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Found 16 results

  1. Previous thread. This new thread was necessary because of loss of my old email, forgotten password, some source files, and hosting site (you will be missed, Kerbal Stuff) Salutations! May the sunlight always be upon you! *Latest Update v1.1.0: New Sound Effects and Realtime solar images! Check the changelog for more details This small mod adds a couple new scientific instruments (such as the one pictured here) which do science specifically around the most wondrous body in the Kerbol system. Both of these instruments are based upon instruments currently aboard the SOHO and STEREO spacecraft, and when experiments are run, real, recent images are displayed. It also adds a few new flags. To install Like most other mods, simply download the file (Linked at the bottom), unzip it, and drop the folder it gives you into Kerbal Space Program>GameData. Notes: The Source Code, models, textures, and sounds are provided. These are in .cs, .fbx, .png, and .wav formats, respectively, and are all found in the folder Solar Science > Source. By the license, you can do anything you please with them as long as you don't profit and you give credit to me. Preferably, this would amount to mention of "Snoopy 20111." Remember to Praise the Sun! Screenshots: Review from KottabosGames (v1.04): Changelog: Roadmap (???) Download here on Spacedock Curse mirror Google Drive Mirror This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
  2. After learning how to make propellers in stock KSP, I wondered if it was possible to make a solar-powered aircraft, like Solar Impulse or the NASA Helios. The problem is, all the propeller engine designs I've seen require the engine to be physically separate from the aircraft, preventing electricity from wing-mounted solar panels from reaching it. Is it possible to make a propeller engine that isn't physically separated from the aircraft, or somehow "beam" electricity into the engine? If not, are there any easy code fixes that can allow either of those things?
  3. I've been exploring a lot of new things like the payload devices and Xenon engines, struts and using group actions. Got those things running pretty nice. My rocket is moving much more smoothly, higher speeds, lower, faster orbits. I've circularized orbits within a couple hundred kilometers, got my RCS working pretty well. I even matched my orbit somewhat to Eve's orbit and at no point did Eve's orbit cross my orbit. I had to tip my orbit pretty radically to be able to touch Eve's. Then I tried to get it even closer but I'm working from such a tiny circle compared with the distance and I'm just lining things up by eye with the sun in my eyes. This is from Kerbin orbit. Is it possible to go from Kerbin orbit to Eve orbit? Or is it required to hit all the objects in between? The orbital lines don't reach. I always get stuck orbiting the sun if I can't get an orbit with a node, but it seems like it should be possible with enough fuel to go from sun orbit to orbit another planet or at least make a tighter sun orbit. I've got quite a bit of Xenon fuel and 26 gigantor solar units for my 26 xenon engines. They can run for a very long time without running out of electricity. I did manage to get a descending or ascending node with Eve. Is that the point where I put another node and... I don't know. Sometimes with this game my brain just freezes up. Am I nuts to be trying to orbit these outer planets just by eyeballing things? Can I go from Kerbin to Eve or even further? If not what should I do first? I'm proficient at going to Mun and Minimus and back. Is there a way to make those orbital lines stretch out further or is there some other trick to know if you've got a chance to rendevous? What do you think of my long range space traveler with 26 xenon engines and 26 gigantor solar? Got rid of struts and am using the strut system that comes with SRBs. Attaching to grandparent. Does this method cause less lag or am I imagining? Which mods should I use and where are the best tutorials for those mods? I'm using Xenon for the phenomenal ISP. I think I managed to lift off from Minimus and get back to Kerbin but Minimus is very low gravity. I might have problems lifting off from bigger bodies like Eve and so I might have to complicate my landing vehicle eventually with stages or docking devices. I might even have to take things apart and put them back together again in space but that sounds like quite a formidable but attractive task. On the other hand getting to Eve and fiddling with the nodes just turns me off sometimes. Too much to go wrong and when you fail you have to go way back to the beginning.
  4. Im not sure whats changed since i last played on 1.2, but i updated all my mods, and for some reason i cant deploy solar panels. I can click on them all day long and no window shows up, and even when i go into actions in the VAB and select them, theres no option to deploy them, just the panels name, zero options. Did the way the work change, or is something broken in my game?
