Difference between revisions of "Electric light"

From Kerbal Space Program Wiki
Jump to: navigation, search
m
(Updated for 1.11; I believe no new changes occurred in 1.12. Cleaned up changelog-style article.)
 
(24 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{stub}}
+
[[File:Colored lights.png|thumb|A Mun lander employing coloured electric lights]]
 +
[[File:Light Comparison.jpg|thumb|A size comparison of light parts, as of version 1.11]]
 +
{{About|the parts which generate light|properties about light in general|light}}
 +
A '''light''' is a part that uses [[electricity]] or electric charge to shine a light. They can be used to provide visibility while landing at night or in a shaded area, and also to illuminate the craft itself. Electric lights are also useful for illuminating a rendez-vous target, such as a space station, if the vehicle is expecting to mate with a docking port that is in shade. For tidally locked moons like [[Mun]], [[Vall]] or [[Ike]], overnight landing missions are recommended to have any lights accompanied by large [[battery]] banks, or an [[RTG]], as one night can be very long.
  
Lights are parts that use [[Electricity|electricity]] to shine a light, they can be used to help with landing planes at night or help landing command pods at a dark side of a tidally locked moon.(See [[Ike]], [[Vall]], [[Tylo]], [[Pol]]). Currently, there are only two lights: the [[Illuminator mk1]] and [[Illuminator mk2]].
+
There are two major light sources. The first is dedicated lamps, such as the [[Illuminator Mk1]] or the [[Domelight Mk1]]. These parts are dedicated lights and serve no other purpose. By default, they are controlled with the "Lights" action group (default key {{Key press|L}}); it is also possible to toggle individual lights by right-clicking on them. It is possible to change the color of these lights in the [[VAB]] and [[SPH]] using [[tweakable]]s. It is possible to change all three RGB color channels independently to produce nearly any color of light.
 +
 
 +
The second major light source is landing gear (like the [[LY-10 Small Landing Gear]]); all four landing gear parts include a forward-facing light. These lights are also controlled with the Lights action group; however, if the gear is stowed, the lights will not activate with the action group (although they can still be manually activated via right-click). In addition, the color of these lights cannot be changed.
 +
 
 +
Some other light sources exist. The [[Kelus-LV Bay Mobility Enhancer]] has a small electric light, which activates whenever the ladder is extended. Many parts with crew capacity also have windows which light up. However, these consume no electric charge, and cannot light up terrain. Some jet engines (like the [[J-404 "Panther" Afterburning Turbofan]] in afterburner mode) with plume effects can light up the area around them, but they are not electric.
 +
 
 +
== Available lights ==
 +
{{Stats Table Lights}}
 +
 
 +
[[Category:Parts]]
 +
[[Category:Lights| ]]

Latest revision as of 23:42, 28 August 2021

A Mun lander employing coloured electric lights
A size comparison of light parts, as of version 1.11
This article is about the parts which generate light. For the properties about light in general, see light.

A light is a part that uses electricity or electric charge to shine a light. They can be used to provide visibility while landing at night or in a shaded area, and also to illuminate the craft itself. Electric lights are also useful for illuminating a rendez-vous target, such as a space station, if the vehicle is expecting to mate with a docking port that is in shade. For tidally locked moons like Mun, Vall or Ike, overnight landing missions are recommended to have any lights accompanied by large battery banks, or an RTG, as one night can be very long.

There are two major light sources. The first is dedicated lamps, such as the Illuminator Mk1 or the Domelight Mk1. These parts are dedicated lights and serve no other purpose. By default, they are controlled with the "Lights" action group (default key L); it is also possible to toggle individual lights by right-clicking on them. It is possible to change the color of these lights in the VAB and SPH using tweakables. It is possible to change all three RGB color channels independently to produce nearly any color of light.

The second major light source is landing gear (like the LY-10 Small Landing Gear); all four landing gear parts include a forward-facing light. These lights are also controlled with the Lights action group; however, if the gear is stowed, the lights will not activate with the action group (although they can still be manually activated via right-click). In addition, the color of these lights cannot be changed.

Some other light sources exist. The Kelus-LV Bay Mobility Enhancer has a small electric light, which activates whenever the ladder is extended. Many parts with crew capacity also have windows which light up. However, these consume no electric charge, and cannot light up terrain. Some jet engines (like the J-404 "Panther" Afterburning Turbofan in afterburner mode) with plume effects can light up the area around them, but they are not electric.

Available lights

Image Part Radial size Cost
(Funds)
Mass
(t)
Max. Temp.
(K)
Tolerance
(m/s)
Tolerance
(g)
Electricity
(⚡/s)
Illuminator Mk1 v2.png Illuminator Mk1 Radial mounted 100 0.015 2 000 8 50 0.04
(2.4 ⚡/min)
Domelight Mk1.png Domelight Mk1 Radial mounted 50 0.002 2 000 8 50 0.01
(0.3 ⚡/min)
Navigation Light Mk1.png Navigation Light Mk1 Radial mounted 40 0.001 2 000 8 50 0.01
(0.6 ⚡/min)
Spotlight Mk1.png Spotlight Mk1 Radial mounted 75 0.005 2 000 8 50 0.02
(1.2 ⚡/min)
Lightstrip Mk1.png Lightstrip Mk1 Radial mounted 40 0.001 2 000 8 50 0.01
(0.3 ⚡/min)
Illuminator Mk2 v1.11.1.png Illuminator Mk2 Radial mounted 100 0.015 2 000 8 50 0.02
(1.2 ⚡/min)