If you got other solar panels you could just fly a kerbal into the solar panels in the way :P(found out that at relatively low speeds the kerbals destroys the panels really easy :3) Would save time having to install/uninstall mods. #7. Kevin. May 18, 2015 @ 3:32pm I just had a thought. You MIGHT be able to (quite easily) edit your save file. Simply change the non
So when your re-entering Kerbin''s atmosphere do you retract the solar panels or do you let them get destroyed? I personally let them get destroyed, a little bit of a show. Quote; Link to comment Share on other sites. More sharing options... rasheed. Posted December 18, 2013. rasheed. Members; 1 403 About me: Sr. Spacecraft Engineer Share; Posted December
Ellie is a 1-star Engineer who deployed the photovoltaic panels, but no power is being generated. I imagine there''s more experiments here than will be powered by the one set of panels, but from my reading of the wiki I''d expect there to be 2 units of power produced, so I don''t understand why there''s no power being generated.What did I miss?
Unpacked solar panels are very fragile and will easily break off when colliding or experiencing atmospheric drag, so they must be retracted during liftoff, aerobraking, or atmospheric re-entry. Note that, as of version 1.0, the unshielded OX-4 series solar panels can''t be retracted once deployed, so they are not suited for aerobraking missions.
Select action group 1, click on your solar panel, and click ''toggle solar panel'' (or some such) to add this command to the AG. Then in flight, you can tap 1 to open and close your panels. Make sure to put all your panels in the action group. This is easy if you only have one set of symmetrically placed panels!
Anyone have a fix? unistalled and installed my mods one at a time and when I install KAS (which asks for KIS) the solar panels stop collecting energy
thanks all for the answers, and thanks z3g4, removing kopernicus did the trick my solar panels are now all in operation. but i seem to have another problem, i cannot extend my satellite dishes, cannot rotate my ship to face a manouvre
So I launched my space station with 4 gigantor solar panels attached to the ship on I-Beams... Soo everything was fine, but when I load the station is fine for maybe 5 seconds
Hi, I am running a modded install of 1.3 and for some reason I have lost the ability of extending solar panels. I have no idea if this is a bug in 1.3 or a mod I am using. Can someone help? Thanks mod list B9, BD armory, Dmagic, extra planetary launch pads, KAS, kerbal engineer, hyper edit, Proce...
Kerbal Space Program > General Discussions > Topic Details. Gatsby . Nov 1, 2021 @ 5:37pm Solar panels not working No mods installed. Panel has .9 sun exposure and the craft is not charging. Anything I should check? There is nothing taking the energy either, I am in an orbit. < > Showing 1-5 of 5 comments . Quizzical. Nov 1, 2021 @ 5:51pm How far away from
So I made a "Skylab" clone:For aesthetic reasons, it''d sure be nice if there was a "right click" option that said something like "Disable Sun Tracking" or similar - so they''d stay fixed like they were on Skylab.So it got me to wondering, and wondering got me to asking.TIA
As the table above shows, solar panels are only half as powerful at Duna as they are at Kerbin, and only 10% as powerful at Dres. From Jool to Eeloo, you need a Gigantor just to keep a probe core alive and use a bit of SAS now and again. And beyond Eeloo (like if you''re using OPM), solar panels are nothing but dead weight. RTGs are by far the
While repairable landing legs, repairable wheels, and repackable parachutes have been in the game for a little while, solar panels have never been fixable. I don''t know if they are going to add repair-ability to them now that there is an engineer class, but I agree that it
If you''re using the Kerbal Attachment System (KAS) and Kerbal Inventory System (KIS) mods (they''re best installed as a pair, but KAS is the only one you really need),
So like a week ago Kopernicus had an update on CKAN and since then solar panels just.. don''t work. They don''T generate power, they can''T be extended or retracted, it''s
Usage. The OX-10C is a deployable solar panel with a unique circular shape. These panels generate electric charge only when extended and directly illuminated by the light of Kerbol.To extend, just click the Extend Panels option in the part menu by right-clicking on it. Unlike SP-series panels or the Gigantor XL Solar Array, OX-series panels cannot be retracted
What @Martian Emigrant said, really, although the masses are rather high for the amount of fixes, depending on what''s broken. Solar panels weigh almost nothing... I''d suggest instead that spares be treated like a fuel or ore - you carry N kg, and this allows you to replace parts up to that weight (or maybe you require 50% the weight of the part to repair it). If you
I really hope this is making sense. Anyway, my advice is to position your panels and orient your station such that the narrow edge of the panels points normal. That way, the surface of the panels (thanks to the sun tracking function) will always be exposed to the sun (except during the night of course). Edit: Like this . Edited November 4, 2015
In the VAB or SPH click the middle blue tab at the top, then click the part you want to assign (in this case, the solar panel). Now click the "group 1" in the left column, and "toggle panel" (or similar) in the right column. Once you
can we get to choose the rotation of our solar panels? i often incorporat solar panels into the look of my ships and dont want them turning. i know they only catch the light on one side, i just want the option to turn off the tracking
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Most of my unmanned stuff - survey, comm relay & science sats - are made to go anywhere, so they typically have some solar & a small RTG or two. I can''t remember which mod it''s from, but I have a small, low-cost & mass RTG that puts out ~0.1 ec/s, looks kinda like somebody cut a slice off the top of a stock RTG.. I stick them on just about everything once
A neat way I saw awhile back to handle solar panels was to use one of the tall thin solid rocket boosters. You can clip batteries or mono propellent tanks over the rocket end and even put a docking port on it. Lowers you count since it is one item instead of the lattice frames. Real solid too, no wobble. Throw in a swivel that goes -45 to +45
It has broken the modded and nonmodded solar panels. It doesn''t even show that they generate power in the parts. My mod list is extensive but I do have all of the Near
The solar panels you indicated in the video (OX-4L 1x6 Photovoltaic Panels) are not retractable. They''re just not. You MAY be able to get a kerbal to disassemble it, and MAYBE that will allow it to be redeployed. I am
At least, I''ve never managed to destroy any, even when doing low-altitude gravity turns. The case of the broken solar panels is still intact, so that can probably rule out
It wasn''t the reaction wheels- but what I believe it was is the solar panels being too close to each other for some reason. I closed 2 panels on each side (I had to do them 1 at a time then use time acceleration to prevent wobbling, go back to space center each time, it was a tedious process) and not it no longer shakes apart the solar panels.
