Kessler Systems Armory: weapon systems for Kitten Space Agency. Sensors, fire control,
guided and unguided rounds, and the parts to mount them on.
Two systems ship with it. A Pantsir-S1, a buildable 8×8 vehicle that finds what is flying at
your space centre and shoots it down: twelve missiles in two pods of six, twin 30 mm autocannon
for anything that gets close, a spinning search radar, a tracking array, and an electro-optical
head you can watch the engagement through. And a LAU-7 rail carrying one AIM-9J, which
surface-attaches to anything you build and shoots wherever you point the mouse.
The machinery is kept separate from any particular weapon, so a new one is a registry entry plus
its art rather than new code.
What it does
- Finds targets on its own. A search radar with an adjustable range and cone, lock-on dwell,
and manual designation when you want to pick the target yourself.
- Understands what is actually a threat. Targets are ranked by where they will pass, not by
whether they are pointing at you, so something crossing your site gets engaged instead of being
ignored until it is too late.
- Leads the target. Missiles fly proportional navigation, so they aim where the target is
going. The cannon solve their own ballistic lead. Neither chases.
- Proximity fuses that detonate at the right moment rather than at the nearest frame, so fast
crossers do not slip through the trigger radius between updates.
- Shoot at a place, not just a craft. Point at the ground and click, and a round is sent
there. No lock, no contact, nothing the radar has to agree is a target first.
- The turret really moves. The ring traverses, the pods elevate, the search array spins, and
the launcher will not fire until it is laid, so no round leaves a tube that is still swinging.
- Tells you why it is holding fire. Safe, no lock, drives still settling, target too close,
the cannon has the bearing. The panel names the reason instead of sitting there silently.
Running more than one
Every launcher in the world runs as its own site, with its own arming, its own targets and its own
IFF. Put batteries around a space centre and give them different teams; they will engage
independently, and the panel lists them all with brackets on screen showing range and whether the
planet is in the way.
Settings are kept inside your save, so a site you armed is still armed when you load it, and
deleting a save takes its settings with it.
Also in the box
- An operator's panel with arm, auto-engage, weapon selection, turret modes, mouse aim, and live
tuning of sensor, guidance and warhead numbers
- A chase camera that rides behind a round and holds on the burst
- A gunner's sight through the optical head
- Warhead effects, with the fireball sized from the round's actual explosive charge
- Timed airburst for the cannon, so shells burst at the target rather than flying past it
- Test targets you can fly at yourself, and tools to pick craft up and place them elsewhere
- Bug reports and feedback from inside the game. The mod reaches the network exactly once,
and only because you clicked Send. No version ping, no update check, no usage count.
Installing
You need StarMap, the community mod loader. KSA has no official code-modding API, so nothing
here runs without it.
- Unzip into your KSA user directory's
mods/ folder, so you end up with
mods/KSArmory/KSArmory.dll and friends.
- Register
KSArmory in that directory's manifest.toml.
- Launch through StarMap, build the Pantsir-S1 in the editor, and open the KSArmory
panel. The Pantsir is surface-attachable and its own command source, so a craft consisting of
nothing else will launch.
| Platform |
KSA user directory |
| Windows |
Documents\My Games\Kitten Space Agency\ |
| Linux |
commonly ~/.local/share/Kitten Space Agency/, the folder with manifest.toml and Logs/ |
| Proton / Wine |
inside the prefix, under drive_c/users/steamuser/Documents/My Games/... |
Unzip rather than retyping the file names. On Linux the case matters, and a mismatch fails
silently on one platform while working on the other.
One archive covers Windows and Linux, because the mod is a portable .NET assembly with no native
code.
Worth knowing
- Built against KSA 2026.8.5.5168. KSA is pre-release and its internals move between builds,
so a newer game may need a newer mod.
- Rounds are simulated by the mod rather than being physics vehicles. That buys sub-frame accuracy
and means they cannot corrupt a save. It also means they do not collide with terrain, only with
the target they were sent at.
- Kills are all-or-nothing, because the game exposes no partial-damage model.
- Timewarp is held down while rounds are in the air and given back when they land. Past about 19×
a round cannot be simulated faithfully, so the world is slowed rather than the round being lied
to. This can be switched off.
- The radar hides what the planet hides, but against the body's mean sphere, so a craft behind a
ridge is still seen and the limb is geometric rather than the real skyline.
Bug reports and suggestions are welcome on
GitHub, or from the panel itself. If something
misbehaves, tick Verbose log and attach Logs/KSArmory.log, which the mod writes itself.