0.2",
            "total": 672,
            "hosts": {
              "spacedock": 672
            }
          },
          {
            "version": "1.0.1",
            "total": 178,
            "hosts": {
              "spacedock": 178
            }
          },
          {
            "version": "1.0.0",
            "total": 53,
            "hosts": {
              "spacedock": 53
            }
          }
        ]
      }
    },
    {
      "id": "MeasureTools",
      "published_at": "2026-08-11T16:41:12Z",
      "updated_at": "2026-09-24T21:45:52Z",
      "authored": {
        "spec_version": 1,
        "id": "MeasureTools",
        "type": "mod",
        "name": "MeasureTools",
        "authors": [
          "Maxi"
        ],
        "abstract": "Click-to-measure ruler and protractor tools for Kitten Space Agency.",
        "description": "This mod is written against the [StarMap loader](https://github.com/StarMapLoader/StarMap).\n\n![Measuring in the map view](ksa-image:map-view)\n\n## Features\n\n- **Ruler** - click two points to measure the straight-line distance. Snaps to bodies, to body surfaces (the edge of a planet's disc), and to points on orbit lines; clicks on empty space place free points.\n- **Protractor** - click three points (arm, apex, arm) to read the true 3D angle plus both arm lengths, e.g. the phase angle between two planets around their star.\n- **Part-level measuring** - when the camera is close to a vehicle, points snap to individual parts with centimeter precision: attach nodes and part centers first, then mesh vertices (tank rims, panel corners), and everywhere else the exact hull point under the cursor. Anchors stick to their part, so measurements stay correct while the vehicle moves and rotates - including between parts of two vehicles flying side by side. Engine nozzles measure at their neutral position (gimbal deflection is visual only). Anchors follow their part across staging and docking (watch a separation distance grow after decoupling); only destroying the part removes the measurement.\n- **CAD-style snapping** - beyond attach nodes and vertices, points snap to mesh feature edges (slide along a tank rim between its vertices), edge midpoints, fitted rim centers, and the mirror of the previous point across the part's axis for exact antipodal pairs. Same-vehicle ruler measurements additionally report axial and radial components along the stack axis, on the overlay and in the copied text.\n- **Circle** - one click on a circular part edge (tank rim, engine bell exit) reads diameter, radius, and circumference from a fitted circle that tracks the part.\n- **Face angle** - two clicks on part surfaces read the angle between the surface normals (engine cant, fin alignment), live while the vehicle rotates.\n- **Surface** - pin two points to a planet's surface for the great-circle distance, chord, and initial bearing; pins track the body's rotation like ground markers.\n- **Editor measuring** - the ruler and protractor also work inside the vehicle editor, with the same part-level snapping (attach nodes, part centers, mesh vertices, hull points) over the craft being built, including parts currently held in the hand. Open it from the new top-level **Measure** menu in the editor menu bar. Anchors follow parts as they are dragged, so a measurement updates live while building, and part measurements carry across the editor boundary in both directions: measure in flight and refine in the editor, or measure while building and keep the numbers through launch. Points on a part disappear when the part is deleted; free points placed in the editor clear when it closes.\n- **Live preview** with snap highlighting, hover-sync between the list and the map, and click-to-copy values.\n- **Color palettes** - every overlay color (lines, labels, snap markers, construction plane) has a color picker, organized into named palettes: four shipped ones (Red, Green, Blue, Contrast) plus your own, all editable, persisted across sessions. Switch quickly via the window's **Palette** menu to match the vehicle you are measuring (green lines on a red rocket, red on a green one).\n\n![Part-level measuring on a rocket: tank diameter from a fitted rim circle, stack height with axial and radial components, booster clearance, and engine cant angles](ksa-image:parts)\n\n## Usage\n\nIn the map view or the default flight view, open **View -> Measure**; in the vehicle editor, open **Measure -> Show Window** from the menu bar. Pick a tool (Ruler, Protractor, Surface, Circle, Face angle) and click in the view to place points. The free-fly and IVA cameras steer with the left mouse button, so the tool stays inactive there to leave their controls untouched. While the tool is armed it owns left clicks, so editor part placement is suspended; pause the tool (short right-click) or close the window to build normally.\n\n- **Left-click**: Place a point (snaps to parts, bodies, disc edges, and orbit lines)\n- **Ctrl + left-click**: Place a free point on the ecliptic plane through the reference body\n- **Short right-click**: Cancel the current point, or pause measuring when nothing is pending (over a part, the stock part menu opens instead of pausing)\n- **Click a list row**: Copy the measurement to the clipboard\n\nPart snapping can be tuned in the window: \"Snap to parts\" turns part picking off entirely (vehicles then snap at their center marker as before), and the two sub-toggles control the attach-node/part-center and mesh-vertex snap tiers.\n\nFree clicks that snap to nothing land on the camera-facing plane. While measuring is paused, no tool is selected and all clicks pass through to the game; pick a tool to resume. Measurements are not saved to the save file; closing the window clears them.\n\n## Installation\n\n1. Install [StarMap](https://github.com/StarMapLoader/StarMap).\n2. Download the latest release from the [GitHub Releases](https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases) tab or from [SpaceDock](https://spacedock.info/mod/4319/MeasureTools).\n3. Extract into `Documents\\My Games\\Kitten Space Agency\\mods\\MeasureTools\\`.\n4. The game auto-discovers new mods and prompts you to enable them. Alternatively, add to `Documents\\My Games\\Kitten Space Agency\\manifest.toml`:\n\n```toml\n[[mods]]\nid = \"MeasureTools\"\nenabled = true\n```\n\n## Dependencies\n\n- [StarMap](https://github.com/StarMapLoader/StarMap): Mod loader, required at runtime (see Installation). Tested version 0.4.6.\n\n## Build dependencies\n\nRequired only to build the mod from source. Targets **.NET 10**.\n\n- [StarMap.API](https://github.com/StarMapLoader/StarMap) from NuGet, tested version 0.3.6.\n- [Lib.Harmony](https://www.nuget.org/packages/Lib.Harmony) from NuGet, tested version 2.4.2.\n\n## Mod compatibility\n\n- Known conflicts: none\n\n## Community\n\nThread on the KSA forums: https://forums.ahwoo.com/threads/measuretools.992/\n\n## Check out my other mods\n\n- [AdvancedFlightComputer](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer) - maneuver planning, burn execution, automatic staging and closed-loop guidance ([forum thread](https://forums.ahwoo.com/threads/advanced-flight-computer.783/))\n- [DeltaVMap](https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap) - interactive delta-v subway map and transfer-window planner, auto-generated from the loaded system ([forum thread](https://forums.ahwoo.com/threads/deltavmap.978/))\n",
        "license": "MIT",
        "tags": [
          "user-interface"
        ],
        "releases": {
          "github": "Maximilian-Nesslauer/KSA-MeasureTools",
          "spacedock": 4319,
          "authority": "github"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/threads/measuretools.992/",
          "repository": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools",
          "spacedock": "https://spacedock.info/mod/4319/MeasureTools",
          "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/issues"
        },
        "compatibility": {
          "game_min": "2026.9.22.5482"
        },
        "loader": {
          "id": "StarMap",
          "min": "0.4.5"
        },
        "images": {
          "icon": {
            "url": "https://raw.githubusercontent.com/Maximilian-Nesslauer/KSA-MeasureTools/20fdea29d4346a32007b26ad871271ce0e2e190e/images/listing/icon.png",
            "sha256": "87adc77a14635e7fa40628f8222ab9db57e00554c3542ba1f955fff9b1e51a0f",
            "width": 512,
            "height": 512,
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          "description": [
            {
              "id": "map-view",
              "url": "https://raw.githubusercontent.com/Maximilian-Nesslauer/KSA-MeasureTools/20fdea29d4346a32007b26ad871271ce0e2e190e/images/listing/map-view.png",
              "sha256": "c42c1007e6dd9238bc17247d1a1b799b0bc285ac251c9473f6b9e4a11a337191",
              "width": 2048,
              "height": 1163,
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            {
              "id": "parts",
              "url": "https://raw.githubusercontent.com/Maximilian-Nesslauer/KSA-MeasureTools/6d2bb8b9819ae14660af1e24415ecb77064d2241/images/MeasureToolsParts.png",
              "sha256": "03b686d0b0c5b44dc4df060a3d970e1322b8463288843cf34de60f66006ef99f",
              "width": 1003,
              "height": 1771,
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        }
      },
      "releases": [
        {
          "spec_version": 1,
          "id": "MeasureTools",
          "type": "mod",
          "version": "1.1.12",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-24T21:45:52Z",
          "game_min": "2026.9.22.5482",
          "game_min_revision": 5482,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases/download/v1.1.12/MeasureTools.zip",
            "sha256": "486EB595137ADBB7D4859E55F0D264E7AE677F2462632E79BED4C17FBD184E60",
            "size": 42513,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4319/MeasureTools/download/1.1.12"
            ]
          },
          "install_size": 89664,
          "install": {
            "root": "MeasureTools",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases/tag/v1.1.12",
          "changelog_text": "## Required for KSA 2026.9.22.5482\nKSA 2026.9.22.5482 changed how the game picks the orbit point under the cursor and removed the methods this mod used for it. Update is mandatory for this mod to work if you are on KSA version 2026.9.22.5482 and above; with the previous build, placing a point on an orbit line in the map view fails.\n\n## Changes\n- Snapping to orbit lines ranks the points the same way as the game's own hover: a hovered burn marker first, then the line closest to the cursor, then the parts of a flight plan that the vehicle will actually reach.\n- While the tool is armed, a click on an open popup, or a click that matches a mouse binding from the game's control settings, now goes to the game instead of placing a point.\n\n## Compatibility\nValidated against KSA build version **2026.9.22.5482**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\MeasureTools\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).\n\nYou can also easily download and install it via the mod manager **Borea**: https://ksamodding.github.io/Borea/",
          "listing": {
            "name": "MeasureTools",
            "authors": [
              "Maxi"
            ],
            "abstract": "Click-to-measure ruler and protractor tools for Kitten Space Agency.",
            "description": "This mod is written against the [StarMap loader](https://github.com/StarMapLoader/StarMap).\n\n![Measuring in the map view](ksa-image:map-view)\n\n## Features\n\n- **Ruler** - click two points to measure the straight-line distance. Snaps to bodies, to body surfaces (the edge of a planet's disc), and to points on orbit lines; clicks on empty space place free points.\n- **Protractor** - click three points (arm, apex, arm) to read the true 3D angle plus both arm lengths, e.g. the phase angle between two planets around their star.\n- **Part-level measuring** - when the camera is close to a vehicle, points snap to individual parts with centimeter precision: attach nodes and part centers first, then mesh vertices (tank rims, panel corners), and everywhere else the exact hull point under the cursor. Anchors stick to their part, so measurements stay correct while the vehicle moves and rotates - including between parts of two vehicles flying side by side. Engine nozzles measure at their neutral position (gimbal deflection is visual only). Anchors follow their part across staging and docking (watch a separation distance grow after decoupling); only destroying the part removes the measurement.\n- **CAD-style snapping** - beyond attach nodes and vertices, points snap to mesh feature edges (slide along a tank rim between its vertices), edge midpoints, fitted rim centers, and the mirror of the previous point across the part's axis for exact antipodal pairs. Same-vehicle ruler measurements additionally report axial and radial components along the stack axis, on the overlay and in the copied text.\n- **Circle** - one click on a circular part edge (tank rim, engine bell exit) reads diameter, radius, and circumference from a fitted circle that tracks the part.\n- **Face angle** - two clicks on part surfaces read the angle between the surface normals (engine cant, fin alignment), live while the vehicle rotates.\n- **Surface** - pin two points to a planet's surface for the great-circle distance, chord, and initial bearing; pins track the body's rotation like ground markers.\n- **Editor measuring** - the ruler and protractor also work inside the vehicle editor, with the same part-level snapping (attach nodes, part centers, mesh vertices, hull points) over the craft being built, including parts currently held in the hand. Open it from the new top-level **Measure** menu in the editor menu bar. Anchors follow parts as they are dragged, so a measurement updates live while building, and part measurements carry across the editor boundary in both directions: measure in flight and refine in the editor, or measure while building and keep the numbers through launch. Points on a part disappear when the part is deleted; free points placed in the editor clear when it closes.\n- **Live preview** with snap highlighting, hover-sync between the list and the map, and click-to-copy values.\n- **Color palettes** - every overlay color (lines, labels, snap markers, construction plane) has a color picker, organized into named palettes: four shipped ones (Red, Green, Blue, Contrast) plus your own, all editable, persisted across sessions. Switch quickly via the window's **Palette** menu to match the vehicle you are measuring (green lines on a red rocket, red on a green one).\n\n![Part-level measuring on a rocket: tank diameter from a fitted rim circle, stack height with axial and radial components, booster clearance, and engine cant angles](ksa-image:parts)\n\n## Usage\n\nIn the map view or the default flight view, open **View -> Measure**; in the vehicle editor, open **Measure -> Show Window** from the menu bar. Pick a tool (Ruler, Protractor, Surface, Circle, Face angle) and click in the view to place points. The free-fly and IVA cameras steer with the left mouse button, so the tool stays inactive there to leave their controls untouched. While the tool is armed it owns left clicks, so editor part placement is suspended; pause the tool (short right-click) or close the window to build normally.\n\n- **Left-click**: Place a point (snaps to parts, bodies, disc edges, and orbit lines)\n- **Ctrl + left-click**: Place a free point on the ecliptic plane through the reference body\n- **Short right-click**: Cancel the current point, or pause measuring when nothing is pending (over a part, the stock part menu opens instead of pausing)\n- **Click a list row**: Copy the measurement to the clipboard\n\nPart snapping can be tuned in the window: \"Snap to parts\" turns part picking off entirely (vehicles then snap at their center marker as before), and the two sub-toggles control the attach-node/part-center and mesh-vertex snap tiers.\n\nFree clicks that snap to nothing land on the camera-facing plane. While measuring is paused, no tool is selected and all clicks pass through to the game; pick a tool to resume. Measurements are not saved to the save file; closing the window clears them.\n\n## Installation\n\n1. Install [StarMap](https://github.com/StarMapLoader/StarMap).\n2. Download the latest release from the [GitHub Releases](https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases) tab or from [SpaceDock](https://spacedock.info/mod/4319/MeasureTools).\n3. Extract into `Documents\\My Games\\Kitten Space Agency\\mods\\MeasureTools\\`.\n4. The game auto-discovers new mods and prompts you to enable them. Alternatively, add to `Documents\\My Games\\Kitten Space Agency\\manifest.toml`:\n\n```toml\n[[mods]]\nid = \"MeasureTools\"\nenabled = true\n```\n\n## Dependencies\n\n- [StarMap](https://github.com/StarMapLoader/StarMap): Mod loader, required at runtime (see Installation). Tested version 0.4.6.\n\n## Build dependencies\n\nRequired only to build the mod from source. Targets **.NET 10**.\n\n- [StarMap.API](https://github.com/StarMapLoader/StarMap) from NuGet, tested version 0.3.6.\n- [Lib.Harmony](https://www.nuget.org/packages/Lib.Harmony) from NuGet, tested version 2.4.2.\n\n## Mod compatibility\n\n- Known conflicts: none\n\n## Community\n\nThread on the KSA forums: https://forums.ahwoo.com/threads/measuretools.992/\n\n## Check out my other mods\n\n- [AdvancedFlightComputer](https://github.com/Maximilian-Nesslauer/KSA-AdvancedFlightComputer) - maneuver planning, burn execution, automatic staging and closed-loop guidance ([forum thread](https://forums.ahwoo.com/threads/advanced-flight-computer.783/))\n- [DeltaVMap](https://github.com/Maximilian-Nesslauer/KSA-DeltaVMap) - interactive delta-v subway map and transfer-window planner, auto-generated from the loaded system ([forum thread](https://forums.ahwoo.com/threads/deltavmap.978/))\n",
            "license": "MIT",
            "tags": [
              "user-interface"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/measuretools.992/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools",
              "spacedock": "https://spacedock.info/mod/4319/MeasureTools",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "MeasureTools",
          "type": "mod",
          "version": "1.1.11",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-15T11:08:24Z",
          "game_min": "2026.9.4.5400",
          "game_min_revision": 5400,
          "game_max": "2026.9.10.5438",
          "game_max_revision": 5438,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases/download/v1.1.11/MeasureTools.zip",
            "sha256": "C21BD577EAFC0AD6C4AC92E2DE7995BFCE2F154687C39E2089484B1C741498AE",
