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Making a personal mod - .dll question


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Hi.

I'm making a reactor mod for personal use only. I can handle the .cgf file part, but the .dll is a complete mystery.

The original mod is Near Future Electrical. Due to interactions with KSP Interstellar and the whole Waste Heat, Ec/s, KW, MW and MJ resource messes that result, their performance rapidly degrades in orbit. Their temperatures always rise despite an abundance of radiators, and with it, they have a performance drop not predicted by the Thermal Manager toolbar in the VAB.

Plus, the Near Future Engines use Ec/s, the reactors generate KW and the radiators remove MW.

My idea was to create a folder that contained reactors that:

-Had the Near Future Electrical models (resized, or I resize and reskin stock models, I'm not sure for now)

-Used the .cfg file parameters of the stock RTG

It was simple and clearcut work, until I realized I had to deal with the 'plugin' folder, and it contained a file called 'NearFutureElectrical.dll', that my trusty Notepad++ could not read.

What should I do?

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If you're using only the stock RTG modules, you can remove the .dll

If you're using one of Nertea's custom modules, you leave the .dll somewhere in GameData (only need one copy)

The .dll provides the game with information on how the capacitor/generator/reactor modules should function.

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If you're using only the stock RTG modules, you can remove the .dll

If you're using one of Nertea's custom modules, you leave the .dll somewhere in GameData (only need one copy)

The .dll provides the game with information on how the capacitor/generator/reactor modules should function.

Yes, I found out through empirical testing.

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