  5. So here's the thing. I decided to go ahead and mod my install, after seeing some of the wonderful things that exist via Scott Manley. So I went around and picked a few mods that looked interesting to me and installed them. None of them said that they would have any problems with existing games, so I loaded into my career save that I've been playing on, and everything was going great. No problems, just smooth sailing-- or whatever the space equivalent of "sailing" is. But after a while I noticed that my probes, bases, and ships were running low on power. I though, 'that's odd', and looked into why. 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: KSP: 1.3 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Community Category Kit - 2.0.1 Community Resource Pack - 0.7.1 DynamicBatteryStorage - 1.1 Extraplanetary Launchpads - 5.8.2 Kerbal Attachment System - 0.6.3 <b><color=#CA7B3C>Kopernicus</color></b> - KSP-AVC Plugin - NearFutureElectrical - 0.9.5 NearFutureProps - 0.1 NearFuturePropulsion - 0.9.4 NearFutureSolar - 0.8.6 NearFutureSpacecraft - 0.7.3 Kerbal Planetary Base Systems - 1.5.1 TweakScale - 2.3.6 So one of the symptoms of this problem is the solar panel parts not having any part info. In the R&D center: Same panel, in VAB: One from Near Future Solar, VAB: Stock retractable panel, VAB: And for reference, one of the stock batteries, WITH part info: To top it all off, I can't actually right click the panels like I should be able to while during a mission. This is a bit harder to show in a picture, so the closest I can really get is just highlighting the panel: Sorry that last one's a bit dark, I should honestly have waited for Minmus to rotate, but I was rushed with the screenshots. If anyone has any idea as to what might be wrong here, that'd be great. I looked around on the internet and I couldn't find anyone with a similar problem. And if nobody knows what the heck is going on, I guess I'll just backup my saves and do a fresh install and see if that fixes it. And yeah, that's about it.
  6. I am wondering if there's a way to make solar panels deploy automatically (or retract automatically) when my current electric charge storage reaches a certain point. I've not found any mods that can do this nor any in game way but if someone can point me in the correct direction etc then i would be very much grateful.
  7. StarStreak2109

    Power Rebalance

    Hi there, One thing I noticed when building larger stations is that solar panels, especially those found on space stations are hugely overpowered, generating way more power than is being consumed by the ship / space station / whatever. I suggest doing a general rebalance of the whole electrical system. IIRC real-life space solar panels produce power in the kilowatt range. The ISS needs those huge panels to keep all their systems, labs etc. working. KSP crewed and uncrewed parts should be assigned a general baseload electrical consumption according to their function, e.g. an MPL consumes more power than say a small probe core. But still a probe core should still require even for the base load a reasonable amount of solar or other power to keep working. Now for manouvers, for executing science experiments etc., a peak load comes into effect, which could be covered either by sufficient power production or ample supply of batteries. If I have a space station or a space ship with crew on board, power consumption should also be a function of the amount of crew on board. Like when no crew is present, the base load applies, the more crew you have, the more power is being consumed for heating, cooling, pumping supplies around, ventilation etc. I know that this system exists in general, for instance mining takes power or running certain experiements, but in the above mentioned base load scenario, space craft are IMHO way too "energy efficient"...
  8. Travel the world in an electric plane! The challenge is based off of the Solar Impulse 2 plane which traveled around the world without using any fuel. This is challenging you to do the same in KSP! Basic Rules: -Start at the KSC, go around Kerbin, and finish at KSC. -Only use electricity to achieve this. (No fuel, not even Dawn propulsion, KAX is recommended) -You can land on islands to recharge batteries. -NO MODS BESIDES KAX (Kerbal Aircraft Expansion) Advanced Rules: -All basic rules apply. -Make it around Kerbin in the fastest time possible, and/or with the most kerbals. -If you do both time and number of kerbals, your time will be divided by the amount of kerbals you carry around in the trip. Basic Completionists: - Advanced Completionists Scoreboard: - Record your progress by taking screenshots, or posting video of your work. A download link to the craft would be preferred. I really look forward to seeing what you guys can create!