            "size": 41784,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4319/MeasureTools/download/1.1.11"
            ]
          },
          "install_size": 88128,
          "install": {
            "root": "MeasureTools",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases/tag/v1.1.11",
          "changelog_text": "## Changes\n- Marks the mod as compatible with KSA 2026.9.10.5438. Removes the \"untested version\" warning shown at game start. No functional changes.\n\n## Compatibility\nValidated against KSA build version **2026.9.10.5438**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\MeasureTools\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).",
          "listing": {
            "name": "MeasureTools",
            "authors": [
              "Maxi"
            ],
            "abstract": "Click-to-measure ruler and protractor tools for Kitten Space Agency.",
            "description": "Click-to-measure ruler and protractor tools for Kitten Space Agency.\n\n### Features\n\n- **Ruler**, click two points to measure the straight-line distance. Snaps to bodies, to body surfaces (the edge of a planet's disc), and to points on orbit lines; clicks on empty space place free points.\n- **Protractor**, click three points (arm, apex, arm) to read the true 3D angle plus both arm lengths, for example the phase angle between two planets around their star.\n- **Part-level measuring**, when the camera is close to a vehicle, points snap to individual parts with centimeter precision: attach nodes and part centers first, then mesh vertices (tank rims, panel corners), and everywhere else the exact hull point under the cursor. Anchors stick to their part, so measurements stay correct while the vehicle moves and rotates, including between parts of two vehicles flying side by side. Engine nozzles measure at their neutral position (gimbal deflection is visual only). Anchors follow their part across staging and docking; only destroying the part removes the measurement.\n- **CAD-style snapping**, beyond attach nodes and vertices, points snap to mesh feature edges (slide along a tank rim between its vertices), edge midpoints, fitted rim centers, and the mirror of the previous point across the part's axis for exact antipodal pairs. Same-vehicle ruler measurements additionally report axial and radial components along the stack axis.\n- **Circle**, one click on a circular part edge (tank rim, engine bell exit) reads diameter, radius, and circumference from a fitted circle that tracks the part.\n- **Face angle**, two clicks on part surfaces read the angle between the surface normals (engine cant, fin alignment), live while the vehicle rotates.\n- **Surface**, pin two points to a planet's surface for the great-circle distance, chord, and initial bearing; pins track the body's rotation like ground markers.\n- **Editor measuring**, the ruler and protractor also work inside the vehicle editor, with the same part-level snapping over the craft being built, including parts currently held in the hand. Anchors follow parts as they are dragged, and part measurements carry across the editor boundary in both directions.\n- **Live preview** with snap highlighting, hover-sync between the list and the map, and click-to-copy values.\n- **Color palettes**, every overlay color has a color picker, organized into named palettes: four shipped ones (Red, Green, Blue, Contrast) plus your own, all editable and persisted across sessions.\n\n### Usage\n\nIn the map view or the default flight view, open **View -> Measure**; in the vehicle editor, open **Measure -> Show Window** from the menu bar. Pick a tool and click in the view to place points. Ctrl and left-click places a free point on the ecliptic plane through the reference body, a short right-click cancels the current point or pauses measuring, and clicking a list row copies the measurement to the clipboard.\n\nThe free-fly and IVA cameras steer with the left mouse button, so the tool stays inactive there. While the tool is armed it owns left clicks, so editor part placement is suspended; pause the tool or close the window to build normally. Measurements are not saved to the save file.\n",
            "license": "MIT",
            "tags": [
              "information"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/measuretools.992/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools",
              "spacedock": "https://spacedock.info/mod/4319/MeasureTools",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "MeasureTools",
          "type": "mod",
          "version": "1.1.10",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-02T09:48:05Z",
          "game_min": "2026.9.4.5400",
          "game_min_revision": 5400,
          "game_max": "2026.9.10.5438",
          "game_max_revision": 5438,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases/download/v1.1.10/MeasureTools.zip",
            "sha256": "8718558358629EFC3753ACFF9052851EFEB142A9343A1794485C177651265F15",
            "size": 41782,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4319/MeasureTools/download/1.1.10"
            ]
          },
          "install_size": 88128,
          "install": {
            "root": "MeasureTools",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases/tag/v1.1.10",
          "changelog_text": "## Changes\n- Marks the mod as compatible with KSA 2026.9.7.5402. Removes the \"untested version\" warning shown at game start. No functional changes.\n\n## Compatibility\nValidated against KSA build version **2026.9.7.5402**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\MeasureTools\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).",
          "listing": {
            "name": "MeasureTools",
            "authors": [
              "Maxi"
            ],
            "abstract": "Click-to-measure ruler and protractor tools for Kitten Space Agency.",
            "description": "Click-to-measure ruler and protractor tools for Kitten Space Agency.\n\n### Features\n\n- **Ruler**, click two points to measure the straight-line distance. Snaps to bodies, to body surfaces (the edge of a planet's disc), and to points on orbit lines; clicks on empty space place free points.\n- **Protractor**, click three points (arm, apex, arm) to read the true 3D angle plus both arm lengths, for example the phase angle between two planets around their star.\n- **Part-level measuring**, when the camera is close to a vehicle, points snap to individual parts with centimeter precision: attach nodes and part centers first, then mesh vertices (tank rims, panel corners), and everywhere else the exact hull point under the cursor. Anchors stick to their part, so measurements stay correct while the vehicle moves and rotates, including between parts of two vehicles flying side by side. Engine nozzles measure at their neutral position (gimbal deflection is visual only). Anchors follow their part across staging and docking; only destroying the part removes the measurement.\n- **CAD-style snapping**, beyond attach nodes and vertices, points snap to mesh feature edges (slide along a tank rim between its vertices), edge midpoints, fitted rim centers, and the mirror of the previous point across the part's axis for exact antipodal pairs. Same-vehicle ruler measurements additionally report axial and radial components along the stack axis.\n- **Circle**, one click on a circular part edge (tank rim, engine bell exit) reads diameter, radius, and circumference from a fitted circle that tracks the part.\n- **Face angle**, two clicks on part surfaces read the angle between the surface normals (engine cant, fin alignment), live while the vehicle rotates.\n- **Surface**, pin two points to a planet's surface for the great-circle distance, chord, and initial bearing; pins track the body's rotation like ground markers.\n- **Editor measuring**, the ruler and protractor also work inside the vehicle editor, with the same part-level snapping over the craft being built, including parts currently held in the hand. Anchors follow parts as they are dragged, and part measurements carry across the editor boundary in both directions.\n- **Live preview** with snap highlighting, hover-sync between the list and the map, and click-to-copy values.\n- **Color palettes**, every overlay color has a color picker, organized into named palettes: four shipped ones (Red, Green, Blue, Contrast) plus your own, all editable and persisted across sessions.\n\n### Usage\n\nIn the map view or the default flight view, open **View -> Measure**; in the vehicle editor, open **Measure -> Show Window** from the menu bar. Pick a tool and click in the view to place points. Ctrl and left-click places a free point on the ecliptic plane through the reference body, a short right-click cancels the current point or pauses measuring, and clicking a list row copies the measurement to the clipboard.\n\nThe free-fly and IVA cameras steer with the left mouse button, so the tool stays inactive there. While the tool is armed it owns left clicks, so editor part placement is suspended; pause the tool or close the window to build normally. Measurements are not saved to the save file.\n",
            "license": "MIT",
            "tags": [
              "information"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/measuretools.992/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools",
              "spacedock": "https://spacedock.info/mod/4319/MeasureTools",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "MeasureTools",
          "type": "mod",
          "version": "1.1.9",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-02T09:06:58Z",
          "game_min": "2026.9.4.5400",
          "game_min_revision": 5400,
          "game_max": "2026.9.10.5438",
          "game_max_revision": 5438,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases/download/v1.1.9/MeasureTools.zip",
            "sha256": "0367A612BD8D0A3A2225A92AB8A9292F7EF4FF47238E159301D8F514BA87E04C",
            "size": 41783,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4319/MeasureTools/download/1.1.9"
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          "install_size": 88128,
          "install": {
            "root": "MeasureTools",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases/tag/v1.1.9",
          "changelog_text": "## Required for KSA 2026.9.4.5400\nKSA 2026.9.4.5400 removed the `KSA.Viewport` class and replaced it with the `IViewport` and `IGameViewport` interfaces, and it reworked cursor and mouse-button handling so a click can reach a secondary camera window. Update is mandatory for this mod to work if you are on KSA version 2026.9.4.5400 and above; an older build fails to load and the measure tools never appear.\n\n## Changes\n- Ports the tool to the new viewport interfaces, and takes the part under the cursor, the cursor position and the overlay draw list from the stock helpers.\n- Hands the mouse latch back on a consumed right release, which this game version moved into a path the tool skipped. Right-click cancel no longer leaves the camera or the burn context menu stuck.\n- Pairs a consumed left press with its release before every other gate, so a click that starts in one view and ends in another cannot leave the editor holding a part.\n- Ignores left clicks while the editor is holding a grabbed part or a gizmo, which the tool used to strand mid-drag.\n- Clears measurements when a save is loaded, so anchors from the previous flight no longer survive into the new one.\n\n## Compatibility\nValidated against KSA build version **2026.9.4.5400**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\MeasureTools\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).",
          "listing": {
            "name": "MeasureTools",
            "authors": [
              "Maxi"
            ],
            "abstract": "Click-to-measure ruler and protractor tools for Kitten Space Agency.",
            "description": "Click-to-measure ruler and protractor tools for Kitten Space Agency.\n\n### Features\n\n- **Ruler**, click two points to measure the straight-line distance. Snaps to bodies, to body surfaces (the edge of a planet's disc), and to points on orbit lines; clicks on empty space place free points.\n- **Protractor**, click three points (arm, apex, arm) to read the true 3D angle plus both arm lengths, for example the phase angle between two planets around their star.\n- **Part-level measuring**, when the camera is close to a vehicle, points snap to individual parts with centimeter precision: attach nodes and part centers first, then mesh vertices (tank rims, panel corners), and everywhere else the exact hull point under the cursor. Anchors stick to their part, so measurements stay correct while the vehicle moves and rotates, including between parts of two vehicles flying side by side. Engine nozzles measure at their neutral position (gimbal deflection is visual only). Anchors follow their part across staging and docking; only destroying the part removes the measurement.\n- **CAD-style snapping**, beyond attach nodes and vertices, points snap to mesh feature edges (slide along a tank rim between its vertices), edge midpoints, fitted rim centers, and the mirror of the previous point across the part's axis for exact antipodal pairs. Same-vehicle ruler measurements additionally report axial and radial components along the stack axis.\n- **Circle**, one click on a circular part edge (tank rim, engine bell exit) reads diameter, radius, and circumference from a fitted circle that tracks the part.\n- **Face angle**, two clicks on part surfaces read the angle between the surface normals (engine cant, fin alignment), live while the vehicle rotates.\n- **Surface**, pin two points to a planet's surface for the great-circle distance, chord, and initial bearing; pins track the body's rotation like ground markers.\n- **Editor measuring**, the ruler and protractor also work inside the vehicle editor, with the same part-level snapping over the craft being built, including parts currently held in the hand. Anchors follow parts as they are dragged, and part measurements carry across the editor boundary in both directions.\n- **Live preview** with snap highlighting, hover-sync between the list and the map, and click-to-copy values.\n- **Color palettes**, every overlay color has a color picker, organized into named palettes: four shipped ones (Red, Green, Blue, Contrast) plus your own, all editable and persisted across sessions.\n\n### Usage\n\nIn the map view or the default flight view, open **View -> Measure**; in the vehicle editor, open **Measure -> Show Window** from the menu bar. Pick a tool and click in the view to place points. Ctrl and left-click places a free point on the ecliptic plane through the reference body, a short right-click cancels the current point or pauses measuring, and clicking a list row copies the measurement to the clipboard.\n\nThe free-fly and IVA cameras steer with the left mouse button, so the tool stays inactive there. While the tool is armed it owns left clicks, so editor part placement is suspended; pause the tool or close the window to build normally. Measurements are not saved to the save file.\n",
            "license": "MIT",
            "tags": [
              "information"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/measuretools.992/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools",
              "spacedock": "https://spacedock.info/mod/4319/MeasureTools",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "MeasureTools",
          "type": "mod",
          "version": "1.1.8",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-08-28T08:23:56Z",
          "game_min": "2026.8.19.5261",
          "game_min_revision": 5261,
          "game_max": "2026.8.22.5348",
          "game_max_revision": 5348,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases/download/v1.1.8/MeasureTools.zip",
            "sha256": "2F771AEC246B055FF47E539CA849AB075123D5D2D3C67D803932D8AB328E5820",
            "size": 40458,
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            "mirrors": [
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          "install_size": 85056,
          "install": {
            "root": "MeasureTools",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases/tag/v1.1.8",
          "changelog_text": "## Changes\n- Marks the mod as compatible with KSA 2026.8.22.5348. Removes the \"untested version\" warning shown at game start. No functional changes.\n\n## Compatibility\nValidated against KSA build version **2026.8.22.5348**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\MeasureTools\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).",
          "listing": {
            "name": "MeasureTools",
            "authors": [
              "Maxi"
            ],
            "abstract": "Click-to-measure ruler and protractor tools for Kitten Space Agency.",
            "description": "Click-to-measure ruler and protractor tools for Kitten Space Agency.\n\n### Features\n\n- **Ruler**, click two points to measure the straight-line distance. Snaps to bodies, to body surfaces (the edge of a planet's disc), and to points on orbit lines; clicks on empty space place free points.\n- **Protractor**, click three points (arm, apex, arm) to read the true 3D angle plus both arm lengths, for example the phase angle between two planets around their star.\n- **Part-level measuring**, when the camera is close to a vehicle, points snap to individual parts with centimeter precision: attach nodes and part centers first, then mesh vertices (tank rims, panel corners), and everywhere else the exact hull point under the cursor. Anchors stick to their part, so measurements stay correct while the vehicle moves and rotates, including between parts of two vehicles flying side by side. Engine nozzles measure at their neutral position (gimbal deflection is visual only). Anchors follow their part across staging and docking; only destroying the part removes the measurement.\n- **CAD-style snapping**, beyond attach nodes and vertices, points snap to mesh feature edges (slide along a tank rim between its vertices), edge midpoints, fitted rim centers, and the mirror of the previous point across the part's axis for exact antipodal pairs. Same-vehicle ruler measurements additionally report axial and radial components along the stack axis.\n- **Circle**, one click on a circular part edge (tank rim, engine bell exit) reads diameter, radius, and circumference from a fitted circle that tracks the part.\n- **Face angle**, two clicks on part surfaces read the angle between the surface normals (engine cant, fin alignment), live while the vehicle rotates.\n- **Surface**, pin two points to a planet's surface for the great-circle distance, chord, and initial bearing; pins track the body's rotation like ground markers.\n- **Editor measuring**, the ruler and protractor also work inside the vehicle editor, with the same part-level snapping over the craft being built, including parts currently held in the hand. Anchors follow parts as they are dragged, and part measurements carry across the editor boundary in both directions.\n- **Live preview** with snap highlighting, hover-sync between the list and the map, and click-to-copy values.\n- **Color palettes**, every overlay color has a color picker, organized into named palettes: four shipped ones (Red, Green, Blue, Contrast) plus your own, all editable and persisted across sessions.\n\n### Usage\n\nIn the map view or the default flight view, open **View -> Measure**; in the vehicle editor, open **Measure -> Show Window** from the menu bar. Pick a tool and click in the view to place points. Ctrl and left-click places a free point on the ecliptic plane through the reference body, a short right-click cancels the current point or pauses measuring, and clicking a list row copies the measurement to the clipboard.\n\nThe free-fly and IVA cameras steer with the left mouse button, so the tool stays inactive there. While the tool is armed it owns left clicks, so editor part placement is suspended; pause the tool or close the window to build normally. Measurements are not saved to the save file.\n",
