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games:sc13:power_supplies:solars

Solar Panels

Solar arrays are often used as tertiary or secondary power sources for spaceships and stations, and occasionally provide primary power on smaller satellites. Stations and satellites usually have arrays in each cardinal direction. Each panel can produce an average of 5 kW of power at 1 AU distance from an Sol-level star; being closer or near a brighter star will increase power output, while a greater distance or a dimmer star generates less results.

When upgraded with the proper technology, solar panels gain an intrinsic quality that allows them to draw power from the differential between the external temperature and their internal components; under space-grade conditions, each solar panel can generate 1 kW when there is no light as long as they are warmer than the surrounding space.

The solar arrays only produce power from light when directly facing the local star. A solar tracking module can be wired into the solar array circuitry and, with the help of a solar power console, the solar panels can be made to automatically track the local star, which maximizes the power generation for each panel. However, as the craft revolves around the star, the solar arrays often land in the shadow of the vessel which negatively affects solar power generation at the affected arrays. This effectively gives the solar arrays a solar day-night cycle, where it generates power during the day cycle and does not generate power during the night cycle. The solar cycle will result in not all arrays receiving full power at any given time.

The solar panels themselves are fragile and can be, and often are, broken by debris floating in space, not to mention are extremely vulnerable to enemy fire during ship-to-ship combat. Each broken panel reduces the total power generation of the array. Solar arrays can often power an entire space station on their own once wired properly, but damage can inhibit this.

Expeditionary vessels often carry a reduced number of solar cells as they expect to spend most of their time away from a sufficiently bright power source or wandering into dangerous areas of space.

Safe and Simple

Solars are generally the go-to option for engineers who are just starting out, or fear sabotage. Their distant locations, on-site SMES, and general lack of danger if sabotaged mean that this power source is a very good option to power the station without risking the crew. On the other hand, wiring solars can be tedious and difficult to optimize, which is why it is overlooked by some engineers.

Hazards

While solars pose no threat on their own, there are hazards involved in setting them up.

  • Wear insulated gloves to avoid shocks.
  • Enable your magboots to avoid slipping and drifting into space.
  • Do not attempt to wire solars during a meteor storm or radiation storm.
  • Solars are isolated. While working, beware men in red suits and strangers.

Locations

There are typically up to four solar arrays on most stations and ships operated by NovusCorp, which are generally referred to by their facing on the map. The easiest way to find them is to float around the perimeter and look for the catwalks. Just remember to bring a jetpack or fire extinguisher in case you slip. The multiple locations of the solars are because the sun can be blocked by the station, which means that when the sun is being blocked from one solar panel array, the rest retain power to make up for it.

Connecting the Arrays

You'll need:

Several cable coils.

None of the four solar arrays are connected to the ship at the start. You will need to connect the solar panels and the solar tracker to the wire leading from the station. It's as simple as making smooth wires all the way from the tracker and panels to the computer. If the ship suffers combat damage, you may have to repair that, as well.

Computer Calibration

Solar arrays consist of three parts: the computer, the panels, and the tracker.

The tracking computer will display the generated power, current star orientation, current orbital period, and array orientation.

If you have connected the tracker, you can use automatic tracking. In the case that the automatic tracker is damaged, you can also set up the manual tracker. First, use the + and - symbols near the array orientation to set the angle to match the star's orientation. Next, make sure the array is rotating in the same direction: CW is clockwise, while CCW is counterclockwise. Finally, select manual tracking. Divide 360 by the vessel's orbital period to get rotational speed (degrees per minute), then use the + and - symbols next to the rotation rate to set this dividend.

Remember, if the vessel is in the way of the current stars, you won't generate any power. For instance, at the Fore solars, you will be obscured if the orientation is 180.

  • 0 degrees = North
  • 90 degrees = East
  • 180 degrees = South
  • 270 degrees = West

Using the SMES

These battery machines work the same as SMESes found elsewhere. You may choose to wire around them, so that the grid is directly powered by the solars. This is a more efficient option if you are planning to run the ship solely on solar power. However, as most ships use the solars as a backup power source only, it's better to store the energy by properly configuring the SMES.

As solars spend part of their time obscured by the sun, don't set the charge rate to exactly the maximum amount, or the slightest obscuring of any of the panels will prevent charging. Give the SMES at least 1,000 watts of leeway.

Upgrades

The type of glass put into a tracker doesn't matter, but the type of glass used in a solar panel makes a significant difference toward output.

Type Output
Glass 50%
Reinforced Glass† 100%
Phoron Glass 115%
Reinforced Phoron Glass 130%
High-Conductivity Glass ?

† Default on prefabricated solars.

games/sc13/power_supplies/solars.txt · Last modified: 2022/09/08 11:57 by wizardofaus_doku

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