#Cheats menu
1 messages · Page 1 of 1 (latest)
which cheats does this have
the ones that are built in but hidden.
I plan to add more after I have gotten #1079428936527786085 working
Cheats menu has been updated.
V0.1.1
**changelog **
Fixed the bug where some cheats are turned on by default.
https://spacedock.info/mod/3266/Cheats Menu
version 0.1.4 will be uploaded soon with the new 0.3.0 spacewarp ui
https://spacedock.info/mod/3266/Cheats Menu has now updated to SpaceWarp 0.3.0 and now includes a nice ui. Keybind has been removed in favour of the app bar
https://spacedock.info/mod/3266/Cheats Menu Updated is now version (0.2.1)
Added vessel mode.
Set All resources to max
Set Specific part resource to max
https://forum.kerbalspaceprogram.com/index.php?/topic/214242-cheat-menu/ forum post (I dont use the forum so still message me here)
Kerbal Space Program Forums
Cheat Menu (0.2.1) This mod gives you access to useful cheats and tools in game. https://spacedock.info/mod/3266/Cheats Menu Im active on the Intercept games discord and the KSP 2 Modding Society. https://github.com/Bit-Studios/CheatMenu License: CC-BY-NC-ND Current Features: Basic cheats - No [c...
Is it me or does the video end early
It does. I'm fixing it now
I didnt realie it when i uploaded it to YT. its a minute short, apologies.
@pine mist https://www.youtube.com/watch?v=g6B7c0NDbeE thanks, I really like the functionality of the mod!
Thanks to ShadowDev for creating the Cheats Menu Mod!
For Cheats Menu go here: https://spacedock.info/mod/3266/Cheats Menu
As mods are released I will be highlighting some of my favorites. If there's any mods you'd like to see in the series, just leave a comment with the mod name.
IF you're having any troubles with the mods, leave a commen...
cool video. Thanks.
I will probably add that but, there's already a mod that does that so I will need to speak to them before I do it.
also ping me as much as you like, I don't mind (as long as it not spam)
CheatMenu 0.3.1 Beta
Adds kerbal cheats - add and remove
updated to spacewarp 0.4.0
https://spacedock.info/mod/3266/Cheats Menu
That was fast! Nice. I'll be updating my mod pack tonight
cool
CheatMenu (0.4.0)
Added areoGUI back when pressing F12
Added dependancy ShadowUtilityLib
cheat menu UITK update soon, will be v1.0.0
Cheat menu Background plan.
the top area will have Icon buttons for the cheat types
Left area will be the labels and the right area will be for the inputs.
I get lazy and refuel my fuel depot on my spaceport with cheats menu. It's so nice I don't even feel bad
dope
Can we have a close button in the upper right? I don't see one there and would like one.
I can do. will open and close on alt + f12 and with the app bar button
Thanks!
alt + F4
lol
I should next april fools
added.
resource cheats are almost done. The dropdown menus are such a pain to do.
meanwhile a week in and im still trying to get GUI coded LUL
2 weeks experience vs 30 years
im using uitk https://discord.com/channels/1078696971088433153/1085537097714245662 its better than the normal ui system that most mods use
thats my plan for next mod, for this first one i wanted to learn hard way
I thought there was a washed out colors issue with UITK. Is that solved?
I do all my stuff in code, no uxml or ucss
idk how they get washed out colors, everything I do is fine.
the background is all one image
uhm I'm pretty sure you know, we already talked about the issue many times
it's not an issue with images, only with actual background/foreground/border colors for elements
Excluding the background image, all the other colors of mine work as expected. so no IDK why your ones are all washed out. maybe the USS converter messes them up.
maybe the float value conversion messes up
¯_(ツ)_/¯
Oh wtf
You could have said something sooner
but thanks for telling me at least now
Though now it makes even less sense than before
In different Unity games and in the player, the colors appear exactly as specified in the USS, and it also can't be the shader because then colors assigned in C# would also be affected by it
So now I have literally no idea what it could be
I use this for doing colors
new StyleColor(new Color32(r,g,b,a))
I thought you were still doing the thing where you calculate a darker color from the one you actually want to use, like we were discussing some time ago
no
So that's why this surprised me
just normal 32 bit color
like in the notebook mod for the text color I have it as a pencil color.