            "license": "MIT",
            "tags": [
              "information"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/measuretools.992/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools",
              "spacedock": "https://spacedock.info/mod/4319/MeasureTools",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "MeasureTools",
          "type": "mod",
          "version": "1.1.7",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-08-11T16:41:12Z",
          "game_min": "2026.8.19.5261",
          "game_min_revision": 5261,
          "game_max": "2026.8.19.5261",
          "game_max_revision": 5261,
          "download": {
            "url": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases/download/v1.1.7/MeasureTools.zip",
            "sha256": "309283AAE796165C044FD2838818DB9D98FF11AF45A1CD7FC9D09980F0512F0C",
            "size": 40446,
            "content_type": "application/zip",
            "mirrors": [
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            "root": "MeasureTools",
            "derived": true
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          "loader": {
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            "min": "0.4.5",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/releases/tag/v1.1.7",
          "changelog_text": "## Required for KSA 2026.8.19.5261\nKSA 2026.8.19.5261 reworked cursor hovering and the camera apparent-size methods this mod picks with. Update is mandatory for this mod to work if you are on KSA version 2026.8.19.5261 and above; the previous build fails to load and the tool is unavailable.\n\n## Changes\n- Follows the cursor hover rework and the new camera apparent-size methods, including the extra tie-break stock added when two objects overlap on screen.\n- Fixes the map camera running away after a measurement click. Cancelling a placement with the right mouse button left the camera in rotate-drag with the cursor captured.\n- Fixes free-point placement in the vehicle editor with the projection set to orthographic, where every click resolved to the same point.\n- No longer offers a phantom surface point on the invisible bounding sphere around a vehicle. Centre snapping and part picking still reach vehicles.\n- Keeps a `colors.cfg` that failed to load from being overwritten with the shipped defaults.\n\n## Compatibility\nValidated against KSA build version **2026.8.19.5261**.\n\n## Installation\nExtract into `Documents\\My Games\\Kitten Space Agency\\mods\\MeasureTools\\`.\nRequires [StarMap](https://github.com/StarMapLoader/StarMap).",
          "listing": {
            "name": "MeasureTools",
            "authors": [
              "Maxi"
            ],
            "abstract": "Click-to-measure ruler and protractor tools for Kitten Space Agency.",
            "description": "Click-to-measure ruler and protractor tools for Kitten Space Agency.\n\n### Features\n\n- **Ruler**, click two points to measure the straight-line distance. Snaps to bodies, to body surfaces (the edge of a planet's disc), and to points on orbit lines; clicks on empty space place free points.\n- **Protractor**, click three points (arm, apex, arm) to read the true 3D angle plus both arm lengths, for example the phase angle between two planets around their star.\n- **Part-level measuring**, when the camera is close to a vehicle, points snap to individual parts with centimeter precision: attach nodes and part centers first, then mesh vertices (tank rims, panel corners), and everywhere else the exact hull point under the cursor. Anchors stick to their part, so measurements stay correct while the vehicle moves and rotates, including between parts of two vehicles flying side by side. Engine nozzles measure at their neutral position (gimbal deflection is visual only). Anchors follow their part across staging and docking; only destroying the part removes the measurement.\n- **CAD-style snapping**, beyond attach nodes and vertices, points snap to mesh feature edges (slide along a tank rim between its vertices), edge midpoints, fitted rim centers, and the mirror of the previous point across the part's axis for exact antipodal pairs. Same-vehicle ruler measurements additionally report axial and radial components along the stack axis.\n- **Circle**, one click on a circular part edge (tank rim, engine bell exit) reads diameter, radius, and circumference from a fitted circle that tracks the part.\n- **Face angle**, two clicks on part surfaces read the angle between the surface normals (engine cant, fin alignment), live while the vehicle rotates.\n- **Surface**, pin two points to a planet's surface for the great-circle distance, chord, and initial bearing; pins track the body's rotation like ground markers.\n- **Editor measuring**, the ruler and protractor also work inside the vehicle editor, with the same part-level snapping over the craft being built, including parts currently held in the hand. Anchors follow parts as they are dragged, and part measurements carry across the editor boundary in both directions.\n- **Live preview** with snap highlighting, hover-sync between the list and the map, and click-to-copy values.\n- **Color palettes**, every overlay color has a color picker, organized into named palettes: four shipped ones (Red, Green, Blue, Contrast) plus your own, all editable and persisted across sessions.\n\n### Usage\n\nIn the map view or the default flight view, open **View -> Measure**; in the vehicle editor, open **Measure -> Show Window** from the menu bar. Pick a tool and click in the view to place points. Ctrl and left-click places a free point on the ecliptic plane through the reference body, a short right-click cancels the current point or pauses measuring, and clicking a list row copies the measurement to the clipboard.\n\nThe free-fly and IVA cameras steer with the left mouse button, so the tool stays inactive there. While the tool is armed it owns left clicks, so editor part placement is suspended; pause the tool or close the window to build normally. Measurements are not saved to the save file.\n",
            "license": "MIT",
            "tags": [
              "information"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/measuretools.992/",
              "repository": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools",
              "spacedock": "https://spacedock.info/mod/4319/MeasureTools",
              "bugtracker": "https://github.com/Maximilian-Nesslauer/KSA-MeasureTools/issues"
            }
          }
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    },
    {
      "id": "ModMenu",
      "published_at": "2026-09-02T22:08:53Z",
      "updated_at": "2026-09-02T22:08:53Z",
      "authored": {
        "spec_version": 1,
        "id": "ModMenu",
        "type": "mod",
        "name": "ModMenu",
        "authors": [
          "MrJeranimo"
        ],
        "abstract": "This mod adds a \"Mods\" menu tab to the Main Menu Bar at the top of the screen for mods to put menu entries in.",
        "description": "# ModMenu\n\nA modding framework for Kitten Space Agency that allows mods to easily add menu entries.\nThis mod will work standalone, but the \"Mods\" menu will have nothing inside it. This mod is intended as a dependency for other mods.\n\nSource Code: https://github.com/MrJeranimo/ModMenu/\n\nMod Loader (Required): StarMap https://github.com/StarMapLoader/StarMap\n\n## Example Mod\n\nTo see ModMenu in action, it is recommended to install [ModMenu.ExampleMod](https://spacedock.info/mod/4055/ModMenu%20ExampleMod) and put that mod in your KSA Content folder.\n\nFor developers it is also recommended to see how ModMenu.ExampleMod uses the ModMenu.\n\n## For Mod Developers\n\nCheck out the GitHub Page for more info: https://github.com/MrJeranimo/ModMenu\n\n## License\n\nMIT\n",
        "license": "MIT",
        "tags": [
          "user-interface"
        ],
        "releases": {
          "github": "MrJeranimo/ModMenu",
          "spacedock": 4054,
          "authority": "github"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/modmenu.562/",
          "repository": "https://github.com/MrJeranimo/ModMenu",
          "spacedock": "https://spacedock.info/mod/4054/ModMenu",
          "bugtracker": "https://github.com/MrJeranimo/ModMenu/issues"
        },
        "compatibility": {
          "game_min": "2026.9.7.5402"
        },
        "loader": {
          "id": "StarMap",
          "min": "0.4.6"
        }
      },
      "releases": [
        {
          "spec_version": 1,
          "id": "ModMenu",
          "type": "mod",
          "version": "0.2.2",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-02T22:08:53Z",
          "game_min": "2026.9.7.5402",
          "game_min_revision": 5402,
          "download": {
            "url": "https://github.com/MrJeranimo/ModMenu/releases/download/v0.2.2/ModMenu.zip",
            "sha256": "6C3B149C82FFA5CCF187CE8A839D18295B238E22E88117FBDC723AB99E6086B6",
            "size": 10497,
            "content_type": "application/x-zip-compressed",
            "mirrors": [
              "https://spacedock.info/mod/4054/ModMenu/download/0.2.2"
            ]
          },
          "install_size": 20657,
          "install": {
            "root": "ModMenu",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.6",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/MrJeranimo/ModMenu/releases/tag/v0.2.2",
          "changelog_text": "- Fixed errors caused by `Viewport` class being discontinued and changes related to that.\n- Updated to StarMap v0.4.6.\n\nDownload `ModMenu.zip` for the mod files.\nDownload `ModMenu.Attributes.zip` if you want to use ModMenu in your own KSA mod.",
          "listing": {
            "name": "ModMenu",
            "authors": [
              "MrJeranimo"
            ],
            "abstract": "This mod adds a \"Mods\" menu tab to the Main Menu Bar at the top of the screen for mods to put menu entries in.",
            "description": "# ModMenu\n\nA modding framework for Kitten Space Agency that allows mods to easily add menu entries.\nThis mod will work standalone, but the \"Mods\" menu will have nothing inside it. This mod is intended as a dependency for other mods.\n\nSource Code: https://github.com/MrJeranimo/ModMenu/\n\nMod Loader (Required): StarMap https://github.com/StarMapLoader/StarMap\n\n## Example Mod\n\nTo see ModMenu in action, it is recommended to install [ModMenu.ExampleMod](https://spacedock.info/mod/4055/ModMenu%20ExampleMod) and put that mod in your KSA Content folder.\n\nFor developers it is also recommended to see how ModMenu.ExampleMod uses the ModMenu.\n\n## For Mod Developers\n\nCheck out the GitHub Page for more info: https://github.com/MrJeranimo/ModMenu\n\n## License\n\nMIT\n",
            "license": "MIT",
            "tags": [
              "user-interface"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/modmenu.562/",
              "repository": "https://github.com/MrJeranimo/ModMenu",
              "spacedock": "https://spacedock.info/mod/4054/ModMenu",
              "bugtracker": "https://github.com/MrJeranimo/ModMenu/issues"
            }
          }
        }
      ],
      "downloads": {
        "total": 1878,
        "hosts": {
          "github": 210,
          "spacedock": 1668
        },
        "releases": [
          {
            "version": "0.2.2",
            "total": 194,
            "hosts": {
              "github": 101,
              "spacedock": 93
            }
          },
          {
            "version": "0.2.1",
            "total": 428,
            "hosts": {
              "github": 33,
              "spacedock": 395
            }
          },
          {
            "version": "0.2.0",
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            "hosts": {
              "github": 20,
              "spacedock": 322
            }
          },
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            "version": "0.1.2",
            "total": 599,
            "hosts": {
              "github": 25,
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            }
          },
          {
            "version": "0.1.1",
            "total": 235,
            "hosts": {
              "github": 18,
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          },
          {
            "version": "0.1.0",
            "total": 80,
            "hosts": {
              "github": 13,
              "spacedock": 67
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          }
        ]
      }
    },
    {
      "id": "ModMenu.ExampleMod",
      "published_at": "2025-12-03T03:29:31Z",
      "updated_at": "2025-12-03T03:29:31Z",
      "authored": {
        "spec_version": 1,
        "id": "ModMenu.ExampleMod",
        "type": "mod",
        "name": "ModMenu ExampleMod",
        "authors": [
          "MrJeranimo"
        ],
        "abstract": "This is example KSA mod for the mod ModMenu using the StarMap modloader.",
        "description": "This is example KSA mod for the mod ModMenu using the StarMap modloader. It is being listed for testing purposes",
        "license": "MIT",
        "tags": [
          "user-interface"
        ],
        "releases": {
          "github": "MrJeranimo/ModMenu.ExampleMod",
          "spacedock": 4055,
          "authority": "github"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/modmenu-examplemod.1257/",
          "repository": "https://github.com/MrJeranimo/ModMenu.ExampleMod",
          "spacedock": "https://spacedock.info/mod/4055/ModMenu%20ExampleMod",
          "bugtracker": "https://github.com/MrJeranimo/ModMenu.ExampleMod/issues"
        },
        "compatibility": {
          "game_min": "2025.12.5.2976"
        },
        "loader": {
          "id": "StarMap",
          "min": "0.3.4"
        },
        "dependencies": [
          {
            "id": "ModMenu",
            "kind": "required",
            "min": "0.1.1"
          }
        ]
      },
      "releases": [
        {
          "spec_version": 1,
          "id": "ModMenu.ExampleMod",
          "type": "mod",
          "version": "1.0.1",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2025-12-03T03:29:31Z",
          "game_min": "2025.12.5.2976",
          "game_min_revision": 2976,
          "download": {
            "url": "https://github.com/MrJeranimo/ModMenu.ExampleMod/releases/download/v1.0.1/ModMenu.ExampleMod.zip",
            "sha256": "43A22C650F8350E7F7F5B34CD2367E12FA15EB5D84C7434A136E64C26C3287C2",
            "size": 5475,
            "content_type": "application/x-zip-compressed",
            "mirrors": [
              "https://spacedock.info/mod/4055/ModMenu%20ExampleMod/download/1.0.1"
            ]
          },
          "install_size": 10860,
          "install": {
            "root": "ModMenu.ExampleMod",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.3.4",
            "source": "authored"
          },
          "dependencies": [
            {
              "id": "ModMenu",
              "kind": "required",
              "min": "0.1.1",
              "source": "authored"
            }
          ],
          "changelog": "https://github.com/MrJeranimo/ModMenu.ExampleMod/releases/tag/v1.0.1",
          "changelog_text": "## v1.0.1\n\n- Updated to .NET10.0\n- Updated to StarMap v0.3.4\n- Updated to KSA Version 2025.12.5.2976",
          "listing": {
            "name": "ModMenu ExampleMod",
            "authors": [
              "MrJeranimo"
            ],
            "abstract": "This is example KSA mod for the mod ModMenu using the StarMap modloader.",
            "description": "This is example KSA mod for the mod ModMenu using the StarMap modloader. It is being listed for testing purposes",
            "license": "MIT",
            "tags": [
              "user-interface"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/modmenu-examplemod.1257/",
              "repository": "https://github.com/MrJeranimo/ModMenu.ExampleMod",
              "spacedock": "https://spacedock.info/mod/4055/ModMenu%20ExampleMod",
              "bugtracker": "https://github.com/MrJeranimo/ModMenu.ExampleMod/issues"
            }
          }
        }
      ],
      "downloads": {
        "total": 616,
        "hosts": {
          "github": 17,
          "spacedock": 599
        },
        "releases": [
          {
            "version": "1.0.1",
            "total": 555,
            "hosts": {
              "github": 15,
              "spacedock": 540
            }
          },
          {
            "version": "1.0.0",
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            "hosts": {
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      }
    },
    {
      "id": "MPFX",
      "published_at": "2026-09-21T19:57:02Z",
      "updated_at": "2026-09-21T19:57:02Z",
      "authored": {
        "spec_version": 1,
        "id": "MPFX",
        "type": "mod",
        "name": "MPFX",
        "authors": [
          "AMPW"
        ],
        "abstract": "Simple post processing shaders for KSA",
        "description": "# MPFX\n\nA very simple post processing mod.\n\nCurrently included effects in their default execution order:\n\n- Color balance using lift, gamma and gain. Either for all channels or per channel.\n- Color Temperature\n- Hue shift in YIQ color format\n- Brightness\n- Contrast\n- Saturation\n- Single color color overlay\n- Vignette\n- (RGB2HSV: converts from rgb to hsv and shows the result in rgb)\n- (HSV2RGB: converts the rgb input from hsv to rgb and shows the result)\n- (Single color: only keeps the largest rgb channels for each pixel)\n- (Single color smallest)\n- (Single solid color: same as single color but sets largest channels to max value)\n\nThe execution order can be changed by changing the subpass in the MPFXAssets.xml file.\n\nAll effects are separated into pre and post imgui.\n\nEffects in parathenses are just some stuff I wanted to try during development, they are not meant for real use but I wanted to include them anyway.\n",
