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If you haven't created any new solar sail orbits, then the default orbit is typically in the same plane as the orbits of most of the planets. The railguns on the poles should technically be able to hit this target but half the day the railgun will be on the opposite side of the planet from the target and won't be able to "Pitch" low enough to fire through the planet.
If you hop into the Dyson Sphere planning screen you can create additional sail orbits. This is what you'll want to do. Use the three settings to arrange the new orbit to be outside of the main plane of the star system. Loop them up and down at 90 degrees for example. Then on each of your railguns select the new orbit. This will make those railguns at the pole have to elevate their barrels to reach their target which means they can now hit it from both sides of the planet as it rotates.
I never really put any effort into figuring out exactly where the railguns will target in the new orbits. Perhaps someone else has and can give a more detailed explanation.
Your north pole and your south pole railguns will each need their own orbit to target if you want them firing constantly. There was a mod that gave the railguns the ability to auto-target an orbit they could hit, but I'd really like the Dev's to add that to the vanilla experience.
What I do know is that, annoyingly, the game will use just a single point along the orbit as the insertion point for new sails -- so if a railgun can't see that point it won't launch (even when it has clear line of sight to other parts of the orbit)
And, as Rekal said, the vanilla game won't switch railguns to deliver to other orbits even when those orbits' insertion points are in the railguns' line of sight.
However if you've got the same inclination and precession of target orbit, but you make its radius larger than means that the angles between your planet and the orbital insertion point change - and generally that means that the railgun is able to "see" the insertion point for more of the planet's day/year.
Base is 1.0L = 36kw per sail
For the Sphere itself, same principle applies, does not matter distance or anything nly the Lumonsity value. Each Structure point on a 1.0L star gives 96kw and each cell point on a 1.0L star gives ~15k.
Solar Sail = 36kw * Luminosity
Structure Point on Sphere = 96kw * Luminosity
Cell Point on Sphere = 15kw * Luminosity
It's silly that it actually works like this.