Hi, since there does not seem to be any information as how to make rotating solar panels I decided to give it a shot. First, the important definitions: MODULE { name = ModuleDeployableSolarPanel sunTracking = true raycastTransformName = suncatcher pivotName = solarPivot isBreakable = false resourceName = ElectricCharge chargeRate = 0.75 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } sunTrackting : does the solar panel track the sun? (true/false) raycastTransformName : name of the object in Unity that acts as the solar panel face. when "suntrakting" is enabled the "pivotName" object will rotate to optimize the amount of sunlight that hits this object. PivotName : name of the object in Unity that will rotate so that the optimal amount of sunlight hits the "raycastTransformName" object. IsBreakable : can the panels break? breakpoint is the "pivotName" object (true/false) resourceName : name of the resource that the part generate, in the case of solar panels this is of course "Electriccharge" chargeRate : maximum chargeRate when the panels directly face the sun. powerCurve : how the angle towards the sun influence the chargeRate. (I have no idea how the values actually influence this.) Here is my test solar panel in Unity that I used to figure this out. 1. base 2. solarPivot 3. suncatcher 4.global axis (4) I used the global x axis as my attachment point (node_attach =0,0,0,1,0,0) (1&2)The solarPivot object will rotate around the local y axis. I am not sure if it is the “base†or “solarPivots†y-axis, so in order to be sure I lined up the local y axis of both objects. (3) I used a plane for the “suncatcher†object, since the raycast transformation function will also include the back of the “suncatcher†object if it is a mesh object. This means that if you use a mesh object sometimes your solar panel will face away from the sun but still be considered to be in the optimal position. Test panel in action.