# Celestial World Cheat Engine

Megastructures are colossal constructions. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. They cannot be built in orbit of a celestial body that has an uninvestigated anomaly. All megastructures except Gateways are destroyed if a Star-Eater destroys the system.

## Celestial World Cheat Engine

While Rockstar Games' recent open-world opus goes for a more grounded approach, it is not completely void of the developer's signature mayhem and sandbox game design philosophy. Actions definitely have more severe consequences, but one can run amuck if they are not concerned with a high bounty. On the pause menu a button prompt brings up the cheat menu.

The scanner works well on a small 1.25m satellite, but generate a large amount of data when activated, so a Z-1k battery, or equivalent, is recommended to store enough electricity for transmission, but is not required if the antenna have "require complete" toggled. It is not particularly heavy, so a FL-T200 fuel tank and LV-909 engine are quite adequate for the final stage, providing the necessary power to establish and adjust the orbit, either from LKO to Mun and Minmus, or entry from solar orbit to another system. An antenna is required to upload the data back to KSC, and any antenna will suffice. Transmitting a resource scan back to Kerbin counts as a science broadcast in terms of "world's firsts" (that is, if you perform a resource scan before transmitting any other science data, you will receive a "We have transmitted our first science from _" accomplishment.)

Some celestial bodies have atmospheres of varying heights and densities, affecting the impact of drag on wings and parachutes. The simulations are accurate enough that real-world techniques such as aerobraking are viable methods of navigating the solar system. Aerobraking, however, has become a much more difficult method of velocity reduction since the full 1.0 release due to improved aerodynamics and optional heating during atmospheric entry. In-game atmospheres thin out into space but have finite heights, unlike real atmospheres.

In equation (4.36), the value of is found using equation (4.28) or (4.31). If is positive, periapsis is west of the burnout point (as shown in Figure 4.10); if is negative, periapsis is east of the burnout point.The longitude of the ascending node, , is measured in celestial longitude, while 1 is geographical longitude. The celestial longitude of the ascending node is equal to the local apparent sidereal time, in degrees, at longitude 1 at the time of engine burnout. Sidereal time is defined as the hour angle of the vernal equinox at a specific locality and time; it has the same value as the right ascension of any celestial body that is crossing the local meridian at that same instant. At the moment when the vernal equinox crosses the local meridian, the local apparent sidereal time is 00:00. See this sidereal time calculator.Click here for example problem #4.12Geodetic Latitude, Geocentric Latitude, and DeclinationLatitude is the angular distance of a point on Earth's surface north or south of Earth's equator, positive north and negative south. The geodetic latitude (or geographical latitude), , is the angle defined by the intersection of the reference ellipsoid normal through the point of interest and the true equatorial plane. The geocentric latitude, ', is the angle between the true equatorial plane and the radius vector to the point of intersection of the reference ellipsoid and the reference ellipsoid normal passing through the point of interest. Declination, , is the angular distance of a celestial object north or south of Earth's equator. It is the angle between the geocentric radius vector to the object of interest and the true equatorial plane.R is the magnitude of the reference ellipsoid's geocentric radius vector to the point of interest on its surface, r is the magnitude of the geocentric radius vector to the celestial object of interest, and the altitude h is the perpendicular distance from the reference ellipsoid to the celestial object of interest. The value of R at the equator is a, and the value of R at the poles is b. The ellipsoid's flattening, f, is the ratio of the equatorial-polar length difference to the equatorial length. For Earth, a equals 6,378,137 meters, b equals 6,356,752 meters, and f equals 1/298.257.When solving problems in orbital mechanics, the measurements of greatest usefulness are the magnitude of the radius vector, r, and declination, , of the object of interest. However, we are often given, or required to report, data in other forms. For instance, at the time of some specific event, such as "orbit insertion", we may be given the spacecraft's altitude along with the geodetic latitude and longitude of the sub-vehicle point. In such cases, it may be necessary to convert the given data to a form more suitable for our calculations.The relationship between geodetic and geocentric latitude is,

So what I'm trying to do is simple; I want to write a function into the memory of another process and execute it. What I've done is gotten the size of the function and just used WriteProcessMemory to do this. I have successfully created a thread to run this function, confirmed using cheat engine's debugging features.The function looks like so:

Looks pretty simple. It shouldn't rely on anything that needs to be relocated, so it should work just fine. It is inline because I defined it in a header, if that is relevant. Although this function does NOTHING, this is what is happening in cheat engine: