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Complete Beginner Question


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While correct, the statements above are kind of incomplete. Your mod has to be CLI .dll. Similar cli byte code can be produced from a bunch of languages, notably including C++ (in VS: New Project => C++ => CLR => Class Library) and Unityscript. There might be limitations, for example i don't think MonoDevelop+UnityScript allows adding attributes, that are kinda-required for lots of stuff in KSP.

On another note does CLI also allow Interop with native libraries. In other words could you write most of your Mod in good old unmanaged c/c++ as long as you provide a managed wrapper and while sacrificing the cross-platform advantage of the CLI. Especially interesting for messing around with stuff d3d9, but most likely reasonable for anything else.

C# is most likely the preferred way to go, since it is heavily influenced by both C++ & Java, is widely used (especially for KSP mods) and you cannot fully avoid getting familiar with that managed environment to some degree anyway.

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