        "license": "MIT",
        "tags": [
          "visual"
        ],
        "releases": {
          "github": "AMPW-german/MPFX",
          "spacedock": 4165,
          "authority": "github"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/mpfx-v0-2-0-simple-post-processing-effects.812/",
          "repository": "https://github.com/AMPW-german/MPFX",
          "spacedock": "https://spacedock.info/mod/4165/MPFX",
          "bugtracker": "https://github.com/AMPW-german/MPFX/issues"
        },
        "compatibility": {
          "game_min": "2026.9.10.5438"
        },
        "dependencies": [
          {
            "id": "KittenExtensionsContinued",
            "kind": "required",
            "min": "0.5.2"
          },
          {
            "id": "ShaderExtensions",
            "kind": "required",
            "min": "1.0.4"
          }
        ],
        "loader": {
          "id": "StarMap",
          "min": "0.4.7"
        }
      },
      "releases": [
        {
          "spec_version": 1,
          "id": "MPFX",
          "type": "mod",
          "version": "0.3.5",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-21T19:57:02Z",
          "game_min": "2026.9.10.5438",
          "game_min_revision": 5438,
          "download": {
            "url": "https://github.com/AMPW-german/MPFX/releases/download/v0.3.5/MPFX-v0.3.5.zip",
            "sha256": "728486523AF55C5F866E72574061FF915EF5D04FFA57069A496EB965B343B6D7",
            "size": 56990,
            "content_type": "application/zip",
            "mirrors": [
              "https://spacedock.info/mod/4165/MPFX/download/v0.3.5"
            ]
          },
          "install_size": 129950,
          "install": {
            "root": "MPFX",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.7",
            "source": "authored"
          },
          "dependencies": [
            {
              "id": "ShaderExtensions",
              "kind": "required",
              "min": "1.0.2",
              "source": "authored"
            }
          ],
          "changelog": "https://github.com/AMPW-german/MPFX/releases/tag/v0.3.5",
          "changelog_text": "Built for KSA version 2026.9.10.5438\n\n## What's Changed\n* Fix ci and release setup by @AMPW-german in https://github.com/AMPW-german/MPFX/pull/5\n\n\n**Full Changelog**: https://github.com/AMPW-german/MPFX/compare/v0.3.4...v0.3.5",
          "listing": {
            "name": "MPFX",
            "authors": [
              "AMPW"
            ],
            "abstract": "Simple post processing shaders for KSA",
            "description": "# MPFX\n\nA very simple post processing mod.\n\nCurrently included effects in their default execution order:\n\n- Color balance using lift, gamma and gain. Either for all channels or per channel.\n- Color Temperature\n- Hue shift in YIQ color format\n- Brightness\n- Contrast\n- Saturation\n- Single color color overlay\n- Vignette\n- (RGB2HSV: converts from rgb to hsv and shows the result in rgb)\n- (HSV2RGB: converts the rgb input from hsv to rgb and shows the result)\n- (Single color: only keeps the largest rgb channels for each pixel)\n- (Single color smallest)\n- (Single solid color: same as single color but sets largest channels to max value)\n\nThe execution order can be changed by changing the subpass in the MPFXAssets.xml file.\n\nAll effects are separated into pre and post imgui.\n\nEffects in parathenses are just some stuff I wanted to try during development, they are not meant for real use but I wanted to include them anyway.\n",
            "license": "MIT",
            "tags": [
              "visual"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/mpfx-v0-2-0-simple-post-processing-effects.812/",
              "repository": "https://github.com/AMPW-german/MPFX",
              "spacedock": "https://spacedock.info/mod/4165/MPFX",
              "bugtracker": "https://github.com/AMPW-german/MPFX/issues"
            }
          }
        }
      ],
      "downloads": {
        "total": 713,
        "hosts": {
          "github": 36,
          "spacedock": 677
        },
        "releases": [
          {
            "version": "0.3.5",
            "total": 35,
            "hosts": {
              "github": 16,
              "spacedock": 19
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          },
          {
            "version": "0.3.4",
            "total": 20,
            "hosts": {
              "github": 7,
              "spacedock": 13
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          },
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            "version": "0.3.3",
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            "hosts": {
              "github": 1,
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            }
          },
          {
            "version": "0.3.2",
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            "hosts": {
              "github": 1,
              "spacedock": 125
            }
          },
          {
            "version": "0.3.1",
            "total": 70,
            "hosts": {
              "github": 0,
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            }
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          {
            "version": "0.3.0",
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            "hosts": {
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            }
          },
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            "hosts": {
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            }
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            "hosts": {
              "github": 8,
              "spacedock": 210
            }
          },
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            "total": 81,
            "hosts": {
              "github": 3,
              "spacedock": 78
            }
          },
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            "total": 27,
            "hosts": {
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    },
    {
      "id": "OhMyStars",
      "published_at": "2026-09-06T05:43:20Z",
      "updated_at": "2026-09-24T06:58:21Z",
      "authored": {
        "spec_version": 1,
        "id": "OhMyStars",
        "type": "mod",
        "name": "OhMyStars",
        "authors": [
          "nanonestor"
        ],
        "abstract": "This mod adds constellation lines between stars in KSA!",
        "description": "This mod adds constellation lines between stars in KSA!\n\nFeatures: \n- Constellation (Asterism) Lines between stars  \n- Constellation Boundary lines (IAU defined) - Star informational window  \n- Star names and informational window  \n- Vehicle orientation mode to point towards stars  \n\n![OMShunter](ksa-image:OMSHunter)\n\nA pointer can be enabled showing the direction to a currently selected star.  A navball marker can be enabled showing the orientation where the selected star is in relation to your vehicle's pointing!\n\n![OMS3medium](ksa-image:OhMyStars3)\n\nAn orientation mode can be activated making the flight computer aim your vehicles towards the currently selected star!  Toggle the mode off to go back to the vehicle's previous orientation mode!\n\n![OMS3medium](ksa-image:OhMyStars4)\n",
        "license": "GPL-2.0-only AND CC-BY-SA-4.0",
        "tags": [
          "user-interface"
        ],
        "releases": {
          "github": "nanonestor/OhMyStars",
          "spacedock": 4537,
          "authority": "spacedock"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/oh-my-stars.1255",
          "repository": "https://github.com/nanonestor/OhMyStars",
          "spacedock": "https://spacedock.info/mod/4537/Oh%20My%20Stars",
          "bugtracker": "https://github.com/nanonestor/OhMyStars/issues"
        },
        "compatibility": {
          "game_min": "2026.9.7.5402"
        },
        "loader": {
          "id": "StarMap",
          "min": "0.4.6"
        },
        "dependencies": [
          {
            "id": "ModMenu",
            "kind": "required"
          }
        ],
        "images": {
          "icon": {
            "url": "https://raw.githubusercontent.com/nanonestor/OhMyStars/refs/heads/main/photos/OMSicon-500x500.png",
            "sha256": "3c67d0e2955d7b38f4902ca68c934a9259b75591e63c05b2d74c68d9d646218f",
            "width": 500,
            "height": 500,
            "size": 180538
          },
          "description": [
            {
              "id": "OMSHunter",
              "url": "https://raw.githubusercontent.com/nanonestor/OhMyStars/refs/heads/main/photos/OhMyStars.png",
              "sha256": "b5455f7e8ec67ed906b4f9058181c6b670eb903cabdf43e29b4644665030ccac",
              "width": 1932,
              "height": 1293,
              "size": 819866
            },
            {
              "id": "OhMyStars3",
              "url": "https://raw.githubusercontent.com/nanonestor/OhMyStars/refs/heads/main/photos/OhMyStars3%20(Large)%20(Medium).png",
              "sha256": "2bb7d0ad3853d63cbf350e86aa74f90a9dfbacec30f6be5230804b6f3fb83faf",
              "width": 1126,
              "height": 768,
              "size": 720650
            },
            {
              "id": "OhMyStars4",
              "url": "https://raw.githubusercontent.com/nanonestor/OhMyStars/refs/heads/main/photos/OhMyStars4%20(Large).png",
              "sha256": "88c6075ab7528ba3747818702a386a186059f924b086db268563c63d65a614af",
              "width": 1920,
              "height": 867,
              "size": 581018
            }
          ]
        }
      },
      "releases": [
        {
          "spec_version": 1,
          "id": "OhMyStars",
          "type": "mod",
          "version": "1.2.2",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-24T06:58:21Z",
          "game_min": "2026.9.7.5402",
          "game_min_revision": 5402,
          "download": {
            "url": "https://spacedock.info/mod/4537/Oh%20My%20Stars/download/1.2.2",
            "sha256": "78B9572E8DBCF79A552821C368F0128FFED0983A34D01331AE8AD366A0481B44",
            "size": 25732047,
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    {
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        ],
        "abstract": "Physically derived atmospheres, hazes and cloud layers for Kitten Space Agency's real Solar System",
        "description": "# Real Atmospheres\n\nAtmospheres, hazes and clouds for Kitten Space Agency's Solar System, derived from each body's composition and particle optics. A [StarMap](https://github.com/StarMapLoader/StarMap) mod.\n\nNo game files are modified. At launch the mod builds patched copies of the game's shaders and system XML and loads those instead. If a game update changes a patched part of the XML, that patch is skipped. A game update that changes the atmosphere shaders can stop them compiling, so use a release built for your KSA version.\n\n## Features\n\n### Mars\n\n- Rayleigh scattering from a 95% CO₂ atmosphere at 6.1 mbar\n- Dust scattering from Mie theory, with a 9 km scale height\n- Exact Mie phase function for Martian dust, giving the blue sun halo and blue sunsets\n- Double-exponential dust density profile\n- Water-ice cirrus at 22–29 km, in 2D and volumetric\n\n![Mars from orbit](ksa-image:mars-orbit)\n![Mars's north pole](ksa-image:mars-north-pole)\n![Mars's dust scattering](ksa-image:mars-surface-dust)\n![Mars with clouds overhead](ksa-image:mars-clouds)\n![Mars's blue sunset](ksa-image:mars-sunset)\n\n### Venus\n\n- Dense CO₂ Rayleigh scattering, at 53× Earth's surface density\n- Blue-absorbing haze below the clouds\n\n![Venus from orbit](ksa-image:venus-orbit)\n![Venus's thick fog](ksa-image:venus-surface)\n\n### Jupiter\n\n- H₂/He Rayleigh scattering, with a 25 km scale height\n- Cloud decks at real altitudes: lower deck −1 to 12 km, main deck from 15 km, storms up to 96 km\n\n![Jupiter's clouds](ksa-image:jupiter-low)\n\n### Saturn\n\n- Rayleigh scattering above a thin haze, with methane colouring and a 52 km scale height\n- Volumetric clouds, with cloud height following the planet's map\n- Colour map at 2048 px per cube face (stock: 1024)\n\n![Saturn's clouds](ksa-image:saturn-low)\n\n### Uranus and Neptune\n\n- Methane absorption, with a thin Rayleigh limb and haze\n- Volumetric clouds, with cloud height following the planet's map\n- Colour maps at 2048 px per cube face (stock: 512)\n\n![Uranus's clouds](ksa-image:uranus-low)\n![Neptune's clouds](ksa-image:neptune-low)\n\n### Titan\n\n- Stratified upper haze, animated with simulation time\n- Detached haze layers at 230 and 290 km\n\n![Titan from orbit](ksa-image:titan-orbit)\n![Titan's terminator](ksa-image:titan-terminator)\n![Titan's hazes](ksa-image:titan-hazes)\n\n### Pluto and Triton\n\n- N₂ Rayleigh scattering from measured surface pressure and temperature\n- Forward-scattering haze, visible as a ring when looking toward the Sun\n- Stratified haze bands, animated with simulation time\n- Nitrogen-ice clouds on Triton at 4–6.5 km\n\n![Triton from orbit](ksa-image:triton-orbit)\n![Pluto's limb and hazes](ksa-image:pluto-hazes)\n\n## Installation\n\nRequires [StarMap](https://github.com/StarMapLoader/StarMap). Each release is named with the KSA build it was tested on.\n\n**With Borea:** install Real Atmospheres from the mod list.\n\n**Manually:**\n\n1. Install StarMap and run the game once through `StarMap.Loader.exe`.\n2. Extract the release into `Documents\\My Games\\Kitten Space Agency\\mods\\`, giving `mods\\RealAtmospheres\\RealAtmospheres.dll`.\n3. Launch the game once and close it. KSA adds new mods to `manifest.toml` disabled: set this mod's entry to `enabled = true`.\n4. Launch through StarMap.\n\nTo uninstall, delete `mods\\RealAtmospheres` and `mods\\_RealSharedShadow`.\n\n## Building\n\n`deploy.ps1` builds the mod and installs it into your mods folder. `package.ps1 -Version x.y.z -GameBuild vYYYY.M.D.NNNN` builds a release archive in `dist\\`. Set `StarMapDir` to your StarMap folder.\n\n## Credits\n\n- Saturn map mixed by JCP-JohnCarlo, from work by HellcatF6F, MrSpace43-Celestia, FarGetaNik and Snowfall-The-Cat.\n- Uranus map by Askaniy, [CC BY-NC-SA 3.0](https://creativecommons.org/licenses/by-nc-sa/3.0/). Our modified Uranus map, cloud mask and flowmap are released under the same licence.\n- Neptune map by Askaniy, [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/), modified.\n- Mars cirrus, Titan haze and Triton cloud masks: *Produced in part with SpaceEngine PRO © Cosmographic Software LLC.*\n\nThe code is MIT. Because of the Uranus map, the release as a whole is for non-commercial use. [CREDITS.md](https://github.com/Brimfyr/RealAtmospheres/blob/main/CREDITS.md) gives the source and terms of every shipped file.\n",
        "license": "MIT AND CC-BY-NC-SA-3.0 AND CC-BY-3.0",
        "tags": [
          "visual"
        ],
        "releases": {
          "github": "Brimfyr/RealAtmospheres",
          "spacedock": 4565,
          "authority": "github"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/real-atmospheres.1258/",
          "repository": "https://github.com/Brimfyr/RealAtmospheres",
          "bugtracker": "https://github.com/Brimfyr/RealAtmospheres/issues"
        },
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          "min": "0.4.7"
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          "type": "mod",
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          "version_scheme": "semver",
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          "install": {
            "root": "RealAtmospheres",
            "derived": true
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          "loader": {
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            "min": "0.4.7",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/Brimfyr/RealAtmospheres/releases/tag/v1.0.4",
          "changelog_text": "**Requires:** [StarMap](https://github.com/StarMapLoader/StarMap) 0.4.7 or later\n**Tested on:** KSA v2026.9.22.5482\n\n### Fixed\n\n- The game failed to start on Windows set to a number format with a decimal comma, such as German, French or Spanish.\n\nInstall with Borea, or follow the [README](https://github.com/Brimfyr/RealAtmospheres#installation).\n\n### Credits\n\n- Saturn map mixed by JCP-JohnCarlo, from work by HellcatF6F, MrSpace43-Celestia, FarGetaNik and Snowfall-The-Cat.\n- Uranus map by Askaniy, [CC BY-NC-SA 3.0](https://creativecommons.org/licenses/by-nc-sa/3.0/). Our modified Uranus map, cloud mask and flowmap are released under the same licence.\n- Neptune map by Askaniy, [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/), modified.\n- Mars cirrus, Titan haze and Triton cloud masks: *Produced in part with SpaceEngine PRO © Cosmographic Software LLC.*\n\nThe code is MIT. Because of the Uranus map, the release as a whole is for non-commercial use. [CREDITS.md](https://github.com/Brimfyr/RealAtmospheres/blob/main/CREDITS.md) gives the source and terms of every shipped file.",
          "listing": {
            "name": "Real Atmospheres",
            "authors": [
              "Brimfyr"
            ],
            "abstract": "Physically derived atmospheres, hazes and cloud layers for Kitten Space Agency's real Solar System",
