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I want to start KSP modding, but I have a fiew questions


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Hi everyone !

Since a few days I'm thinking about creating a planets/systems pack for KSP. It would recreate a Kerbalized version of a lot of knowned exoplanet (such as HD 189733B, J1407B, or Gliese 436B) and their stars, and maybe even a blackhole or a pulsar (probably not). So of course I went to Goo- I asked ChatGPT. From what I found on Google and what Lil AI said, it's pretty hard, I would need to learn C#, install and learn basics of Unity Engine, and make my mod, right ?

But now I have some questions !

Do you have any good tutorials of how I can make this ? If not, any good way to learn ?
Should I make it for KSP 1 or 2 ? Answered. I'll make it on KSP 1 for now.
Ideas of which simple planets I could start with ? (must be real)
Ideas for the mod name ?
New question : Which IDE should I use ? PyCharm , VS Code, Rider, another one ?

If I've made any mistake or I said something wrong, you can tell me, feedbacks are welcome !

Edited by GlaceAuPlutonium
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For question 2:

If you're just starting, I'd recommend starting with KSP 1, for sure. The whole modding ecosystem is way more mature and stable and there are tons more resources about it. KSP 2 modding just started over a week ago and things change almost every day, new tools get made, processes change, and there's a lot we still don't know how to do.

Also, chances are, if you managed to make a planet pack for KSP 2 which nobody has gotten even close to at this point, it's very likely it would break very soon with game updates, while KSP 1 is basically finished and only has small bugfix updates, if any.

Edited by munix
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