Bit of a long shot here but what chance would there be of including a compiler into KSP itself? Distribute plugins as sourcecode and have KSP compile them the first time they are run? Then again I dare say that implementing that would be more effort than sandboxing the the plugin system so filesystem access for the plugins would be limited to a directory inside the KSP directory structure and limit plugin\'s ability to access external API calls. (Not all of them tho. I want API access to the Windows Joystick routines to bypass Unity\'s not-fit-for-purpose excuse for joystick handling) Anyhoow, while I\'m typing I might as well ask a few questions of my own: 1: How is input in KSP handled? I\'m guessing that the user input and the input fed to the rocket are separate things and that KSP does some kind of stuff in-between. I suppose a way to describe what I am asking is does KSP have some sort of virtual joystick (ie the one inside the command pod) that is controlled based on user input? Can I write code that can alter the input handling behaviour? 2: How is code actually executed in game? Not counting initialisation and clean-up code how does the \'meat\' run? Is there a function in the plugin that can be called once per physics frame or similar? Is the plugin code run paralel to the game (multithreaded) or sequentially? (eg, a badly coded plugin in a endless loop freezing the game) 3: Documentation? I have been watching the forums like a hawk for ages now and in the absence of any documentiaiton of the game\'s APIs how comes we already have people writing plugins with new parts with new fuel types and GUIs and autopilots. Unless I am going blind, or senile, or both! Anyhoow, once I have given myself a crash course on C# I plan on making my contribution to KSP, a command pod with a (near) fully functional 6502 based computer built into it. Code your software in 6502 asm, for C use CC65 or load in a EhBASIC image to code like its the 80s 8)