            "description": "# Real Atmospheres\n\nAtmospheres, hazes and clouds for Kitten Space Agency's Solar System, derived from each body's composition and particle optics. A [StarMap](https://github.com/StarMapLoader/StarMap) mod.\n\nNo game files are modified. At launch the mod builds patched copies of the game's shaders and system XML and loads those instead. If a game update changes a patched part of the XML, that patch is skipped. A game update that changes the atmosphere shaders can stop them compiling, so use a release built for your KSA version.\n\n## Features\n\n### Mars\n\n- Rayleigh scattering from a 95% CO₂ atmosphere at 6.1 mbar\n- Dust scattering from Mie theory, with a 9 km scale height\n- Exact Mie phase function for Martian dust, giving the blue sun halo and blue sunsets\n- Double-exponential dust density profile\n- Water-ice cirrus at 22–29 km, in 2D and volumetric\n\n![Mars from orbit](ksa-image:mars-orbit)\n![Mars's north pole](ksa-image:mars-north-pole)\n![Mars's dust scattering](ksa-image:mars-surface-dust)\n![Mars with clouds overhead](ksa-image:mars-clouds)\n![Mars's blue sunset](ksa-image:mars-sunset)\n\n### Venus\n\n- Dense CO₂ Rayleigh scattering, at 53× Earth's surface density\n- Blue-absorbing haze below the clouds\n\n![Venus from orbit](ksa-image:venus-orbit)\n![Venus's thick fog](ksa-image:venus-surface)\n\n### Jupiter\n\n- H₂/He Rayleigh scattering, with a 25 km scale height\n- Cloud decks at real altitudes: lower deck −1 to 12 km, main deck from 15 km, storms up to 96 km\n\n![Jupiter's clouds](ksa-image:jupiter-low)\n\n### Saturn\n\n- Rayleigh scattering above a thin haze, with methane colouring and a 52 km scale height\n- Volumetric clouds, with cloud height following the planet's map\n- Colour map at 2048 px per cube face (stock: 1024)\n\n![Saturn's clouds](ksa-image:saturn-low)\n\n### Uranus and Neptune\n\n- Methane absorption, with a thin Rayleigh limb and haze\n- Volumetric clouds, with cloud height following the planet's map\n- Colour maps at 2048 px per cube face (stock: 512)\n\n![Uranus's clouds](ksa-image:uranus-low)\n![Neptune's clouds](ksa-image:neptune-low)\n\n### Titan\n\n- Stratified upper haze, animated with simulation time\n- Detached haze layers at 230 and 290 km\n\n![Titan from orbit](ksa-image:titan-orbit)\n![Titan's terminator](ksa-image:titan-terminator)\n![Titan's hazes](ksa-image:titan-hazes)\n\n### Pluto and Triton\n\n- N₂ Rayleigh scattering from measured surface pressure and temperature\n- Forward-scattering haze, visible as a ring when looking toward the Sun\n- Stratified haze bands, animated with simulation time\n- Nitrogen-ice clouds on Triton at 4–6.5 km\n\n![Triton from orbit](ksa-image:triton-orbit)\n![Pluto's limb and hazes](ksa-image:pluto-hazes)\n\n## Installation\n\nRequires [StarMap](https://github.com/StarMapLoader/StarMap). Each release is named with the KSA build it was tested on.\n\n**With Borea:** install Real Atmospheres from the mod list.\n\n**Manually:**\n\n1. Install StarMap and run the game once through `StarMap.Loader.exe`.\n2. Extract the release into `Documents\\My Games\\Kitten Space Agency\\mods\\`, giving `mods\\RealAtmospheres\\RealAtmospheres.dll`.\n3. Launch the game once and close it. KSA adds new mods to `manifest.toml` disabled: set this mod's entry to `enabled = true`.\n4. Launch through StarMap.\n\nTo uninstall, delete `mods\\RealAtmospheres` and `mods\\_RealSharedShadow`.\n\n## Building\n\n`deploy.ps1` builds the mod and installs it into your mods folder. `package.ps1 -Version x.y.z -GameBuild vYYYY.M.D.NNNN` builds a release archive in `dist\\`. Set `StarMapDir` to your StarMap folder.\n\n## Credits\n\n- Saturn map mixed by JCP-JohnCarlo, from work by HellcatF6F, MrSpace43-Celestia, FarGetaNik and Snowfall-The-Cat.\n- Uranus map by Askaniy, [CC BY-NC-SA 3.0](https://creativecommons.org/licenses/by-nc-sa/3.0/). Our modified Uranus map, cloud mask and flowmap are released under the same licence.\n- Neptune map by Askaniy, [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/), modified.\n- Mars cirrus, Titan haze and Triton cloud masks: *Produced in part with SpaceEngine PRO © Cosmographic Software LLC.*\n\nThe code is MIT. Because of the Uranus map, the release as a whole is for non-commercial use. [CREDITS.md](https://github.com/Brimfyr/RealAtmospheres/blob/main/CREDITS.md) gives the source and terms of every shipped file.\n",
            "license": "MIT AND CC-BY-NC-SA-3.0 AND CC-BY-3.0",
            "tags": [
              "visual"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/real-atmospheres.1258/",
              "repository": "https://github.com/Brimfyr/RealAtmospheres",
              "bugtracker": "https://github.com/Brimfyr/RealAtmospheres/issues"
            }
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          "release_date": "2026-09-24T17:33:36Z",
          "game_min": "2026.9.10.5438",
          "game_min_revision": 5438,
          "download": {
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            "sha256": "2E89BFAAD8552F9E5BD30CDF1C4A1E316D0914A26917619DD898FD7AE5D70778",
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          "changelog": "https://github.com/Brimfyr/RealAtmospheres/releases/tag/v1.0.3",
          "changelog_text": "**Requires:** [StarMap](https://github.com/StarMapLoader/StarMap) 0.4.7 or later\n**Tested on:** KSA v2026.9.22.5482\n\n### Fixed\n\n- Haze bands on Pluto, Titan and Triton missing on KSA v2026.9.22.5482.\n- Saturn's ring shadows hidden by its clouds.\n- Animated haze on Pluto, Titan and Triton follows simulation time: it freezes when paused and speeds up under time warp. The 1.0.2 fix for this did not take effect, and Titan's haze did not move at all.\n\nInstall with Borea, or follow the [README](https://github.com/Brimfyr/RealAtmospheres#installation).\n\n### Credits\n\n- Saturn map mixed by JCP-JohnCarlo, from work by HellcatF6F, MrSpace43-Celestia, FarGetaNik and Snowfall-The-Cat.\n- Uranus map by Askaniy, [CC BY-NC-SA 3.0](https://creativecommons.org/licenses/by-nc-sa/3.0/). Our modified Uranus map, cloud mask and flowmap are released under the same licence.\n- Neptune map by Askaniy, [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/), modified.\n- Mars cirrus, Titan haze and Triton cloud masks: *Produced in part with SpaceEngine PRO © Cosmographic Software LLC.*\n\nThe code is MIT. Because of the Uranus map, the release as a whole is for non-commercial use. [CREDITS.md](https://github.com/Brimfyr/RealAtmospheres/blob/main/CREDITS.md) gives the source and terms of every shipped file.",
          "listing": {
            "name": "Real Atmospheres",
            "authors": [
              "Brimfyr"
            ],
            "abstract": "Physically derived atmospheres, hazes and cloud layers for Kitten Space Agency's real Solar System",
            "description": "# Real Atmospheres\n\nAtmospheres, hazes and clouds for Kitten Space Agency's Solar System, derived from each body's composition and particle optics. A [StarMap](https://github.com/StarMapLoader/StarMap) mod.\n\nNo game files are modified. At launch the mod builds patched copies of the game's shaders and system XML and loads those instead. If a game update changes a patched part of the XML, that patch is skipped. A game update that changes the atmosphere shaders can stop them compiling, so use a release built for your KSA version.\n\n## Features\n\n### Mars\n\n- Rayleigh scattering from a 95% CO₂ atmosphere at 6.1 mbar\n- Dust scattering from Mie theory, with a 9 km scale height\n- Exact Mie phase function for Martian dust, giving the blue sun halo and blue sunsets\n- Double-exponential dust density profile\n- Water-ice cirrus at 22–29 km, in 2D and volumetric\n\n![Mars from orbit](ksa-image:mars-orbit)\n![Mars's north pole](ksa-image:mars-north-pole)\n![Mars's dust scattering](ksa-image:mars-surface-dust)\n![Mars with clouds overhead](ksa-image:mars-clouds)\n![Mars's blue sunset](ksa-image:mars-sunset)\n\n### Venus\n\n- Dense CO₂ Rayleigh scattering, at 53× Earth's surface density\n- Blue-absorbing haze below the clouds\n\n![Venus from orbit](ksa-image:venus-orbit)\n![Venus's thick fog](ksa-image:venus-surface)\n\n### Jupiter\n\n- H₂/He Rayleigh scattering, with a 25 km scale height\n- Cloud decks at real altitudes: lower deck −1 to 12 km, main deck from 15 km, storms up to 96 km\n\n![Jupiter's clouds](ksa-image:jupiter-low)\n\n### Saturn\n\n- Rayleigh scattering above a thin haze, with methane colouring and a 52 km scale height\n- Volumetric clouds, with cloud height following the planet's map\n- Colour map at 2048 px per cube face (stock: 1024)\n\n![Saturn's clouds](ksa-image:saturn-low)\n\n### Uranus and Neptune\n\n- Methane absorption, with a thin Rayleigh limb and haze\n- Volumetric clouds, with cloud height following the planet's map\n- Colour maps at 2048 px per cube face (stock: 512)\n\n![Uranus's clouds](ksa-image:uranus-low)\n![Neptune's clouds](ksa-image:neptune-low)\n\n### Titan\n\n- Stratified upper haze, animated with simulation time\n- Detached haze layers at 230 and 290 km\n\n![Titan from orbit](ksa-image:titan-orbit)\n![Titan's terminator](ksa-image:titan-terminator)\n![Titan's hazes](ksa-image:titan-hazes)\n\n### Pluto and Triton\n\n- N₂ Rayleigh scattering from measured surface pressure and temperature\n- Forward-scattering haze, visible as a ring when looking toward the Sun\n- Stratified haze bands, animated with simulation time\n- Nitrogen-ice clouds on Triton at 4–6.5 km\n\n![Triton from orbit](ksa-image:triton-orbit)\n![Pluto's limb and hazes](ksa-image:pluto-hazes)\n\n## Installation\n\nRequires [StarMap](https://github.com/StarMapLoader/StarMap). Each release is named with the KSA build it was tested on.\n\n**With Borea:** install Real Atmospheres from the mod list.\n\n**Manually:**\n\n1. Install StarMap and run the game once through `StarMap.Loader.exe`.\n2. Extract the release into `Documents\\My Games\\Kitten Space Agency\\mods\\`, giving `mods\\RealAtmospheres\\RealAtmospheres.dll`.\n3. Launch the game once and close it. KSA adds new mods to `manifest.toml` disabled: set this mod's entry to `enabled = true`.\n4. Launch through StarMap.\n\nTo uninstall, delete `mods\\RealAtmospheres` and `mods\\_RealSharedShadow`.\n\n## Building\n\n`deploy.ps1` builds the mod and installs it into your mods folder. `package.ps1 -Version x.y.z -GameBuild vYYYY.M.D.NNNN` builds a release archive in `dist\\`. Set `StarMapDir` to your StarMap folder.\n\n## Credits\n\n- Saturn map mixed by JCP-JohnCarlo, from work by HellcatF6F, MrSpace43-Celestia, FarGetaNik and Snowfall-The-Cat.\n- Uranus map by Askaniy, [CC BY-NC-SA 3.0](https://creativecommons.org/licenses/by-nc-sa/3.0/). Our modified Uranus map, cloud mask and flowmap are released under the same licence.\n- Neptune map by Askaniy, [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/), modified.\n- Mars cirrus, Titan haze and Triton cloud masks: *Produced in part with SpaceEngine PRO © Cosmographic Software LLC.*\n\nThe code is MIT. Because of the Uranus map, the release as a whole is for non-commercial use. [CREDITS.md](https://github.com/Brimfyr/RealAtmospheres/blob/main/CREDITS.md) gives the source and terms of every shipped file.\n",
            "license": "MIT AND CC-BY-NC-SA-3.0 AND CC-BY-3.0",
            "tags": [
              "visual"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/real-atmospheres.1258/",
              "repository": "https://github.com/Brimfyr/RealAtmospheres",
              "bugtracker": "https://github.com/Brimfyr/RealAtmospheres/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "RealAtmospheres",
          "type": "mod",
          "version": "1.0.2",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-23T19:48:58Z",
          "game_min": "2026.9.10.5438",
          "game_min_revision": 5438,
          "download": {
            "url": "https://github.com/Brimfyr/RealAtmospheres/releases/download/v1.0.2/RealAtmospheres-v1.0.2-ksa2026.9.10.5438.zip",
            "sha256": "6A5233103A190F9C33A0EC6BE1A66D1569844120648E94111663A6D3107F9679",
            "size": 72676019,
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          "install": {
            "root": "RealAtmospheres",
            "derived": true
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          "loader": {
            "id": "StarMap",
            "min": "0.4.7",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/Brimfyr/RealAtmospheres/releases/tag/v1.0.2",
          "changelog_text": "**Requires:** [StarMap](https://github.com/StarMapLoader/StarMap) 0.4.7 or later\n**Tested on:** KSA v2026.9.10.5438\n\n### Fixed\n\n- Animated haze on Pluto, Titan and Triton follows simulation time again: it freezes when paused and speeds up under time warp.\n\nInstall with Borea, or follow the [README](https://github.com/Brimfyr/RealAtmospheres#installation).\n\n### Credits\n\n- Saturn map mixed by JCP-JohnCarlo, from work by HellcatF6F, MrSpace43-Celestia, FarGetaNik and Snowfall-The-Cat.\n- Uranus map by Askaniy, [CC BY-NC-SA 3.0](https://creativecommons.org/licenses/by-nc-sa/3.0/). Our modified Uranus map, cloud mask and flowmap are released under the same licence.\n- Neptune map by Askaniy, [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/), modified.\n- Mars cirrus, Titan haze and Triton cloud masks: *Produced in part with SpaceEngine PRO © Cosmographic Software LLC.*\n\nThe code is MIT. Because of the Uranus map, the release as a whole is for non-commercial use. [CREDITS.md](https://github.com/Brimfyr/RealAtmospheres/blob/main/CREDITS.md) gives the source and terms of every shipped file.",
          "listing": {
            "name": "Real Atmospheres",
            "authors": [
              "Brimfyr"
            ],
            "abstract": "Physically derived atmospheres, hazes and cloud layers for Kitten Space Agency's real Solar System",
            "description": "# Real Atmospheres\n\nThe atmosphere realism overhaul for Kitten Space Agency, packaged as a\n[StarMap](https://github.com/StarMapLoader/StarMap) mod. No game files are\nmodified and no admin rights are needed: at launch the mod builds patched\nshadow copies of the relevant Core content in the mods folder and uses Harmony\nto redirect the game's file reads into them. The shadow is rebuilt from the\ncurrent game files at every launch, and if an update changes an XML anchor the\naffected patch is skipped gracefully (stock look until the mod is updated).\nShader patches are more fragile: a game update that reworks the atmosphere\nshaders can stop them compiling, so check the release's tested game build.\n\n## What it changes\n\n### Mars\n\n- **Rayleigh scattering** derived from real composition (95% CO₂ at 6.1 mbar):\n  faint, blue, λ⁻⁴.\n- **Dust as the colour engine**: bhmie-derived Mie coefficients (red-heavy\n  scattering spectrum), 9 km well-mixed scale height — the sky colour now comes\n  from real dust optics, not a painted tint.\n- **Mie-theory dust phase function** (Level 2 of Schneegans et al. 2024): the\n  *exact* per-angle Mie phase function from a bhmie solution for\n  feldspar+hematite Martian dust, baked as a 361-sample lookup table in\n  `AtmosphereFunctions.glsl` (no Henyey–Greenstein approximation) and selected by\n  a sentinel asymmetry value. Produces the physically-exact blue sun halo.\n- **Double-exponential dust density**: a compact, capped dust layer (Schneegans)\n  across all the atmosphere shaders, so the sunset forward-glow is controlled by\n  the real dust vertical profile rather than an artificial limiter — the\n  Curiosity-style blue sunset, tamed but brilliant.\n- **MarsCirrus layer**: high-altitude (22–29 km) water-ice clouds — polar hoods\n  and equatorial wisps, 2D + volumetric, from an 8k source map.\n\n![Mars from orbit](ksa-image:mars-orbit)\n![Mars's north pole](ksa-image:mars-north-pole)\n![Mars's dust scattering](ksa-image:mars-surface-dust)\n![Mars with clouds overhead](ksa-image:mars-clouds)\n![Mars's blue sunset](ksa-image:mars-sunset)\n\n### Venus\n\n- **Composition-true dense CO₂ Rayleigh** (×53 Earth surface density), plus a\n  blue-selective absorber low in the atmosphere that drives a progressively\n  murkier yellow descent to a Venera-matching dark surface — the \"fog\" emerges\n  from real multiple scattering and aerial perspective, no fake fog term. (The\n  famous dark UV markings come from Venus's *real* \"unknown UV absorber\", which\n  actually sits high at the cloud tops — those are carried by the cloud texture,\n  not this low-altitude atmospheric term, which models the sub-cloud murk.)\n\n![Venus from orbit](ksa-image:venus-orbit)\n![Venus's thick fog](ksa-image:venus-surface)\n\n### Jupiter\n\n- **Composition-derived H₂/He Rayleigh** (×0.31 Earth) at the true 25 km scale\n  height — a razor-thin blue limb over the cloud tops, Juno-style.\n- **Cloud decks rescaled to reality**: lower deck −25 to +15 km, main deck from\n  15 km with storm structures 10–96 km tall, densities and raymarching rescaled\n  to preserve opacity and detail. Orbit-transition altitudes rescaled to match.\n\n![Jupiter's clouds](ksa-image:jupiter-low)\n\n### Saturn\n\n- **Above-haze Rayleigh**: a faint λ⁻⁴ blue limb (the deep atmosphere is hidden\n  beneath the high haze), a thin gentle haze layer, and a pale-gold methane\n  chromophore. Physically-derived 52 km scale height (Saturn's low gravity\n  makes it puffy).\n- **Volumetric clouds** (Jupiter-style, stock Saturn had none): 3D banded cloud\n  structure with towers, coverage taken from the planet's own banding and colour\n  sampled from its diffuse map, so the clouds match the surface. How high a column\n  builds follows the map's brightness, bright cloud being fresh ice carried up,\n  so the pale bands stand roughly 37 km above the dark ones.\n- **Higher-resolution surface map** — 2048/face, up from stock 1024.\n\n![Saturn's clouds](ksa-image:saturn-low)\n\n### Uranus & Neptune\n\n- **Methane red-absorber** (in the ozone slot) is the colour engine: moderate\n  for Uranus's pale cyan — its thick photochemical haze mutes it — and stronger\n  for Neptune's deep blue, whose clearer atmosphere lets the colour show. A thin\n  above-haze λ⁻⁴ Rayleigh limb and a gentle haze sit on top.\n- **Volumetric clouds** (Jupiter-style, neither had any in stock): 3D cloud\n  structure with towers, coverage from the planet's banding and colour sampled\n  from its diffuse map. Cloud-top height follows the map's brightness, so\n  Neptune's white wisps ride about 26 km above its dark lanes. Subtler on\n  featureless Uranus, more defined on Neptune.\n- **Higher-resolution surface maps** — 2048/face, up from stock 512.\n\n![Uranus's clouds](ksa-image:uranus-low)\n![Neptune's clouds](ksa-image:neptune-low)\n\n### Titan\n\n- **Stratified haze bands**: the layered upper hazes are modulated into the\n  actual scattering medium (Rayleigh density warped into denser/thinner shells),\n  not painted on — so limb glow, phase and transmittance are all physically\n  correct. A per-pixel limb march gives them organic, broken, undulating,\n  region-varying structure — the horizontal detail the symmetric atmosphere LUT\n  can't hold — and they slowly rotate around Titan's spin axis and reshape over\n  time (sim-linked: pausing freezes them, time-warp speeds them up). Confined to\n  high altitude above the tholin deck, over a smooth thick lower haze, matching\n  Cassini limb imagery closely enough to be hard to tell from a photo.\n- **Detached haze laminae**: two barely-visible stratified layers (290 km and\n  230 km, each 2 km thin — Cassini resolves individual haze layers at km\n  scale), from organic SpaceEngine-generated cloud maps. The subtle broken\n  limb strips that make the real Titan look organic rather than a clean\n  airbrushed ball.\n\n![Titan from orbit](ksa-image:titan-orbit)\n![Titan's terminator](ksa-image:titan-terminator)\n![Titan's hazes](ksa-image:titan-hazes)\n\n### Triton & Pluto\n\n- **Derived N₂ Rayleigh** (Triton: Voyager 1.5 Pa @ 38 K, H = 14.8 km; Pluto:\n  New Horizons 1.0 Pa @ 40 K, H = 19.2 km). Physically honest — and honestly\n  near-invisible at the game's fixed exposure, like the real thing.