Kerbal Attachment System (KAS)
This mod is another extension to the EVA duty of the kerbonauts. Now they can link different vessels together. Why linking? Well, how about transferring resources without docking? Or maybe two vessels need to stay together while not docked. Even more, this mod has active parts that can work as winches!
A great variety of links is supported:
- Rigid. It's basically a simple strut, but kerbals can set it up or remove being EVA. Bring some of these things on your Mun base and reinforce the structure!
- Rigid unlocked. It's still the same strut, but the joints are unlocked. It allows the vessels to move, while not getting too close or too far to/from each other.
- Active rigid. Do you need to tow a vessel? If yes, then you need a tow bar. Only in KAS you can find advanced models of tow bars that can assist steering. Greater towing speed means more fun!
- Flexible. It's an elastic cable that can stretch at some extent while still forcing the vessel to stay together.
- Active flexible. It's still a cable, but now its distance can be changed either via an EVA kerbal, or via a remote control GUI. Basically, it's an electric winch.
- Resource transfer. Zero structure force in exchange to an ability to have some free length. Link the vessels up to the maximum distance and move the resources via a convenient GUI (a way more convenient than the stock one!).
Almost any type allows remotely docking the vessels. Once docked, the vessels become a single base where the stock game functionality can work.
Demo media
- VIDEO: Active tow bar usage (TB-60 part).
- VIDEO: Winch demonstration (W-1 part).
- VIDEO: Refueling a vessel (RTS-1 part).
- VIDEO: Big movie of making Minmus station using the older version of KAS.
- IMAGES: KAS showroom.
* The videos above were created using the pre-release versions of KAS. Real appearance can differ.
Languages supported
Русский
Italiano
Español
Português
Français
Support
You can support this and the other of my mods on Patreon. This is where I post my ideas, prototypes and the features development progress.
Other useful mods for EVA
If you want doing EVA comfortably, you really should consider adding these mods as well:
- Kerbal Inventory System (KIS). Now you can build and upgrade vessels in EVA!
- Easy Vessel Switch (EVS). No more guessing how to switch to "that vessel" - simply point and click!
- Surface Mounted Lights. Too dark for EVA on the other side of the moon? Problem solved with these ambient lights!
How to install
- Recommended:
- Install and run CKAN.
- Search for "Kerbal Attachment System" or just "KAS", then install the mod.
- Occasionally run CKAN client to update KAS (and other mods) to the latest version.
- If you follow this path, then all the KAS dependencies will be updated automatically. It may save you a lot of time during the update.
- Manual:
- Download the ZIP archive:
- From CurseForge.
- From Spacedock.
- From GitHub.
- If you have an older version of the mod in your game, you must delete all the old files first! Do not just copy over, this will likely result in compatibility issues.
- Unzip the release archive into the game's
GameData
folder.- Note, that names of the folders must be exactly like in the archive or the mod won't work.
- The release archive contains the minimum versions of the required dependencies:
ModuleManager
andCommunityCatgeoryKit
. If your game has better versions, do not overwrite!
- Verify the installation: the mod's
LICENSE.md
file must be located at<game root>/GameData/KAS/LICENSE.md
.
- Download the ZIP archive:
Forum
Ask questions and propose suggestions on the forum.
Mod works fine, but I'm having problems with my bases being wonky after timewarp and opening saves. I have a munbase that i've set up and connected all the modules with KAS, but when I load the save some thing will load in a different plain than on the surface and will bounce or move slightly, leading to some modules shooting into the air or otherwise "jumping." It seems to "fix" itself when I disconnect and reattach some hoses, but it will go right back to being weird after loading a save or exiting the game. Any way to fix this?
Alas, there is no way to fix it. This is simply how KSP works. A rule of thumb: use docked mode for the rigid connections ,and use RTS for anything else. This way you may get a more stable setup.
there is no wrench or drill
mod doesnt work for 1.12 dont download it
i cant get the pipes to connect ive right clicked the joint sockets but i dont get anything other than focus camera. Ive tried using them when placed in the SPH and when placed on the runway, with full and empty tanks and i cant get it to work.
In reply to sky2playz:
nevermind i think i figured it out
Languages supported
English isn't supported. Lmao
Could you please show an example? The best way to do it is to file a bug on the Github. Alternatively, you can post it on the forum.
In reply to ihsoft:
it was a joke as you didn't mention English as a supported language. Lmao.
Thank You :]
Does this mod have any mods that it depends on like Kerbal Inventory System?
When I right click on JS-1 joint socket, nothing appears to allow me to connect it to another one. Please help.
I'm trying to place Ground Bases on the surface of minimus. When I click the pylon disappears from my inventory, but the ghost remains moving with my mouse on the surface, and then when I "cancel" the ghost disappears, no pylon is placed, and I'm left without it in my inventory.
It should be fixed in 1.26.
Couldn't download this mod together with KIS.
If i downloaded this one after KIS, KIS got deleted. I think my whole gamedata map got deleted actually.
Can't reconfirm because i downloaded KAS from curseforge now.
Can I un-attach my attachments?
Anyone else having trouble locating the harpoon and magent attachment?
https://github.com/ihsoft/KAS/wiki/Legacy-parts-destiny
Any chance this will be updated soon to work on KSP v1.9.1? I only learned that my Terrier engine doesn't recharge my battery while coming back from the Mun with six passengers, so my ship without solar panels is stuck until I can attach some cables or carry over and install one (KIS mod is also not yet updated).
Hey, I've been having an odd problem with the latest version, V1.5.
I set up a base on Minmus, and wanted to string together a series of outdoor lights (don't judge me) using the JS1 fuel port thingies, but I can't seem to get them to work. Whenever I right-click on them, no menu opens - almost as if it is a structural piece like an I-beam. There's just nothing there.
I'm playing in sandbox mode, have tried using tools and using kerbals with different jobs.
Here's a photo of what my Gamedata folder (a.k.a. a mess) looks like:
https://www.dropbox.com/s/uds6g2jh76520ff/Schermopname (39).png?dl=0.png?dl=0)
Note that I am playing on version 1.8.1.2694 rather than 1.8, and it may be the patch that is making the mod not function. Thing is, everything from KIS (as well as the EVA assembly from KAS) works fine.
EDIT: I just realised there is a resource transfer station I had not noticed. I'm guessing it is now where you get your pipe links from.