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Getting started with plugin development for 1.1


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Is there a post some where on how to get started with plugin development in 1.1?  I'll update this page once I get the info:

http://wiki.kerbalspaceprogram.com/wiki/Setting_up_Visual_Studio

For example, what version of .NET do we want, 3.5 or 4.x?

Which dlls do I add as resources?  From KSP_Data/Managed or KSP_x64_Data/Managed ?  Visual Studio says it can't find the 'Vector3d' class, has that been renamed or moved?

How do I find the new GUI classes?  Is there a rough mapping from old classes to new ones, to help me update my mod?

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The only change for setup is that you probably want to add "KSPUtil" to the references (ConfigNode, Vector3d, etc.). .NET version is the same, PartModules are the same, etc, etc.

Most UI related classes are now in the namespace KSP.UI.Screens (and child namespaces of...)

KSP_Data or KSP_64_Data doesn't matter (they're duplicated on windows, but other OS's only have one set and use symlinks for the other from what I've heard so they're identical)

Edited by Crzyrndm
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38 minutes ago, Crzyrndm said:

The only change for setup is that you probably want to add "KSPUtil" to the references (ConfigNode, Vector3d, etc.). .NET version is the same, PartModules are the same, etc, etc.

Most UI related classes are now in the namespace KSP.UI.Screens

KSP_Data or KSP_64_Data doesn't matter (they're duplicated on windows, but other OS's only have one set and use symlinks for the other from what I've heard so they're identical)

Thanks!  I added KSPUtil.dll to my references and now my simple plugin is up and running again!  I updated the "Setting Up Visual Studio" wiki.

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