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Where can I get started modding?


Durtle02

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When you say "modding enviroment" do you mean a modded KSP client, a plugin development environment (changing the way the game works), a unity modeling environment (parts and more)?

For the first one, what @tater said.

For the second (and third) you can go there too, but this is more specific:

Second one:

http://forum.kerbalspaceprogram.com/index.php?/forum/29-plugin-development-help-and-support/

Third one:

http://forum.kerbalspaceprogram.com/index.php?/forum/15-modelling-and-texturing-discussion/

Edited by Alshain
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I don't disagree with the two post above but I'd like to add something.

Since the KSP simulation is where code and modeling comes together with physics, it helps to first understand the interplay between all of them. A lot can be gained by making a copy of a stock part, give it an unique identity and just start playing with config values. Personally, I suggest you start there. If you have questions, drop me a line. I've made multiple mods myself and while I'm not a coder or a good modeler, I often configure standard modules to do what I want (for example, I've made electronic building blocks out of the engine and resource harvester modules).

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