All thats left to do is the kerbal cheats
https://spacedock.info/mod/3266/Cheats Menu V.1.0.0
UI updated.
FYI:
[Error :Shadow Utility LIB] System.IndexOutOfRangeException: Unable to find asset at path "shadowutilitylib/images/aprilfoolslogo.png"
at SpaceWarp.API.Assets.AssetManager.GetAsset[T] (System.String path) [0x0004d] in <903e43f16c5745be9d0911dfe1510a8f>:0
at ShadowUtilityLIB.ShadowUtilityLIBMod.OnInitialized () [0x000b3] in <8b8786f142cd4abe8e2fd6f87b969105>:0
at SpaceWarp.Patching.LoadingActions.InitializeModAction.DoAction (System.Action resolve, System.Action`1[T] reject) [0x00000] in <903e43f16c5745be9d0911dfe1510a8f>:0
[Error : Unity Log] [System]```
u just need to upgrade your shadow Utility LIB mod. also wrong channel #1087131707918012559
I really like the updates you've made with cheats menu shadowdev!
FYI, that was freshly installed from SpaceDock. Is there an issue with the version on SpaceDock?
@pine mist , FYI, if you close the window using the close button, the light above the app bar button stays on
Furthermore, in that state if you open the GUI the app bar toggle light goes off
yep I have also noticed that. but its purely aesthetic so I will add that to the list of stuff to do on 1.0.1
Yep. Not a big deal, just wanted you to know. Great job updating it BTW
thanks, and I will have the visual stuff fixed as soon as I have #1107034309908504616 released.
Hey Shadow, what happened to all the other tabs?
The new mod looks sweet, but it seems like it's lost a lot of functionality - or am I just missing how to get to it?
Spawning was never added.
Basic is now called vessel
Vessel is now called Resource
and kerbal is kerbal.
Ahh, I see them now! They were not as obvious as tabs so I missed them. could they be given some sort of border and the selected one be highlighted? I think that would help to ce=onvey their nature as tabs.
yes I will take a look into doing that. I will take suggestions on how to make it look.
Hey Shadow, did any of the underlying code change or is it mainly an update to the GUI? I'm asking 'cause I just used CM to fill my tanks before performing some maneuvers, and now with my tanks a bit over 1/2 full the game is telling me I don't have enough fuel to perform a 70 m/s burn. Delta v on the engines is showing 0. When they're full they show over 1100
except now after filling them again they're still stuck at 0 dv
same code. seems like a game glitch.
I wonder if the DV manager has a force recalculate function.
I'll look for that. It's really weird. I've never run into this one before.
My code just makes nodes, and K2-D2 executes them. The tanks update nicely as the burn progresses and I've not touched any of that. I do things to update the nodes and gizmo, but I've never really messed with delta v, the game does what it does and I never needed to.
I ran into this with a non debug version of the game and only jumped into the debug version to be able to see if maybe I was incorrectly asking for a huge burn, which I'm not...
- Hovering the button shows a tooltip that says "Engineer's report"
- Window opens with half of it outside the screen (resolution 2560x1440 if it helps)
- Do we really need Cheat menu in OAB? Might be better to show it only in flight view
personal comment: I'd prefer if it's in the app tray, along side other mods
I second that pref. One less button on my screen.
I removed it from the app tray because when you need to turn a cheat on fast to stop a ship from exploding on launch its nice to have 1 less button.
I will add an extra option to ShadowLib sometime next week that will allow you to configure where it goes.
- I know, Still figuring out how to change that. will change when I or someone else figure out how.
- Will fix that on the next update. it should be doing 3/4's of the screensize so this will effect my other mods that also do this. (top priority)
- it has more than just craft cheats. like the kerbal creator, only has full functionality in the oab since the kerbals can only be edited prelaunch.
3 extended, you can still edit non launched kerbals in the flight view.
