Difference between revisions of "Plugins"

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Starting with KSP 0.14, the game supports custom part behaviors called [[Modules]].  Defining custom behaviors allows you to create totally new kinds of parts, such as flight control computers, new types of fuel supply chains, etc.  You can then add these to the game in the form of plugins.  These DLLs can be loaded on any platform that can run KSP.   
 
Starting with KSP 0.14, the game supports custom part behaviors called [[Modules]].  Defining custom behaviors allows you to create totally new kinds of parts, such as flight control computers, new types of fuel supply chains, etc.  You can then add these to the game in the form of plugins.  These DLLs can be loaded on any platform that can run KSP.   
  
'''DO NOT POST YOUR PART PLUGINS ANYWHERE UNTIL SQUAD COMPLETES THE POSTING GUIDELINES'''
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'''READ THE [http://kerbalspaceprogram.com/forum/index.php?topic=8088.0 POSTING GUIDELINES] BEFORE PUBLISHING YOUR PLUGIN'''
  
 
== Using Part Module Plugins ==
 
== Using Part Module Plugins ==

Revision as of 21:21, 7 March 2012

Starting with KSP 0.14, the game supports custom part behaviors called Modules. Defining custom behaviors allows you to create totally new kinds of parts, such as flight control computers, new types of fuel supply chains, etc. You can then add these to the game in the form of plugins. These DLLs can be loaded on any platform that can run KSP.

READ THE POSTING GUIDELINES BEFORE PUBLISHING YOUR PLUGIN

Using Part Module Plugins

To use a Part Module Plugin, just drop the DLL into KSP/Plugins. If the folder doesn't exist, you can create it.

Creating Part Modules

First, decide which IDE you will use. Visual Studio or the associated Express Edition works the best on Windows. The others also work on additional platforms, like Mac or Linux.

Now, you can get started.