\n- **Forward-scattering tholin haze** (the visible component of both\n  atmospheres): Pluto's fractal aggregates at g = 0.85 give ~1900× more\n  brightness forward than back — invisible at full phase, then the iconic\n  New Horizons blue ring ignites as you swing behind the planet. Triton's\n  smaller particles (g = 0.55, ~40×) do the same more subtly, matching\n  Voyager's forward-geometry haze detections.\n- **Stratified haze bands**: the New Horizons gravity-wave layers, modulated\n  into the haze density and rendered by a per-pixel march so the forward-\n  scattered crescent shows stacked, broken, drifting layers — hash-salted for\n  irregular spacing, dropped bands and varied widths, and animated (slow\n  rotation + cloud-like formation/dissipation, sim-linked). Triton gets the same\n  treatment on its thinner forward-scattering haze.\n- **Triton's condensate clouds**: patchy N₂-ice wisps at 4–6.5 km.\n\n![Triton from orbit](ksa-image:triton-orbit)\n![Pluto's limb and hazes](ksa-image:pluto-hazes)\n\n## Install\n\nRequires [StarMap](https://github.com/StarMapLoader/StarMap). Each release zip is\nnamed with the KSA build it was tested on (`RealAtmospheres-v<version>-ksa<build>.zip`).\n\n### With a mod manager (easiest)\n\nIn [Borea](https://github.com/KSAModding), install Real Atmospheres from the mod\nlist. It installs the StarMap loader for you, unpacks the mod into the active\ninstance and enables it, so there is nothing to place by hand. Note that a manager\nkeeps the game's user data (mods, `manifest.toml`, `settings.toml`, saves, logs) in\nits own instance folder rather than `Documents\\My Games\\Kitten Space Agency`.\n\n### By hand\n\n1. Install StarMap and run the game once via `StarMap.Loader.exe`.\n2. Extract the zip into `Documents\\My Games\\Kitten Space Agency\\mods\\`, so you\n   end up with `mods\\RealAtmospheres\\RealAtmospheres.dll`. The folder must be\n   named exactly `RealAtmospheres` (KSA uses the folder name as the mod id).\n3. **Enable it.** On the next launch KSA finds the folder and adds it to\n   `Documents\\My Games\\Kitten Space Agency\\manifest.toml`, but always\n   **disabled**. Close the game and change its entry to:\n\n   ```toml\n   [[mods]]\n   id = \"RealAtmospheres\"\n   enabled = true\n   ```\n\n4. Launch through StarMap. The log lists `found mod 'RealAtmospheres'` when it\n   is active. To uninstall, delete the `RealAtmospheres` folder and the\n   `_RealSharedShadow` folder the mod creates next to it; KSA removes the\n   manifest entry itself.\n\n## Building from source\n\n`deploy.ps1` builds the .NET 10 class library and installs it into your mods\nfolder; `package.ps1 [-Version x.y.z] [-GameBuild vYYYY.M.D.NNNN]` builds the\nplayer zip in `dist\\`. Both ship exactly the assets listed in `release-files.txt`\n(everything else in `assets\\` is a converter source or stale output). The csproj only references `StarMap.API.dll` and `0Harmony.dll`\n(set `StarMapDir` to your StarMap folder); all game access is via reflection.\n\n## How it works\n\n- `[StarMapBeforeMain]` runs before the game's `Main` and applies anchored text\n  transforms (idempotent — a hand-patched install passes through unchanged) to\n  fresh copies of the stock files, rebuilt at every launch:\n  `Content\\Core\\Shaders\\**` into `ShadowContent\\Core\\Shaders\\` in the mod folder,\n  and `Astronomicals.xml`, `SolSystem.xml` and `SolSystemDense.xml` into\n  `mods\\_RealSharedShadow\\Core\\` (the leading underscore makes KSA's mod loader\n  skip that folder).\n- Harmony prefixes on `KSA.Mod.LoadAssetBundles`/`LoadEditorTagDefinitions`\n  swap the Core mod's `Astronomicals.xml` assets entry for the shadow copy's\n  absolute path, and prefixes on `LoadSystems`/`PrepareSystems` do the same for\n  the Sol system templates. (The generic `XmlLoader.Load<T>` is deliberately left alone:\n  patching a shared generic instantiation hijacks every other `T`.) Cirrus\n  textures are referenced by absolute path into the mod's `assets\\` folder\n  (`Mod.GetPath` is `Path.Combine`, which passes rooted paths through).\n- A Harmony prefix on `RenderCore.ShaderModuleUtils.FromFile` remaps any\n  `Content\\Core\\Shaders\\*` path into the shadow tree. shaderc `#include`s\n  resolve relative to the requesting file, so the whole tree follows.\n\n## Credits\n\nThe shipped textures are derived from these sources: resized into cubemaps, or turned into cloud masks and\nflowmaps by the scripts in this repo.\n\n| Source | By | Shipped files derived from it |\n|---|---|---|\n| Mars cloud map | SpaceEngine | `MarsCirrusMaskVolumetric.dds`, `MarsCirrusMask2D.png` |\n| Saturn texture map | JCP-JohnCarlo | `SaturnDiffuse.ktx2`, `SaturnCloudsMask.dds`, `SaturnFlowmap.dds` |\n| Uranus texture map | Askaniy | `UranusDiffuse.ktx2`, `UranusCloudsMask.dds`, `UranusFlowmap.dds` |\n| Neptune texture map | Askaniy | `NeptuneDiffuse.ktx2`, `NeptuneCloudsMask.dds`, `NeptuneFlowmap.dds` |\n| Titan haze maps | SpaceEngine | `TitanUpperHazeMask*`, `TitanLowerHazeMask*` |\n| Triton cloud map | SpaceEngine | `TritonCloudsMask*` |\n\n`MarsDustPhaseLut.glsl` is computed by `make_mars_phase_lut.py` (Mie scattering), not derived from any\nimage. Jupiter uses the game's own textures.\n\nThe Mars, Titan and Triton masks come from our own SpaceEngine PRO exports, which carry a required credit\nline: *Produced in part with SpaceEngine PRO © Cosmographic Software LLC*. `CREDITS.md` records the origin\nand terms of every shipped file.\n",
            "license": "MIT AND CC-BY-NC-SA-3.0 AND CC-BY-3.0",
            "tags": [
              "visual"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/real-atmospheres.1258/",
              "repository": "https://github.com/Brimfyr/RealAtmospheres",
              "bugtracker": "https://github.com/Brimfyr/RealAtmospheres/issues"
            }
          }
        },
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          "id": "RealAtmospheres",
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          "version": "1.0.1",
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          "release_status": "stable",
          "release_date": "2026-09-20T13:55:44Z",
          "game_min": "2026.9.10.5438",
          "game_min_revision": 5438,
          "download": {
            "url": "https://github.com/Brimfyr/RealAtmospheres/releases/download/v1.0.1/RealAtmospheres-v1.0.1-ksa2026.9.10.5438.zip",
            "sha256": "B1D4F091067841033E7A438FE4E03CCF40E4C661DAA6DC11C128B2863E794E32",
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            "source": "authored"
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          "dependencies": [],
          "changelog": "https://github.com/Brimfyr/RealAtmospheres/releases/tag/v1.0.1",
          "changelog_text": "**Requires:** [StarMap](https://github.com/StarMapLoader/StarMap) 0.4.7 or later\n**Tested on:** KSA v2026.9.10.5438\n\n### Added\n\n- Cloud height on Saturn, Uranus and Neptune follows each planet's map.\n- Mod manager support.\n- `LICENSE` and `CREDITS.md` in the release archive.\n\n### Changed\n\n- Mars cirrus masks rebuilt from our own SpaceEngine PRO export, for licensing. Appearance unchanged.\n- Uranus and Neptune colour maps updated, and their cloud masks and flowmaps rebuilt from them.\n- Volumetric clouds switch to 2D much further out.\n- Four asset files renamed. When upgrading from 1.0.0, delete the old `assets` folder first.\n\n### Fixed\n\n- Uranus's clouds shearing apart up close.\n- Neptune's brightest bands losing detail.\n- Jupiter's lower cloud deck sitting partly below the surface.\n- Jupiter's storms rendering as hard-edged slabs.\n\nInstall with Borea, or follow the [README](https://github.com/Brimfyr/RealAtmospheres#installation).\n\n### Credits\n\n- Saturn map mixed by JCP-JohnCarlo, from work by HellcatF6F, MrSpace43-Celestia, FarGetaNik and Snowfall-The-Cat.\n- Uranus map by Askaniy, [CC BY-NC-SA 3.0](https://creativecommons.org/licenses/by-nc-sa/3.0/). Our modified Uranus map, cloud mask and flowmap are released under the same licence.\n- Neptune map by Askaniy, [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/), modified.\n- Mars cirrus, Titan haze and Triton cloud masks: *Produced in part with SpaceEngine PRO © Cosmographic Software LLC.*\n\nThe code is MIT. Because of the Uranus map, the release as a whole is for non-commercial use. [CREDITS.md](https://github.com/Brimfyr/RealAtmospheres/blob/main/CREDITS.md) gives the source and terms of every shipped file.",
          "listing": {
            "name": "Real Atmospheres",
            "authors": [
              "Brimfyr"
            ],
            "abstract": "Physically derived atmospheres, hazes and cloud layers for Kitten Space Agency's real Solar System",
            "description": "# Real Atmospheres\n\nThe atmosphere realism overhaul for Kitten Space Agency, packaged as a\n[StarMap](https://github.com/StarMapLoader/StarMap) mod. No game files are\nmodified and no admin rights are needed: at launch the mod builds patched\nshadow copies of the relevant Core content in the mods folder and uses Harmony\nto redirect the game's file reads into them. The shadow is rebuilt from the\ncurrent game files at every launch, and if an update changes an XML anchor the\naffected patch is skipped gracefully (stock look until the mod is updated).\nShader patches are more fragile: a game update that reworks the atmosphere\nshaders can stop them compiling, so check the release's tested game build.\n\n## What it changes\n\n### Mars\n\n- **Rayleigh scattering** derived from real composition (95% CO₂ at 6.1 mbar):\n  faint, blue, λ⁻⁴.\n- **Dust as the colour engine**: bhmie-derived Mie coefficients (red-heavy\n  scattering spectrum), 9 km well-mixed scale height — the sky colour now comes\n  from real dust optics, not a painted tint.\n- **Mie-theory dust phase function** (Level 2 of Schneegans et al. 2024): the\n  *exact* per-angle Mie phase function from a bhmie solution for\n  feldspar+hematite Martian dust, baked as a 361-sample lookup table in\n  `AtmosphereFunctions.glsl` (no Henyey–Greenstein approximation) and selected by\n  a sentinel asymmetry value. Produces the physically-exact blue sun halo.\n- **Double-exponential dust density**: a compact, capped dust layer (Schneegans)\n  across all the atmosphere shaders, so the sunset forward-glow is controlled by\n  the real dust vertical profile rather than an artificial limiter — the\n  Curiosity-style blue sunset, tamed but brilliant.\n- **MarsCirrus layer**: high-altitude (22–29 km) water-ice clouds — polar hoods\n  and equatorial wisps, 2D + volumetric, from an 8k source map.\n\n![Mars from orbit](ksa-image:mars-orbit)\n![Mars's north pole](ksa-image:mars-north-pole)\n![Mars's dust scattering](ksa-image:mars-surface-dust)\n![Mars with clouds overhead](ksa-image:mars-clouds)\n![Mars's blue sunset](ksa-image:mars-sunset)\n\n### Venus\n\n- **Composition-true dense CO₂ Rayleigh** (×53 Earth surface density), plus a\n  blue-selective absorber low in the atmosphere that drives a progressively\n  murkier yellow descent to a Venera-matching dark surface — the \"fog\" emerges\n  from real multiple scattering and aerial perspective, no fake fog term. (The\n  famous dark UV markings come from Venus's *real* \"unknown UV absorber\", which\n  actually sits high at the cloud tops — those are carried by the cloud texture,\n  not this low-altitude atmospheric term, which models the sub-cloud murk.)\n\n![Venus from orbit](ksa-image:venus-orbit)\n![Venus's thick fog](ksa-image:venus-surface)\n\n### Jupiter\n\n- **Composition-derived H₂/He Rayleigh** (×0.31 Earth) at the true 25 km scale\n  height — a razor-thin blue limb over the cloud tops, Juno-style.\n- **Cloud decks rescaled to reality**: lower deck −25 to +15 km, main deck from\n  15 km with storm structures 10–96 km tall, densities and raymarching rescaled\n  to preserve opacity and detail. Orbit-transition altitudes rescaled to match.\n\n![Jupiter's clouds](ksa-image:jupiter-low)\n\n### Saturn\n\n- **Above-haze Rayleigh**: a faint λ⁻⁴ blue limb (the deep atmosphere is hidden\n  beneath the high haze), a thin gentle haze layer, and a pale-gold methane\n  chromophore. Physically-derived 52 km scale height (Saturn's low gravity\n  makes it puffy).\n- **Volumetric clouds** (Jupiter-style, stock Saturn had none): 3D banded cloud\n  structure with towers, coverage taken from the planet's own banding and colour\n  sampled from its diffuse map, so the clouds match the surface. How high a column\n  builds follows the map's brightness, bright cloud being fresh ice carried up,\n  so the pale bands stand roughly 37 km above the dark ones.\n- **Higher-resolution surface map** — 2048/face, up from stock 1024.\n\n![Saturn's clouds](ksa-image:saturn-low)\n\n### Uranus & Neptune\n\n- **Methane red-absorber** (in the ozone slot) is the colour engine: moderate\n  for Uranus's pale cyan — its thick photochemical haze mutes it — and stronger\n  for Neptune's deep blue, whose clearer atmosphere lets the colour show. A thin\n  above-haze λ⁻⁴ Rayleigh limb and a gentle haze sit on top.\n- **Volumetric clouds** (Jupiter-style, neither had any in stock): 3D cloud\n  structure with towers, coverage from the planet's banding and colour sampled\n  from its diffuse map. Cloud-top height follows the map's brightness, so\n  Neptune's white wisps ride about 26 km above its dark lanes. Subtler on\n  featureless Uranus, more defined on Neptune.\n- **Higher-resolution surface maps** — 2048/face, up from stock 512.\n\n![Uranus's clouds](ksa-image:uranus-low)\n![Neptune's clouds](ksa-image:neptune-low)\n\n### Titan\n\n- **Stratified haze bands**: the layered upper hazes are modulated into the\n  actual scattering medium (Rayleigh density warped into denser/thinner shells),\n  not painted on — so limb glow, phase and transmittance are all physically\n  correct. A per-pixel limb march gives them organic, broken, undulating,\n  region-varying structure — the horizontal detail the symmetric atmosphere LUT\n  can't hold — and they slowly rotate around Titan's spin axis and reshape over\n  time (sim-linked: pausing freezes them, time-warp speeds them up). Confined to\n  high altitude above the tholin deck, over a smooth thick lower haze, matching\n  Cassini limb imagery closely enough to be hard to tell from a photo.\n- **Detached haze laminae**: two barely-visible stratified layers (290 km and\n  230 km, each 2 km thin — Cassini resolves individual haze layers at km\n  scale), from organic SpaceEngine-generated cloud maps. The subtle broken\n  limb strips that make the real Titan look organic rather than a clean\n  airbrushed ball.\n\n![Titan from orbit](ksa-image:titan-orbit)\n![Titan's terminator](ksa-image:titan-terminator)\n![Titan's hazes](ksa-image:titan-hazes)\n\n### Triton & Pluto\n\n- **Derived N₂ Rayleigh** (Triton: Voyager 1.5 Pa @ 38 K, H = 14.8 km; Pluto:\n  New Horizons 1.0 Pa @ 40 K, H = 19.2 km). Physically honest — and honestly\n  near-invisible at the game's fixed exposure, like the real thing.\n- **Forward-scattering tholin haze** (the visible component of both\n  atmospheres): Pluto's fractal aggregates at g = 0.85 give ~1900× more\n  brightness forward than back — invisible at full phase, then the iconic\n  New Horizons blue ring ignites as you swing behind the planet. Triton's\n  smaller particles (g = 0.55, ~40×) do the same more subtly, matching\n  Voyager's forward-geometry haze detections.\n- **Stratified haze bands**: the New Horizons gravity-wave layers, modulated\n  into the haze density and rendered by a per-pixel march so the forward-\n  scattered crescent shows stacked, broken, drifting layers — hash-salted for\n  irregular spacing, dropped bands and varied widths, and animated (slow\n  rotation + cloud-like formation/dissipation, sim-linked). Triton gets the same\n  treatment on its thinner forward-scattering haze.\n- **Triton's condensate clouds**: patchy N₂-ice wisps at 4–6.5 km.\n\n![Triton from orbit](ksa-image:triton-orbit)\n![Pluto's limb and hazes](ksa-image:pluto-hazes)\n\n## Install\n\nRequires [StarMap](https://github.com/StarMapLoader/StarMap). Each release zip is\nnamed with the KSA build it was tested on (`RealAtmospheres-v<version>-ksa<build>.zip`).\n\n### With a mod manager (easiest)\n\nIn [Borea](https://github.com/KSAModding), install Real Atmospheres from the mod\nlist. It installs the StarMap loader for you, unpacks the mod into the active\ninstance and enables it, so there is nothing to place by hand. Note that a manager\nkeeps the game's user data (mods, `manifest.toml`, `settings.toml`, saves, logs) in\nits own instance folder rather than `Documents\\My Games\\Kitten Space Agency`.\n\n### By hand\n\n1. Install StarMap and run the game once via `StarMap.Loader.exe`.\n2. Extract the zip into `Documents\\My Games\\Kitten Space Agency\\mods\\`, so you\n   end up with `mods\\RealAtmospheres\\RealAtmospheres.dll`. The folder must be\n   named exactly `RealAtmospheres` (KSA uses the folder name as the mod id).\n3. **Enable it.** On the next launch KSA finds the folder and adds it to\n   `Documents\\My Games\\Kitten Space Agency\\manifest.toml`, but always\n   **disabled**. Close the game and change its entry to:\n\n   ```toml\n   [[mods]]\n   id = \"RealAtmospheres\"\n   enabled = true\n   ```\n\n4. Launch through StarMap. The log lists `found mod 'RealAtmospheres'` when it\n   is active. To uninstall, delete the `RealAtmospheres` folder and the\n   `_RealSharedShadow` folder the mod creates next to it; KSA removes the\n   manifest entry itself.\n\n## Building from source\n\n`deploy.ps1` builds the .NET 10 class library and installs it into your mods\nfolder; `package.ps1 [-Version x.y.z] [-GameBuild vYYYY.M.D.NNNN]` builds the\nplayer zip in `dist\\`. Both ship exactly the assets listed in `release-files.txt`\n(everything else in `assets\\` is a converter source or stale output). The csproj only references `StarMap.API.dll` and `0Harmony.dll`\n(set `StarMapDir` to your StarMap folder); all game access is via reflection.\n\n## How it works\n\n- `[StarMapBeforeMain]` runs before the game's `Main` and applies anchored text\n  transforms (idempotent — a hand-patched install passes through unchanged) to\n  fresh copies of the stock files, rebuilt at every launch:\n  `Content\\Core\\Shaders\\**` into `ShadowContent\\Core\\Shaders\\` in the mod folder,\n  and `Astronomicals.xml`, `SolSystem.xml` and `SolSystemDense.xml` into\n  `mods\\_RealSharedShadow\\Core\\` (the leading underscore makes KSA's mod loader\n  skip that folder).\n- Harmony prefixes on `KSA.Mod.LoadAssetBundles`/`LoadEditorTagDefinitions`\n  swap the Core mod's `Astronomicals.xml` assets entry for the shadow copy's\n  absolute path, and prefixes on `LoadSystems`/`PrepareSystems` do the same for\n  the Sol system templates. (The generic `XmlLoader.Load<T>` is deliberately left alone:\n  patching a shared generic instantiation hijacks every other `T`.) Cirrus\n  textures are referenced by absolute path into the mod's `assets\\` folder\n  (`Mod.GetPath` is `Path.Combine`, which passes rooted paths through).\n- A Harmony prefix on `RenderCore.ShaderModuleUtils.FromFile` remaps any\n  `Content\\Core\\Shaders\\*` path into the shadow tree. shaderc `#include`s\n  resolve relative to the requesting file, so the whole tree follows.\n\n## Credits\n\nThe shipped textures are derived from these sources: resized into cubemaps, or turned into cloud masks and\nflowmaps by the scripts in this repo.\n\n| Source | By | Shipped files derived from it |\n|---|---|---|\n| Mars cloud map | SpaceEngine | `MarsCirrusMaskVolumetric.dds`, `MarsCirrusMask2D.png` |\n| Saturn texture map | JCP-JohnCarlo | `SaturnDiffuse.ktx2`, `SaturnCloudsMask.dds`, `SaturnFlowmap.dds` |\n| Uranus texture map | Askaniy | `UranusDiffuse.ktx2`, `UranusCloudsMask.dds`, `UranusFlowmap.dds` |\n| Neptune texture map | Askaniy | `NeptuneDiffuse.ktx2`, `NeptuneCloudsMask.dds`, `NeptuneFlowmap.dds` |\n| Titan haze maps | SpaceEngine | `TitanUpperHazeMask*`, `TitanLowerHazeMask*` |\n| Triton cloud map | SpaceEngine | `TritonCloudsMask*` |\n\n`MarsDustPhaseLut.glsl` is computed by `make_mars_phase_lut.py` (Mie scattering), not derived from any\nimage. Jupiter uses the game's own textures.\n\nThe Mars, Titan and Triton masks come from our own SpaceEngine PRO exports, which carry a required credit\nline: *Produced in part with SpaceEngine PRO © Cosmographic Software LLC*. `CREDITS.md` records the origin\nand terms of every shipped file.\n",