2 extended. did you at any point change the games screensize? I have seen it do that before when that happens.
ah, you can click on the window header to change tabs, I didn't notice that 🙂
yep. will be making that more clear on the next update. its been mentioned a few times #1079614817083600906 message
If you mean the resolution, no I didn't change that. However, I do have a game bug (but don't know if others have it) in which the game sometimes doesn't start in fullscreen, so when the menu loads I go to settings and select fullscreen. Could that cause issues?
yes that might cause the issue, as the UI loads before all mods go through the init stage.
I will create a button in ShadowLib for a ui refresh.
No, it happens when that bug doesn't manifest. I restarted the game and it loaded normally in full screen, and still window opened with half of it missing
where are those?
ksp2 root directory. steam default is C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2
looks like your one is D:\Steam\steamapps\common\Kerbal Space Program 2
do not use uitkforksp2 1.x.x as its incompatible with my mods due to unnecessary changes, due to the changes uis wont load.
due to an issue with UITK. I will now need to spend the next few days getting the scale of all the elements correct.
why?
the close button
the spacing on the title buttons
the left and right gaps on the toggle buttons.
they also dont seem to line up with the label
I see what you mean now
I hate having over 850 lines of UI code
this is a bit better
@tardy dagger your a ui designer right. how can I make the top buttons look like something you can press without making it messy
Looks good Shadow!
thats the vessel page done.
Before and after
I'd add a little bit of padding/margin around stuff so that the text doesn't feel so tight, but otherwise it looks better
might consider adjusting the colours to match he KSP2 UI palette (the red is usually a bit more pinkish and he green a bit more bluish, you can colour sample from the flight UI), and maybe using black text instead of white text for the green toggle since it's a bit hard to read
I like how you've implemented the tabs! That part is much clearer and more intuitive.
thanks
newest version of Shadow Utility Lib will fix number 2.
so can you teleport with this mod? if not now, will it be a thing in the future?
I have left out teleportation since another mod does that.
What mod?
Lazy Orbit will let you teleport among other things.
I tried that, its not updated, should I just wait?
It woorks fine and may never be updated. That mod author hasn't been seen in a while. If you'd like a version that reports as current you can grab one here. https://github.com/schlosrat/LazyOrbit
I forked Halbann's original and made some minor updates. He's never responded to my pull request, so AFAIK this is the most current version, but clearly not the original.
if it ends up breaking in 0.1.3.0 I will integrate the features into cheatmenu
That would be nice. His landing cheat doesn't work as nicely as one might like.
It just drops your vessel from a specified hieght without the option to gently place your vessel on the ground
currently working on other things so will take a look into it after 0.1.3.0 comes out.
if its still working after 0.1.3.0 its best to not duplicate
It would be best if Halbann actually did something with this rather than releasing abandonware.
that's the reality of most KSP 1 mods, too, so I imagine it won't be different in KSP 2
it's not unusual for an older mod to have gone through 3-4 different maintainers
In this case Halbann was quick on the scene with one of the first mods, and a widely used one. I offered him an improvement for game input blocking and he basically brushed me off saying something about having tried it previously and it didn't work. Nevermind that I had a fork of his mod where it certainly did work. My PR has ytet to be responded to, and I frankly don't expect it to be.
The problem is that it's not really possible to take over abandonware unless the abandoning author hands it over to you. You can make Lazy Orbit Extended, or add the features to Cheat Menu, but you'll still have literally thousands of ppl stuck on the old one which has never been updated.
yeah I mean, that's just how it goes
that's why you have so many "Redux", "Continued", "Next", "Modified", etc. mods for KSP 1
I can't even get ppl to let go of Resonant Orbit Calculator and try FP, and ROC is mine! It's just nuts, the innertial that some players have.
LOL exactly!
which literally just contains a README.txt that tells users that the mod is not needed anymore
why people are still downloading it when it has been patched in 0.1.1 is beyond me
The 0.2.1 version doesn't even work with SpaceWarp 0.4+ lmao
nevermind the fact that the bug that it fixes isn't in the game anymore, and the mod has no effect
Where do you get the Downloads per version graph? Is that from SpaceDock?
yeah
There may be a minor bug in the current version. When in the VAB, the tooltip for CM says "Engineer's Report"
ye thats a known issue. Im open to any fix ideas, been an issue for a long time now.