Turns out, none of the solar panels in my game work anymore. I''m pretty sure that they still worked after installing the mods, so it must have somehow happened after that. For reference, here''s a list (raw copy/paste from AVC) of the mods that I currently have installed:
The OX-10C is a deployable solar panel with a unique circular shape. These panels generate electric charge only when extended and directly illuminated by the light of Kerbol. To extend, just click the Extend Panels option
This is something that IMHO should be implemented, because unlike all other parts that break but don''t explode, solar panels can''t be fixed by any kind of kerbal. I mainly made this thread because my Multipurpose Space Station (MSS) is now lopsided and I''ve been itching for a non-cheaty solution to fix the broken panel, and I''m annoyed by the inconsistency that I
Solar panels cannot be deployed or closed if electricity resource level is 0 (ie. no battery, or depleted batteries) On that last point, here is a big mistake I''ve done numerous times: launch my probe, set it to course, fast-forward... and I forgot to deploy panels, now power is 0 and I have to start the mission all over again.
There is a config file in Kerbal called "solarPanel.cfg" here you edit powerUnitsProduced and set it to the energy you need for all stations you need. I personaly set it to 5 but it should work with any number wanted. The Solar Panel now produce 5 energy units at anytime even without sunlight.
Whenever I put OX-4L or OX-4W solar panels on a craft in 1.0, I can only extend them once and no "retract panels" button appears. I can bind "retract panels" to an action group, but it doesn''t seem to do anything.Did they change solar panels in 1.0 so that only the gigantor ones can retract?
So my problem is when in the VAB in flight or anywhere I cannot use solar panels because they don''t let me deploy the deployable ones and the nondeployable ones just don''t generate any power at all. It has broken the modded and nonmodded solar panels. It doesn''t even show that they generate power in the parts. My mod list is extensive but I do
why are my solar panels not working? Are none of them working or just the ones that are clipped underneath? You might be using an older version of kopernicus, it''s known to break solar panels like this. is the battery full? Where exactly are
This is new I think. I saw the 0 electricity in my pod and was pleasantly surprised I didn''t have to revert and could still deploy my panels. It''s probably in patch notes I didn''t read somewhere, but I definitely remember being stranded before if I didn''t deploy them in time.
Don''t forget you need at a minimum 2 solar panels, the communication, and a mystery goo. Leave it on the surface and it will generate and send back science (as long as you have a good signal). I''m still not a master of this stuff, but I got a steady stream of science that auto-generates. Slowly, but without any intervention.
the normal Solar panel module is disabled because the mod turns it into the Kopernicus version but it''s not working, it is for multiple light sources as a visual effect on the panels. I am not entirely sure of the problem yet and how to fix it. on my script it says false, but it''s not off. [EDIT:] Found it bingo!!, I removed the solar panels media file from the configs in
Making them fit in a fairing has forced me to make ungodly infernal robotics contraptions, which would wobble, hit the spacecraft, and break the panels forcing me to relaunch ten times or more until I finally didn''t break anything. This got me thinking: there are procedural parts mods for practically every single part type except solar panels
Ive been burned by Near Future Solar Panels because I didn't check. The solar panels you indicated in the video (OX-4L 1x6 Photovoltaic Panels) are not retractable. They're just not. You MAY be able to get a kerbal to disassemble it, and MAYBE that will allow it to be redeployed. I am not sure on that one, I have never tried it myself.
Some solar panels cannot be retracted, such as those that don't have that earodynamic shielding. Also, you can Eva with a kerbal, put the items in their inventory, and then start attaching them to the rocket
some solar panels cannot retract there some that can Ah I see your problem. There's two versions of the 1x6 panel: the SP model which comes in a white square case and can be retracted, and the slightly cheaper OX model which just hangs out in all its naked glory and can't be retracted.
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