            "license": "MIT AND CC-BY-NC-SA-3.0 AND CC-BY-3.0",
            "tags": [
              "visual"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/real-atmospheres.1258/",
              "repository": "https://github.com/Brimfyr/RealAtmospheres",
              "bugtracker": "https://github.com/Brimfyr/RealAtmospheres/issues"
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    {
      "id": "RealStars",
      "published_at": "2026-09-24T19:54:36Z",
      "updated_at": "2026-09-26T13:44:27Z",
      "authored": {
        "spec_version": 1,
        "id": "RealStars",
        "type": "mod",
        "name": "Real Stars",
        "authors": [
          "Brimfyr"
        ],
        "abstract": "Draws stars, planets and the Sun with their real brightness, colour and position.",
        "description": "# Real Stars\n\nStars, planets and the Sun drawn with their real brightness, colour and position, for Kitten Space Agency. A [StarMap](https://github.com/StarMapLoader/StarMap) mod.\n\nNo game files are modified. At launch the mod builds patched copies of the game's star, planet and Sun shaders and loads those instead. If a game update changes one of those shaders, it is left stock until the mod is updated. Works alongside Real Atmospheres.\n\n## Features\n\n### Stars\n\n- 123,568 stars from the AT-HYG catalogue, to magnitude 9, coloured from their B−V index\n- Brightness from magnitude, drawn with a realistic point spread function\n- Parallax: stars sit at their real distances and shift as you travel\n- Proper motion: stars are placed for the game's date and move on as time passes\n- Twinkling through atmospheres, stronger and more colourful toward the horizon, following simulation time\n\n### Planets\n\n- Brightness from albedo, phase and distance, on the same magnitude scale as the stars\n- Saturn's rings add to its brightness\n- Planets and moons dim in their parent's shadow\n- Twinkling reduced by apparent size\n\n### The Sun\n\n- Drawn as a star at every distance, at its real angular size, shrinking into the 3D sphere up close\n- Sphere at its real size and photosphere colour, with limb darkening\n- Dims as it fills more of the screen\n- Replaces the stock sun sprite and lens flare\n\n### Occlusion and starbursts\n\n- Stars, planets and the Sun fade behind planets, atmospheres and vessels, and the Sun's starburst behind clouds\n- Starbursts modelled on a simulation of the human eye: about a thousand fine needles with coloured fringes, on the Sun, the bright planets and the brightest stars\n- A soft glow around bright sources, the eye's veiling glare, gives the Sun a corona\n- The Sun's starburst comes from the part of the Sun still in view, in the colour of the sunlight reaching you\n- Starbursts fade as their source is covered or leaves the screen\n- The Sun's starburst is drawn over everything else\n- Starbursts follow the game's lens flare setting, and the game's bloom settings no longer bury them\n\n## Screenshots\n\n![Earth and Orion](ksa-image:earth-and-orion)\n![The Sun from the Moon's surface](ksa-image:moon-surface)\n![Sunset from orbit](ksa-image:orbit-sunset)\n\n## Installation\n\nRequires [StarMap](https://github.com/StarMapLoader/StarMap). Each release is named with the KSA build it was tested on.\n\n**With Borea:** install Real Stars from the mod list.\n\n**Manually:**\n\n1. Install StarMap and run the game once through `StarMap.Loader.exe`.\n2. Extract the release into `Documents\\My Games\\Kitten Space Agency\\mods\\`, giving `mods\\RealStars\\RealStars.dll`.\n3. Launch the game once and close it. KSA adds new mods to `manifest.toml` disabled: set this mod's entry to `enabled = true`.\n4. Launch through StarMap.\n\nTo uninstall, delete `mods\\RealStars`.\n\n## Building\n\n`deploy.ps1` builds the mod and installs it into your mods folder. `package.ps1 -Version x.y.z -GameBuild vYYYY.M.D.NNNN` builds a release archive in `dist\\`. Set `StarMapDir` to your StarMap folder. `make_star_binary.py` rebuilds the star catalogue from AT-HYG v3.2 (`athyg_32_reduced_m10.csv.gz`, in `assets`) and the Hipparcos main catalogue (`hip_main.dat`).\n\n## Credits\n\n- Star catalogue built from [AT-HYG](https://www.astronexus.com/projects/at-hyg) v3.2 by David Nash (CC BY-SA 4.0), with positions from the Hipparcos Catalogue (ESA 1997, ESA SP-1200), retrieved from [VizieR](https://vizier.cds.unistra.fr/) (CDS, Strasbourg), catalogue I/239. Most distances and motions in AT-HYG come from ESA's Gaia DR3.\n- Starbursts after T. Ritschel, M. Ihrke, J. R. Frisvad, J. Coppens, K. Myszkowski and H.-P. Seidel, \"Temporal Glare: Real-Time Dynamic Simulation of the Scattering in the Human Eye\", Eurographics 2009.\n\nThe code is MIT; the star catalogue is CC BY-SA 4.0. [CREDITS.md](https://github.com/Brimfyr/RealStars/blob/main/CREDITS.md) gives its sources and terms.\n",
        "license": "MIT AND CC-BY-SA-4.0",
        "tags": [
          "visual"
        ],
        "releases": {
          "github": "Brimfyr/RealStars"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/real-stars.1285/",
          "repository": "https://github.com/Brimfyr/RealStars",
          "bugtracker": "https://github.com/Brimfyr/RealStars/issues"
        },
        "compatibility": {
          "game_min": "2026.9.22.5482"
        },
        "loader": {
          "id": "StarMap",
          "min": "0.4.7"
        },
        "images": {
          "icon": {
            "url": "https://raw.githubusercontent.com/Brimfyr/RealStars/3bf2b568fdf521a28a40f574d263d98ed8fb8f7f/content/icon.png",
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              "url": "https://raw.githubusercontent.com/Brimfyr/RealStars/refs/heads/main/content/orbit-sunset.jpg",
              "sha256": "47d54bd8a94bcc684ca82d6b796da7c3ba2d9b92a9d599d0328a0660705dc123",
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      "releases": [
        {
          "spec_version": 1,
          "id": "RealStars",
          "type": "mod",
          "version": "1.1.0",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-26T13:44:27Z",
          "game_min": "2026.9.22.5482",
          "game_min_revision": 5482,
          "download": {
            "url": "https://github.com/Brimfyr/RealStars/releases/download/v1.1.0/RealStars-v1.1.0-ksa2026.9.22.5482.zip",
            "sha256": "CC78546E1F1872E81F15A876B6B059CBF28DF9AE3B01B7232B6B72BAB4D22EC6",
            "size": 3451251,
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          "install": {
            "root": "RealStars",
            "derived": true
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          "loader": {
            "id": "StarMap",
            "min": "0.4.7",
            "source": "authored"
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          "dependencies": [],
          "changelog": "https://github.com/Brimfyr/RealStars/releases/tag/v1.1.0",
          "changelog_text": "**Requires:** [StarMap](https://github.com/StarMapLoader/StarMap) 0.4.7 or later\n**Tested on:** KSA v2026.9.22.5482\n\n### Added\n\n- Proper motion: stars are placed for the game's date and move on as game time passes.\n- A soft glow around bright sources, the eye's veiling glare, which gives the Sun a corona.\n- The Sun's starburst comes from the part of the Sun still in view, past vessels, planets and the edge of the screen.\n\n### Changed\n\n- Star catalogue of 123,568 AT-HYG v3.2 stars to magnitude 9, with Gaia DR3 distances, replacing the 83,337 Hipparcos stars. The catalogue file is now CC BY-SA 4.0; the code stays MIT.\n- Starbursts rebuilt from a simulation of the human eye (Ritschel et al., 2009): about a thousand fine needles with coloured fringes.\n- One starburst model for every source: needles grow with brightness, and Jupiter, Sirius and the brightest stars now show small starbursts.\n- The game's Threshold Bloom and Global Bloom no longer bury the starbursts or put grey halos around bright stars and planets.\n\n### Fixed\n\n- The Sun's starburst showed through clouds, even from Venus's surface, and stayed white at sunset. It now dims with the clouds and takes the colour of the sunlight reaching you.\n- Stars and planets were dimmed by the atmosphere twice, by most of a magnitude at 10° up.\n- Coloured stars and planets were drawn up to 0.6 magnitudes too faint.\n- Planets' halos and starbursts were drawn too faint.\n- Up close, the Sun's sprite showed around its 3D sphere as a bright ring. It now shrinks into the sphere as the sphere fades in.\n- Switching the stars off in the settings also removed the Sun.\n\nInstall with Borea, or follow the [README](https://github.com/Brimfyr/RealStars#installation).\n\n### Credits\n\n- Star catalogue built from [AT-HYG](https://www.astronexus.com/projects/at-hyg) v3.2 by David Nash (CC BY-SA 4.0), with positions from the Hipparcos Catalogue (ESA 1997, ESA SP-1200), retrieved from [VizieR](https://vizier.cds.unistra.fr/) (CDS, Strasbourg), catalogue I/239. Most distances and motions in AT-HYG come from ESA's Gaia DR3.\n- Starbursts after T. Ritschel, M. Ihrke, J. R. Frisvad, J. Coppens, K. Myszkowski and H.-P. Seidel, \"Temporal Glare: Real-Time Dynamic Simulation of the Scattering in the Human Eye\", Eurographics 2009.\n\nThe code is MIT; the star catalogue is CC BY-SA 4.0. [CREDITS.md](https://github.com/Brimfyr/RealStars/blob/main/CREDITS.md) gives its sources and terms.",
          "listing": {
            "name": "Real Stars",
            "authors": [
              "Brimfyr"
            ],
            "abstract": "Draws stars, planets and the Sun with their real brightness, colour and position.",
            "description": "# Real Stars\n\nStars, planets and the Sun drawn with their real brightness, colour and position, for Kitten Space Agency. A [StarMap](https://github.com/StarMapLoader/StarMap) mod.\n\nNo game files are modified. At launch the mod builds patched copies of the game's star, planet and Sun shaders and loads those instead. If a game update changes one of those shaders, it is left stock until the mod is updated. Works alongside Real Atmospheres.\n\n## Features\n\n### Stars\n\n- 123,568 stars from the AT-HYG catalogue, to magnitude 9, coloured from their B−V index\n- Brightness from magnitude, drawn with a realistic point spread function\n- Parallax: stars sit at their real distances and shift as you travel\n- Proper motion: stars are placed for the game's date and move on as time passes\n- Twinkling through atmospheres, stronger and more colourful toward the horizon, following simulation time\n\n### Planets\n\n- Brightness from albedo, phase and distance, on the same magnitude scale as the stars\n- Saturn's rings add to its brightness\n- Planets and moons dim in their parent's shadow\n- Twinkling reduced by apparent size\n\n### The Sun\n\n- Drawn as a star at every distance, at its real angular size, shrinking into the 3D sphere up close\n- Sphere at its real size and photosphere colour, with limb darkening\n- Dims as it fills more of the screen\n- Replaces the stock sun sprite and lens flare\n\n### Occlusion and starbursts\n\n- Stars, planets and the Sun fade behind planets, atmospheres and vessels, and the Sun's starburst behind clouds\n- Starbursts modelled on a simulation of the human eye: about a thousand fine needles with coloured fringes, on the Sun, the bright planets and the brightest stars\n- A soft glow around bright sources, the eye's veiling glare, gives the Sun a corona\n- The Sun's starburst comes from the part of the Sun still in view, in the colour of the sunlight reaching you\n- Starbursts fade as their source is covered or leaves the screen\n- The Sun's starburst is drawn over everything else\n- Starbursts follow the game's lens flare setting, and the game's bloom settings no longer bury them\n\n## Screenshots\n\n![Earth and Orion](ksa-image:earth-and-orion)\n![The Sun from the Moon's surface](ksa-image:moon-surface)\n![Sunset from orbit](ksa-image:orbit-sunset)\n\n## Installation\n\nRequires [StarMap](https://github.com/StarMapLoader/StarMap). Each release is named with the KSA build it was tested on.\n\n**With Borea:** install Real Stars from the mod list.\n\n**Manually:**\n\n1. Install StarMap and run the game once through `StarMap.Loader.exe`.\n2. Extract the release into `Documents\\My Games\\Kitten Space Agency\\mods\\`, giving `mods\\RealStars\\RealStars.dll`.\n3. Launch the game once and close it. KSA adds new mods to `manifest.toml` disabled: set this mod's entry to `enabled = true`.\n4. Launch through StarMap.\n\nTo uninstall, delete `mods\\RealStars`.\n\n## Building\n\n`deploy.ps1` builds the mod and installs it into your mods folder. `package.ps1 -Version x.y.z -GameBuild vYYYY.M.D.NNNN` builds a release archive in `dist\\`. Set `StarMapDir` to your StarMap folder. `make_star_binary.py` rebuilds the star catalogue from AT-HYG v3.2 (`athyg_32_reduced_m10.csv.gz`, in `assets`) and the Hipparcos main catalogue (`hip_main.dat`).\n\n## Credits\n\n- Star catalogue built from [AT-HYG](https://www.astronexus.com/projects/at-hyg) v3.2 by David Nash (CC BY-SA 4.0), with positions from the Hipparcos Catalogue (ESA 1997, ESA SP-1200), retrieved from [VizieR](https://vizier.cds.unistra.fr/) (CDS, Strasbourg), catalogue I/239. Most distances and motions in AT-HYG come from ESA's Gaia DR3.\n- Starbursts after T. Ritschel, M. Ihrke, J. R. Frisvad, J. Coppens, K. Myszkowski and H.-P. Seidel, \"Temporal Glare: Real-Time Dynamic Simulation of the Scattering in the Human Eye\", Eurographics 2009.\n\nThe code is MIT; the star catalogue is CC BY-SA 4.0. [CREDITS.md](https://github.com/Brimfyr/RealStars/blob/main/CREDITS.md) gives its sources and terms.\n",
            "license": "MIT AND CC-BY-SA-4.0",
            "tags": [
              "visual"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/real-stars.1285/",
              "repository": "https://github.com/Brimfyr/RealStars",
              "bugtracker": "https://github.com/Brimfyr/RealStars/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "RealStars",
          "type": "mod",
          "version": "1.0.0",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-24T19:54:36Z",
          "game_min": "2026.9.22.5482",
          "game_min_revision": 5482,
          "download": {
            "url": "https://github.com/Brimfyr/RealStars/releases/download/v1.0.0/RealStars-v1.0.0-ksa2026.9.22.5482.zip",
            "sha256": "0E2A59D5A77C2E05AF952AD96887D717FF27B43E4F7C14CC2796F16CD70EE538",
            "size": 1405173,
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          },
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          "install": {
            "root": "RealStars",
            "derived": true
          },
          "loader": {
            "id": "StarMap",
            "min": "0.4.7",
            "source": "authored"
          },
          "dependencies": [],
          "changelog": "https://github.com/Brimfyr/RealStars/releases/tag/v1.0.0",
          "changelog_text": "**Requires:** [StarMap](https://github.com/StarMapLoader/StarMap) 0.4.7 or later\n**Tested on:** KSA v2026.9.22.5482\n\n### Added\n\n- Star catalogue of 83,337 Hipparcos stars to magnitude 9, with 3D positions and colours from B−V.\n- Star brightness from magnitude, with a realistic point spread function.\n- Parallax.\n- Twinkling through atmospheres, following simulation time.\n- Planet brightness from albedo, phase, rings and eclipses.\n- The Sun drawn as a star at every distance, blending into the 3D sphere up close.\n- Sun sphere at its real size and photosphere colour, with limb darkening.\n- Sun brightness reduced as it fills the screen, replacing the stock sun sprite and lens flare.\n- Occlusion of stars, planets and the Sun by planets, atmospheres and vessels.\n- Starbursts modelled on the human eye, on the Sun and planets brighter than magnitude −3.\n\nInstall with Borea, or follow the [README](https://github.com/Brimfyr/RealStars#installation).\n\n### Credits\n\n- Star catalogue built from the Hipparcos Catalogue (ESA 1997, ESA SP-1200), retrieved from [VizieR](https://vizier.cds.unistra.fr/) (CDS, Strasbourg), catalogue I/239.\n\nThe code is MIT. [CREDITS.md](https://github.com/Brimfyr/RealStars/blob/main/CREDITS.md) gives the source and terms of the shipped catalogue.",
          "listing": {
            "name": "Real Stars",
            "authors": [
              "Brimfyr"
            ],
            "abstract": "Draws stars, planets and the Sun with their real brightness, colour and position.",
