HOW TO COMPILE PLUGIN DLLs
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You need to compile the .cs files into .dll files
and place them in GameData/SolarWinds/Plugins/

OPTION 1 - PowerShell scripts (Windows):
  Run Compile-AetherisSupernova.ps1  → AetherisSupernova.dll

OPTION 2 - Visual Studio (Windows):
1. Create a new Class Library (.NET Framework 4.7.2) project
2. Add references to these DLLs from your KSP folder:
   - KSP_x64_Data/Managed/Assembly-CSharp.dll
   - KSP_x64_Data/Managed/UnityEngine.dll
   - KSP_x64_Data/Managed/UnityEngine.CoreModule.dll
   - KSP_x64_Data/Managed/UnityEngine.IMGUIModule.dll
3. Add the .cs file(s) to the project
4. Build → Release
5. Copy the output .dll to GameData/SolarWinds/Plugins/

OPTION 3 - mcs/csc command line (Linux/Mac):
mcs -target:library -out:AetherisSupernova.dll \
    -r:/path/to/KSP/KSP_x64_Data/Managed/Assembly-CSharp.dll \
    -r:/path/to/KSP/KSP_x64_Data/Managed/UnityEngine.dll \
    -r:/path/to/KSP/KSP_x64_Data/Managed/UnityEngine.CoreModule.dll \
    AetherisSupernova.cs

WHAT AETHERIS SUPERNOVA DOES:
- Starts a 1 Kerbin year countdown from first load
- At 50%: spectral activity warning
- At 30 days: core collapse alert
- At 0: Aetheris goes supernova → AetherisRemnant (black hole) appears
- Kerbin temperature drops 15K, turns icier visually
- State saved to SupernovaEvent/<savename>.cfg
