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Showing results for tags 'electric charge'.
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Download on SpaceDock, Github or Curseforge.. Also available on CKAN. Patches: copy — modify On Demand Fuel Cells Refueled 1.2.0.0 - To Go Boldly (KSP 1.8.1 + .NET Framework 4.8) zer0Kerbal adopts for curation the mod known as On Demand Fuel Cells (ODFC) Continuation of On Demand Fuel Cells (ODFC) originally by @Orum, now continued by zer0Kerbal with massive support from @4x4cheesecake, @linuxgurugamer and additional community support. The plugin has undergone massive and systematic updates and changes. *** THIS IS DOES NOT COME WITH ANY PARTS; PLUGIN ONLY
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Hello kind people, I have a question about antenna, relays and power consumption. In my new rebirth game I am about to launch my first satellite contract and just for giggles I thought I'd make it a relay sat. This made me think. The satellite I have built for the contract has a 200 battery, an OKTO, 4 communotrons ( just for looks ) 4 basic solar panels, an oscar-b tank and a spark engine. I was thinking of adding an HG-5. The HG-5 uses 51.4 charge per second when transmitting so in theory my 200 unit satellite could transmit for around 3.9 seconds before zonking out (assu
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Avoiding probe deadlock without tracking panels
Zo San posted a question in Gameplay Questions and Tutorials
TLDR: What's the best method to avoid a probe running out of electric charge (and therefore becoming uncontrollable) over long durations of not monitoring it if you only have static solar panels? I've recently sent a probe to Moho and I did so with less tech than I would have liked because the transfer window was there and it seemed exciting to try. I'm now getting concerned though because it will be on a long voyage and the static solar panel may move away from sunlight while I'm not watching and then I will lose the ability to control the probe. I have two batteries, and I just tes- 16 replies
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My Tylo lander just reached Jool, but something's eating its electric charge at a rate of 0.03 per second. I tried turning off all systems on the ship, but it won't stop even when I'm angled toward the sun. I know those panels don't provide much power that far out, but I can't see why my power is going down even when I'm not doing anything. I've turned literally everything off.
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RCS Placement + Electric charge questions
N_Danger posted a question in Gameplay Questions and Tutorials
Hello there, I'm building a docking trainer while playing in sandbox and I have a couple of questions: 1) I am placing RCS blocks on my space craft and the only way I can see to place them equidistant from the COM is to use another part as a reference guide like so. Is there a better way? (without mods for now, I only use MecJeb for the moment and will mod up with the upcoming 64 bit support for windows with ALL the mods ) 2) I have found on a un-kerbeled re-entry using SAS and one of the probe cores to hold retro-grade that the 150 charge of the capsule is used up ver -
As anyone who has played RO knows, it completely re balances the way electricity is generated, stored, and used. I REALLY prefer this system. It keeps you from getting away with things like powering a 100t space station with a single solar panel, and generally makes electrical requirements a more interesting challenge to overcome. Is there a way to implement this change into a stock or otherwise non-RO install? Has anyone done it? Is it possible to simply take the config(s) that RO uses? I understand this is an extremely small niche I'm trying to fill, so I'd be fine with doing it my
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