            "description": "# Real Stars\n\nStars, planets and the Sun drawn with their real brightness, colour and position, for Kitten Space Agency. A [StarMap](https://github.com/StarMapLoader/StarMap) mod.\n\nNo game files are modified. At launch the mod builds patched copies of the game's star, planet and Sun shaders and loads those instead. If a game update changes one of those shaders, it is left stock until the mod is updated. Works alongside Real Atmospheres.\n\n## Features\n\n### Stars\n\n- 83,337 stars from the Hipparcos catalogue, to magnitude 9, coloured from their B−V index\n- Brightness from magnitude, drawn with a realistic point spread function\n- Parallax: stars sit at their real distances and shift as you travel\n- Twinkling through atmospheres, stronger and more colourful toward the horizon, following simulation time\n\n### Planets\n\n- Brightness from albedo, phase and distance, on the same magnitude scale as the stars\n- Saturn's rings add to its brightness\n- Planets and moons dim in their parent's shadow\n- Twinkling reduced by apparent size\n\n### The Sun\n\n- Drawn as a star at every distance, at its real angular size, blending into the 3D sphere up close\n- Sphere at its real size and photosphere colour, with limb darkening\n- Dims as it fills more of the screen\n- Replaces the stock sun sprite and lens flare\n\n### Occlusion and starbursts\n\n- Stars, planets and the Sun fade behind planets, atmospheres and vessels\n- Starbursts modelled on the human eye, on the Sun and on planets brighter than magnitude −3\n- Starbursts fade as their source is covered or leaves the screen\n- The Sun's starburst is drawn over everything else\n- Starbursts follow the game's lens flare setting\n\n## Screenshots\n\n![Earth and Orion](ksa-image:earth-and-orion)\n![The Sun from the Moon's surface](ksa-image:moon-surface)\n![Sunset from orbit](ksa-image:orbit-sunset)\n\n## Installation\n\nRequires [StarMap](https://github.com/StarMapLoader/StarMap). Each release is named with the KSA build it was tested on.\n\n**With Borea:** install Real Stars from the mod list.\n\n**Manually:**\n\n1. Install StarMap and run the game once through `StarMap.Loader.exe`.\n2. Extract the release into `Documents\\My Games\\Kitten Space Agency\\mods\\`, giving `mods\\RealStars\\RealStars.dll`.\n3. Launch the game once and close it. KSA adds new mods to `manifest.toml` disabled: set this mod's entry to `enabled = true`.\n4. Launch through StarMap.\n\nTo uninstall, delete `mods\\RealStars`.\n\n## Building\n\n`deploy.ps1` builds the mod and installs it into your mods folder. `package.ps1 -Version x.y.z -GameBuild vYYYY.M.D.NNNN` builds a release archive in `dist\\`. Set `StarMapDir` to your StarMap folder. `make_star_binary.py` rebuilds the star catalogue from the Hipparcos main catalogue (`hip_main.dat`).\n\n## Credits\n\n- Star catalogue built from the Hipparcos Catalogue (ESA 1997, ESA SP-1200), retrieved from [VizieR](https://vizier.cds.unistra.fr/) (CDS, Strasbourg), catalogue I/239.\n\nThe code is MIT. [CREDITS.md](https://github.com/Brimfyr/RealStars/blob/main/CREDITS.md) gives the source and terms of the shipped catalogue.\n",
            "license": "MIT",
            "tags": [
              "visual"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/real-stars.1285/",
              "repository": "https://github.com/Brimfyr/RealStars",
              "bugtracker": "https://github.com/Brimfyr/RealStars/issues"
            }
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    {
      "id": "ShaderExtensions",
      "published_at": "2026-09-21T19:50:23Z",
      "updated_at": "2026-09-22T17:58:57Z",
      "authored": {
        "spec_version": 1,
        "id": "ShaderExtensions",
        "type": "mod",
        "name": "ShaderExtensions",
        "authors": [
          "AMPW"
        ],
        "abstract": "Post Processing Shaders and uniform buffers for KSA",
        "description": "# ShaderExtensions\n\nPost Processing Shaders and uniform buffers for KSA\n\nThis mod adds nothing on its own but provides an easy way to add post processing shaders.\nPlease visit the repo if you want to know more.\n",
        "license": "MIT",
        "tags": [
          "library"
        ],
        "releases": {
          "github": "AMPW-german/ShaderExtensions",
          "spacedock": 4164,
          "authority": "github"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/shaderextensions-v0-2-0-post-processing-shaders.811/",
          "repository": "https://github.com/AMPW-german/ShaderExtensions",
          "spacedock": "https://spacedock.info/mod/4164/ShaderExtensions",
          "bugtracker": "https://github.com/AMPW-german/ShaderExtensions/issues"
        },
        "compatibility": {
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        "dependencies": [
          {
            "id": "KittenExtensionsContinued",
            "kind": "required",
            "min": "0.5.2"
          }
        ],
        "loader": {
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          "min": "0.4.7"
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      },
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          "release_date": "2026-09-22T17:58:57Z",
          "game_min": "2026.9.10.5438",
          "game_min_revision": 5438,
          "download": {
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            {
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              "kind": "required",
              "min": "0.5.2",
              "source": "authored"
            }
          ],
          "changelog": "https://github.com/AMPW-german/ShaderExtensions/releases/tag/v1.0.4",
          "changelog_text": "Built for KSA version 2026.9.10.5438\n\n## What's Changed\n* change to KXC by @AMPW-german in https://github.com/AMPW-german/ShaderExtensions/pull/13\n\n\n**Full Changelog**: https://github.com/AMPW-german/ShaderExtensions/compare/v1.0.3...v1.0.4",
          "listing": {
            "name": "ShaderExtensions",
            "authors": [
              "AMPW"
            ],
            "abstract": "Post Processing Shaders and uniform buffers for KSA",
            "description": "# ShaderExtensions\n\nPost Processing Shaders and uniform buffers for KSA\n\nThis mod adds nothing on its own but provides an easy way to add post processing shaders.\nPlease visit the repo if you want to know more.\n",
            "license": "MIT",
            "tags": [
              "library"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/shaderextensions-v0-2-0-post-processing-shaders.811/",
              "repository": "https://github.com/AMPW-german/ShaderExtensions",
              "spacedock": "https://spacedock.info/mod/4164/ShaderExtensions",
              "bugtracker": "https://github.com/AMPW-german/ShaderExtensions/issues"
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          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-21T19:50:23Z",
          "game_min": "2026.9.10.5438",
          "game_min_revision": 5438,
          "download": {
            "url": "https://github.com/AMPW-german/ShaderExtensions/releases/download/v1.0.3/ShaderExtensions-v1.0.3.zip",
            "sha256": "BB308054B3A2472C5697405576F5A547AD3EBC1C0B39CF33ED49BBF2B6964D2A",
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          "dependencies": [
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              "kind": "required",
              "min": "0.5.0",
              "source": "authored"
            }
          ],
          "changelog": "https://github.com/AMPW-german/ShaderExtensions/releases/tag/v1.0.3",
          "changelog_text": "Built for KSA version 2026.9.10.5438\n\n## What's Changed\n* Fix and standarize ci/cd setup by @AMPW-german in https://github.com/AMPW-german/ShaderExtensions/pull/12\n\n\n**Full Changelog**: https://github.com/AMPW-german/ShaderExtensions/compare/v1.0.2...v1.0.3",
          "listing": {
            "name": "ShaderExtensions",
            "authors": [
              "AMPW"
            ],
            "abstract": "Post Processing Shaders and uniform buffers for KSA",
            "description": "# ShaderExtensions\n\nPost Processing Shaders and uniform buffers for KSA\n\nThis mod adds nothing on its own but provides an easy way to add post processing shaders.\nPlease visit the repo if you want to know more.\n",
            "license": "MIT",
            "tags": [
              "library"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/shaderextensions-v0-2-0-post-processing-shaders.811/",
              "repository": "https://github.com/AMPW-german/ShaderExtensions",
              "spacedock": "https://spacedock.info/mod/4164/ShaderExtensions",
              "bugtracker": "https://github.com/AMPW-german/ShaderExtensions/issues"
            }
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    {
      "id": "StarMap",
      "published_at": "2026-08-02T16:47:50Z",
      "updated_at": "2026-09-15T20:08:48Z",
      "authored": {
        "spec_version": 1,
        "id": "StarMap",
        "type": "mod-loader",
        "name": "StarMap",
        "authors": [
          "KlaasWhite"
        ],
        "abstract": "Mod loader that runs code mods for Kitten Space Agency.",
        "description": "A prototype arbitrary code modloader for Kitten Space Agency.\nIt can run with that functionality in the background, or as a dumb loader that only loads mods.\n\nIt uses Assembly Load Contexts so each mod's dependencies are managed separately, which reduces conflicts.\n\nMods go in `Documents/My Games/Kitten Space Agency/mods/<ModName>/`, which is recommended because it survives game updates, or in `<KSA Installation>/Content/<ModName>/`.\nStarMap uses the game's own manifest system to discover mods in both locations.\n\nYou run `StarMap.exe` rather than the game. The first run fails and writes a `StarMapConfig.json` next to it, where `GameLocation` points at the folder Kitten Space Agency was installed in.\n",
        "license": "MIT",
        "tags": [
          "library"
        ],
        "releases": {
          "github": "StarMapLoader/StarMap"
        },
        "links": {
          "forums": "https://forums.ahwoo.com/threads/starmap-mod-loader.384/",
          "repository": "https://github.com/StarMapLoader/StarMap",
          "bugtracker": "https://github.com/StarMapLoader/StarMap/issues"
        },
        "compatibility": {
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        },
        "install": {
          "target": "standalone",
          "uninstall": [
            "Delete the StarMap directory. The game runs unmodded again with no further cleanup."
          ]
        },
        "provides": {
          "launch": "StarMap.exe",
          "content-dir": "mods",
          "configure": {
            "file": "StarMapConfig.json",
            "format": "json",
            "game-path": "GameLocation"
          },
          "instance": {
            "flag": "-InstancePath",
            "variable": "STARMAP_INSTANCE_PATH"
          },
          "platform": {
            "linux": {
              "runtime": "dotnet",
              "launch": "StarMap.dll"
            },
            "macos": {
              "runtime": "dotnet",
              "launch": "StarMap.dll"
            }
          }
        }
      },
      "releases": [
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          "id": "StarMap",
          "type": "mod-loader",
          "version": "0.4.7",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-09-15T20:08:48Z",
          "game_min": "2026.8.3.5117",
          "game_min_revision": 5117,
          "download": {
            "url": "https://github.com/StarMapLoader/StarMap/releases/download/0.4.7/StarMap-0.4.7.zip",
            "sha256": "0D18FCA5C7080755E163CCAC95CA6068BDF3BB0B08C98DCA7433F5C992B1D330",
            "size": 891339,
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          },
          "install_size": 2550668,
          "install": {
            "derived": true,
            "target": "standalone"
          },
          "dependencies": [],
          "changelog": "https://github.com/StarMapLoader/StarMap/releases/tag/0.4.7",
          "changelog_text": "Automated release for version 0.4.7\nTriggered by PR #87",
          "listing": {
            "name": "StarMap",
            "authors": [
              "KlaasWhite"
            ],
            "abstract": "Mod loader that runs code mods for Kitten Space Agency.",
            "description": "A prototype arbitrary code modloader for Kitten Space Agency.\nIt can run with that functionality in the background, or as a dumb loader that only loads mods.\n\nIt uses Assembly Load Contexts so each mod's dependencies are managed separately, which reduces conflicts.\n\nMods go in `Documents/My Games/Kitten Space Agency/mods/<ModName>/`, which is recommended because it survives game updates, or in `<KSA Installation>/Content/<ModName>/`.\nStarMap uses the game's own manifest system to discover mods in both locations.\n\nYou run `StarMap.exe` rather than the game. The first run fails and writes a `StarMapConfig.json` next to it, where `GameLocation` points at the folder Kitten Space Agency was installed in.\n",
            "license": "MIT",
            "tags": [
              "library"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/threads/starmap-mod-loader.384/",
              "repository": "https://github.com/StarMapLoader/StarMap",
              "bugtracker": "https://github.com/StarMapLoader/StarMap/issues"
            }
          }
        },
        {
          "spec_version": 1,
          "id": "StarMap",
          "type": "mod-loader",
          "version": "0.4.6",
          "version_scheme": "semver",
          "release_status": "stable",
          "release_date": "2026-08-02T16:47:50Z",
          "game_min": "2026.8.3.5117",
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        "description": "unscience lets you do *things* to KSA\n\n![thug-life](ksa-image:thug-life_01)\n\n![garrys-torch](ksa-image:garrys-torch_01)\n\n![zippo](ksa-image:zippo_01)\n\n![godzilla1](ksa-image:godzilla_01)\n\n![godzilla2](ksa-image:godzilla_02)\n\n![free-fallin](ksa-image:free-fallin_01)",
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            "description": "unscience lets you do *things* to KSA\n\n![thug-life](ksa-image:thug-life_01)\n\n![thug-life](ksa-image:garrys-torch_01)\n\n![thug-life](ksa-image:zippo_01)\n\n![thug-life](ksa-image:godzilla_01)\n\n![thug-life](ksa-image:godzilla_02)\n\n![thug-life](ksa-image:free-fallin_01)",
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            "tags": [
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            "links": {
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        },
        {
          "authored": {
            "spec_version": 1,
            "id": "beiks-flight-planning-essentials-pack",
            "type": "modpack",
            "name": "Flight Planning Essentials",
            "authors": [
              "Beik"
            ],
            "version": "1.0.0",
            "released_at": "2026-09-23T20:00:00Z",
            "abstract": "This is a small pack of three mods for mission planning: one for looking up bodies in the solar system, one for delta-v budgets and transfer windows, and one for executing maneuvers.",
            "description": "Included mods:\n\nCompendium v0.9.13 by nanonestor\nAdds a window, toggled through ModMenu, that lists the bodies in the loaded solar system.\n\n* Bodies are grouped by category, with moons listed under their parent body\n* Orbit lines can be toggled for a single body, a group or a whole category\n* Each body has a page of stats\n\nForum: https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/compendium.647/\nSpaceDock: https://spacedock.info/mod/4074/Compendium\n(MIT license)\n\n\nDeltaVMap v1.2.6 by Maxi\nAn interactive delta-v subway map and transfer-window planner. The map is built from the loaded solar system, so it works with stock and modded systems without setup.\n\n* The map is centered on your current body, and transfers use Hohmann calculations\n* Route planning shows the delta-v for each leg and compares the total with your vehicle's delta-v\n* Transfer windows show the optimal phase angle, the current phase and time to the next window\n* Open it from View → Delta-V Map in flight, or from its tab in the editor\n\nForum: https://forums.ahwoo.com/threads/deltavmap.978/\nSpaceDock: https://spacedock.info/mod/4294/DeltaVMap\n(MIT license)\n\n\nAdvanced Flight Computer v0.8.0 by Maxi\nManeuver planning, burn execution and closed-loop guidance.\n\n* Quick tools for common maneuvers, plus flyby targeting (hyperbolic orbits supported)\n* Burns can be split across multiple passes, or run on RCS only\n* Automatic staging, including spent boosters\n* Powered guidance for ascent, boostback and landing\n\nForum: https://forums.ahwoo.com/threads/advanced-flight-computer.783/\nSpaceDock: https://spacedock.info/mod/4253/AdvancedFlightComputer\n(MIT license)\n\n\nRequirements\n* KSA 2026.9.10.5438 or newer\n* StarMap loader 0.4.6 or newer\n* Recommended: ModMenu\n* Optional: KittenExtensions (enables some AFC features)\n\nInstallation\n1. Open Borea Mod Manager\n2. Find Flight Planning Essentials under Mod Packs\n3. Install. Borea installs the three mods and their dependencies.\n\nCredits and support All credit goes to the mod authors. Report bugs in a mod on its own tracker, and problems with the pack in this thread.\n",
            "license": "MIT",
            "tags": [
              "user-interface"
            ],
            "links": {
              "forums": "https://forums.ahwoo.com/forums/kitten-space-agency/mod-releases/flight-planning-essentials.1281/",
              "repository": "https://github.com/renancamm/ksa-beiks-flight-planning-essentials-pack/"
            },
            "compatibility": {
              "game_min": "2026.9.10.5438"
            },
            "images": {
              "icon": {
                "url": "https://raw.githubusercontent.com/renancamm/ksa-beiks-skycharts-modpack/refs/heads/main/listing/pack-icon.jpg",
                "sha256": "bf6a99215b07588315ed80dbaca70910f6876a86e82d9f1297f8c2f6a1b05a5e",
                "width": 500,
                "height": 500,
                "size": 202704
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            },
            "mods": [
              {
                "id": "DeltaVMap",
                "version": "1.2.6"
              },
              {
                "id": "AdvancedFlightComputer",
                "version": "0.8.0"
              },
              {
                "id": "Compendium",
                "version": "0.9.13"
              }
            ]
          }
        }
      ]
    }
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        "meaning": "New parts, engines and vehicles built from them.",
        "forum_prefix": "Parts"
      },
      {
        "tag": "celestial",
        "name": "Celestial",
        "meaning": "Changes to the star system: new or changed bodies, orbits or whole systems.",
        "forum_prefix": "Celestial"
      },
      {
        "tag": "gameplay",
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        "forum_prefix": "Gameplay"
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      {
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        "forum_prefix": "User Interface"
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        "forum_prefix": "Visual"
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        "tag": "audio",
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        "forum_prefix": "Audio"
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      {
        "tag": "tools",
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        "forum_prefix": "Tools"
      },
      {
        "tag": "library",
        "name": "Library",
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  }
}