  9. Hi peeps. I seem to remember there used to be an option to fix solar panels into one plane like the solar panels on JUNO... But look as I have, I cannot find any solar panel that doesn't follow the sun and the option to make them fixed no longer is there. Am I going nuts?... Do I have a bad memory (yeah)?... Does anyone have a clue where I can have resizeable FIXED MOVEMENT solar panels? Help me Kerbiwan Kernobi. You're my only hope.
  10. I was migrating to 1.1.3 along with my ton of mods, and I noticed a nasty issue: even in Direct Sunlight, solar panels have flux and energy generation of 0.000; this is confirmed for both reskinned stock parts, Ven's small panels, and Nertea's large ones. I have no idea where this can even originate. Mod list courtesy of AVC: Log file at!AmlSZuL0ax7C0Ac5y3Zem-13Vq1w
  11. This code is for Solar Science, which as of now doesn't actually do science because it refuses to run the experiment. Instead of calling ModuleScienceExperiment, my parts call this instead. It functioned properly in at least .24 through at least 1.0, but now simply fails. Asked for help from #kspmodders IRC and all we determined is that "public new void" should work just fine. Also determined that public new void DeployExperiment() and public new void DeployAction(KSPActionParam p) weren't firing. //Make sure we're using all available stuff using System; using UnityEngine; namespace PraiseTheSun { //Inherit ModuleScienceExperiment stuff public class SolarExperiment : ModuleScienceExperiment{ // Check if you're around the Sun and height from the surface, and if false post the message public bool checkBody() { if ( == "Sun" && vessel.mainBody.GetAltitude(vessel.CoM) <= 10000000000d) return true; ScreenMessages.PostScreenMessage("This experiment only operates closely around Kerbol (the Sun) !", 2, ScreenMessageStyle.UPPER_CENTER); return false; } // If deploying an Experiment, check the boolean and act accordingly public new void DeployExperiment() { if (checkBody()) base.DeployExperiment(); } // If doing an action, check the boolean and act accordingly public new void DeployAction(KSPActionParam p) { if (checkBody()) base.DeployAction(p); } } } Anybody have any ideas? SOLVED: Silly me, I forgot to use .NET 3.5. Still haven't understood why the previous script (which was built using 3.5) stopped working as it was the exact same code, however I'm not going to look a gift horse in the mouth. Thank you everybody!
  12. With a Jool transfer window coming up in a few days I've decided that it's time for me to send a mission to Jool. Actually six missions, one for Jool and one for each of its moons. Additionally, R&D has determined that it would be really great to get surface and ocean samples, so they've requested two Laythe landers as well. The ocean probe is pretty simple, but I've decided that I want a rover for the land. The problem I'm running into is that I don't have large solar panels unlocked yet, nor RTGs or fuel cells. So my question is, are solar panels feasible sources of power all the way out at Jool with the nerfed solar panel curve? Or should I hold off on the rover until I can find a better source of power?
  13. I know this may sound silly, but there should be some way, to get xenon from some sort of air intake or something. Also, maybe some different solar panels/ ion engines? I love all of these things. I love efficiency, can you also maybe add just overall more efficient engines? Oh ,and stock life support if u have time *wink* I understand that it has to be realistic, to me the more realistic the better anyway, thx -Me-
  14. Hi all. Is there any ISP scaling mod that works with KSP 1.0.5? Back in 0.9, I would install the real solar system mod and an ISP scaling mod (Kerbal Isp Difficulty Scaler) which I prefer to installing realism overhaul since it was extremely complex and requires too much planning that it takes out the fun for me. I remember the ISP scaling mod automatically calculates how much ISP it needs to multiply in order to make it feel like a "normal" KSP game. If there's a mod with this functionality that would be perfect.
  15. One major reason to mine asteroids and the moon is to get water for rocket fuel in space, rather than having to lift it out of Earth's gravity well. Suppose that you've got to build a generic solar-powered water-fueled rocket for something like an unmanned space tug. You have to budget tankage, solar collector, engine, and associated structure/modules. Assuming that you have access to mined water in orbit at each possible destination, what makes more sense: building a solar-thermal water rocket, that simply uses giant mirrors to focus solar radiation, boil water, and eject it out the back of your rocket (low Isp but very simple), or solar panels that convert solar energy to electricity that is used for electrolysis to split water into hydrogen and oxygen to burn in a thruster?