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Part With Multiple Solar Panel Directions


Beale

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Hello!

If I begin with a part like this, with an octagonal solar panel array setup:

2ef08ef72b.jpg

How must the Unity setup be completed to enable these to be functional?

Currently I have this:

2fa8f90a7d.jpg

A box collider with Z+ facing outwards from the solar panel.

However, in game - only the collider "Solar1" works.

Here is the config:


PART
{

name = NLV_Satellite_A
module = Part
author = Tantares

MODEL
{
model = TantaresLV/NLV/Regent_Satellite_A
}
scale = 1
rescaleFactor = 1

node_stack_bottom = 0.0, -0.3575, 0.0, 0.0, -1.0, 0.0, 0
node_stack_top = 0.0, 0.3575, 0.0, 0.0, 1.0, 0.0, 0
bulkheadProfiles = size0

TechRequired = advFlightControl
entryCost = 2800
cost = 500

category = Pods
subcategory = 0
title = N045A "Prosper" Control Unit
manufacturer = Found lying by the side of the road
description = Put together from scraps, this small drum functions as a ready to fly communication satellite.

attachRules = 1,0,1,1,0

mass = 0.21

dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 45
maxTemp = 2000

vesselType = Probe

MODULE
{
name = ModuleCommand
minimumCrew = 0

RESOURCE
{
name = ElectricCharge
rate = 0.02777778
}
}

RESOURCE
{
name = ElectricCharge
amount = 255
maxAmount = 255
}

MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 0.1
YawTorque = 0.1
RollTorque = 0.1

RESOURCE
{
name = ElectricCharge
rate = 0.005
}
}

MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Data
storeActionName = Store Experiments
collectActionName = Take Data

evaOnlyStorage = True
storageRange = 2

allowRepeatedSubjects = True
}

MODULE
{
name = ModuleDeployableSolarPanel
sunTracking = false
raycastTransformName = solar1
pivotName = Pivot
isBreakable = false
resourceName = ElectricCharge
chargeRate = 0.35
}

MODULE
{
name = ModuleDeployableSolarPanel
sunTracking = false
raycastTransformName = solar2
pivotName = Pivot
isBreakable = false
resourceName = ElectricCharge
chargeRate = 0.35
}

MODULE
{
name = ModuleDeployableSolarPanel
sunTracking = false
raycastTransformName = solar3
pivotName = Pivot
isBreakable = false
resourceName = ElectricCharge
chargeRate = 0.35
}

MODULE
{
name = ModuleDeployableSolarPanel
sunTracking = false
raycastTransformName = solar4
pivotName = Pivot
isBreakable = false
resourceName = ElectricCharge
chargeRate = 0.35
}

MODULE
{
name = ModuleDeployableSolarPanel
sunTracking = false
raycastTransformName = solar5
pivotName = Pivot
isBreakable = false
resourceName = ElectricCharge
chargeRate = 0.35
}

MODULE
{
name = ModuleDeployableSolarPanel
sunTracking = false
raycastTransformName = solar6
pivotName = Pivot
isBreakable = false
resourceName = ElectricCharge
chargeRate = 0.35
}

}

Any solutions?

Kind regards.

MODs: So sorry! Wrong sub forum, can this be moved?

Edited by Beale
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There are 2 solutions that I have found. The first one would require the plugin from NearFuture Solar which I include with my mod and it has a curved solar panel plugin. With that the way you would set it up would be to name them all the same thing and in the config it should look like this.

(all my solar panel game objects are named sunCatcher)

	MODULE
{
name = ModuleCurvedSolarPanel

PanelTransformName = sunCatcher
TotalEnergyRate = 30
ResourceName = ElectricCharge

//animationName = ExtendPanels
powerCurve
{
key = 206000000000 0 0 0
key = 13599840256 1 0 0
key = 68773560320 0.5 0 0
key = 0 10 0 0
}
}

The other way, which could work, is to use the stock solar panel plugin. I didn't have luck with this after my revamp but it seemed to work with the original model. You still have them named all the same and only have one module solar panel thing in the config and see if that works.

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