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I personally would not recommend, because there are quite a few considerations you'll have to take into account.
The general concept of solar power in this game is to reduce consumption of rods.
If you go for a solar only setup it will take up alot of space and it'll be expensive.
Also energium or energy rods are not such a problem at all in this game, you'll more likely run into water or food shortages.
Mid or late game it would be more effective to use the space for food production or salvaging/recycling etc.
Each Solar panel produces 1 power (actually its 1-3 depending on the sectors solar ouput level)
So you would need 15 of them to equal a small gen and 40 of them to equal the biggest gen.
In addition you'll have to build alot of power capacity nodes to store all that surplus energy that you get in high solar activity sectors.
I don't want to dispirit, it has already been done and you can definitely do it...
but i would rather run a combination of different power setups, whereby your gens idle when sector solar output are high and you actually can store some surplus energy.
Only when solar levels are low and/or energy consumption is at a high the generators will start to consume rods. (but never at max capacity)
It is a very keen endeavor to built a solarpower-only ship, maybe i'll do one myself ! haha ;)
humm...well I am building the U.G.L.I.E.S.T ship by using every space used during buiding...my current ship has 10 engines :/....lol
I usually build them like Star Trek Nacelles going along the length of my ship on either side to provide even power. I use large power nodes for my power backbone and use floor nodes to fill in the gaps.
https://steamcommunity.com/sharedfiles/filedetails/?id=2489452012
Do you have enough power to use guns/shields if need be? or does it take some management of switching stuff on and off?
Solar panels generate 1,2, or 3 power depending on two things:
-Solar efficiency (how close you are to the systems star)
-Solar Panel capacity. Each panel has a capacity of 50 power, when empty the Panel "works" harder to generate power. If it's capacitor is full, it'll generate 1 or no power.
Example: If my ship warps to a derelict halfway to the edge of the system from the star, my solar panels will only generate 2 power each at best (if capacitors are kept drained).
Capacitors:
Power Capacity Nodes store 1000 power. They also CONSUME .1 power/sec EACH.
-Example:
If you're at the edge of the system where you only generate 1 power per solar panel, and you have lots of Batteries, it's going to cut your generation greatly. Plan your capacitor needs accordingly.
Capacitors in generators:
All generators have built in capacitors and work the same as above. The more empty they are, the harder they work to fill back up. (Usually at the cost of fuel sticks)
If you use solar panels and power capacity nodes to dump power INTO a regular generator, they'll try to top off it's capacity as quickly as they can. If that generators capacitor stays full, they'll use no/less fuel, and only switch on to make up the difference when the draw is greater than the input.
Use the right LINK type:
The OUT link forces the item to dump it's power into the next object in line as quickly as the next object can absorb the power. This keeps the solar panels empty and generating at max output given the solar efficiency (better close to a star, worse further away).
You can also use THROTTLED OUT/IN links. These only send/take power when the source is above 50% capacity.
Solar is viable, it's just a major resource hog and needs to be setup correctly. :)
Fly safe...ish. Safe-ish.