Difference between revisions of "Electric charge"

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m (Electricity Consumption: *link to lights;)
(Rewrote most of the article, updated to v0.20)
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Electricity is a resource that is used by unmanned spacecraft, lights, and instrumentation. It is stored using [[Z-100 Rechargable Battery Bank|Batteries]] and is produced through an operating Rocket or Jet Engine, [[Gigantor XL Solar Array|Solar Panels]], or an [[PB-NUK Radioisotope Thermoelectric Generator|RTG]].
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'''Electricity''' or '''Electric Charge''' (official in-game term), sometimes also called '''Energy''', is a resource that is needed to operate various parts in the game. It is critical for unmanned spacecraft, which are generally uncontrollable without any Electric Charge.
  
==Electricity Consumption==
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==Consumption and Requisition==
Unmanned [[Template:Stats_Table_Command_Pods|Satellite Cores]] use 1.7 e/m (electricity per minute). [[Lights]] and Instrumentation use electricity as well. Also, [[PB-Ion Electric Propulsion System|Ion Engines]] and [[rover]] wheels require large amounts of electricity to operate.
 
  
==Producing Electricity==
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Unmanned [[Command Module|Satellite Cores]] constantly use 1.7 units of Electric Charge per minute. Therefore they require a source of energy for missions longer than a few minutes, e.g. short engine burns at regular intervals can be used to keep a probe alive. [[Lights]] and Instrumentation use small quantities of electricity as well, but only when switched on. [[PB-Ion Electric Propulsion System|Ion Engines]] and [[rover]] wheels require particularly large amounts of electricity to operate.
  
=== Rocket engines ===
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==Production==
Many rocket engines produce plenty of electricity while running. However, they only do so while they run. Short burns every two minutes can be used to keep a probe alive, but don't forget doing so.
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{|class="wikitable"
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=== Engines ===
!Engine
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Many Rocket and Jet Engines can produce electricity. The exact output varies based on throttle level, and engines not running will not produce any electricity. The following table shows which engine produces how much energy at full throttle. Engines not listed do not produce electrical energy.
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{|class="wikitable" style="text-align:center"
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!Engine type
 +
!Engine name
 
!Power
 
!Power
 
|-
 
|-
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| rowspan="5" | Rocket Engines
 
| [[LV-T30 Liquid Fuel Engine]]
 
| [[LV-T30 Liquid Fuel Engine]]
 
| 1.0/s  
 
| 1.0/s  
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|-
 
|-
 
| [[Rockomax "Poodle" Liquid Engine]]
 
| [[Rockomax "Poodle" Liquid Engine]]
| 1.0/s  
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| 1.0/s
 +
|-
 +
| [[Rockomax "Skipper" Liquid Engine]]
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| 2.0/s
 
|-
 
|-
 
| [[Rockomax "Mainsail" Liquid Engine]]
 
| [[Rockomax "Mainsail" Liquid Engine]]
| 2.0/s  
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| 2.0/s
|}
 
 
 
All other rocket engines do not produce electrical energy.
 
 
 
=== Jet engines ===
 
 
 
All jet engines produce plenty of electricity while running. However, they only do so while they run and they need an atmosphere with oxygen present like [[Kerbin]] or [[Laythe]] to operate.
 
 
 
{|class="wikitable"
 
!Engine
 
!Power
 
 
|-
 
|-
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| rowspan="2" | Jet Engines
 
| [[Basic Jet Engine]]
 
| [[Basic Jet Engine]]
 
| 0.8/s
 
| 0.8/s
 
|-
 
|-
 
| [[TurboJet Engine]]
 
| [[TurboJet Engine]]
| 1.0/s  
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| 1.0/s
 
|}
 
|}
  
 
=== Solar panels ===
 
=== Solar panels ===
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[[File:Science-satellite.png|right|thumb|A solar-powered satellite]]
 
[[File:Science-satellite.png|right|thumb|A solar-powered satellite]]
Solar Panels are a more automatic way to generate electrical energy. They need direct sunlight to work, so they won't work when you are on the night side of a planet you orbit.
 
  
All panels except for the [[OX-STAT Photovoltaic Panels]] need to be unpacked by right-clicking on them before they will generate energy. Unpacked solar panels are very flimsy and will disintegrate when experiencing atmospheric drag, so keep them retracted during liftoff, [[aerobraking]] maneuvers or atmospheric re-entry.
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Solar Panels are a lightweight source of electrical energy. However, they need direct sunlight to work, so they won't produce electricity on the night side of a planet, in the shadow of a spacecraft or during eclipses of the sun. Due to this unreliability, it is recommended to have some energy storage as a buffer when supplying a craft solely with solar panels.
  
Their energy output depends on their distance and orientation to the sun, but all solar panels except for the [[OX-STAT Photovoltaic Panels]] can orient themselves automatically to a certain degree.
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All panels except for the [[OX-STAT Photovoltaic Panels]] need to be extended by right-clicking on them before they will generate energy. Unpacked solar panels are very fragile and will disintegrate when experiencing atmospheric drag, so keep them retracted during liftoff, [[aerobraking]] maneuvers or atmospheric re-entry.
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Their energy output depends on their distance and orientation to the sun. Except for the [[OX-STAT Photovoltaic Panels]], all solar panels will orient themselves automatically to a certain degree.
  
 
They generate more electricity the closer to [[Kerbol|the Sun]] they are located. However, they ''do not'' currently use the inverse-square law. Rather, they follow a spline curve of 3 piecewise cubics defined from 4 points:
 
They generate more electricity the closer to [[Kerbol|the Sun]] they are located. However, they ''do not'' currently use the inverse-square law. Rather, they follow a spline curve of 3 piecewise cubics defined from 4 points:
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{| class="wikitable"
 
{| class="wikitable"
 
! Distance (m)
 
! Distance (m)
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| 0
 
| 0
 
| 10x
 
| 10x
|  
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|
 
|-
 
|-
 
| 13,599,840,256
 
| 13,599,840,256
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|}
 
|}
  
Due to their unreliable nature, it is recommended to have some energy storage as a buffer (see below) when supplying a craft solely with solar panels.
 
  
 
=== Radioisotope battery ===
 
=== Radioisotope battery ===
  
The [[PB-NUK Radioisotope Thermoelectric Generator]] is a constant and reliable source of energy which doesn't require direct sunlight and is much more resistant to atmospheric drag than solar arrays. Unfortunately it has a very unpractical shape and generates less energy per kg mass than solar panels under normal conditions. Also, they don't look nearly as cool as solar panels.
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The [[PB-NUK Radioisotope Thermoelectric Generator]] is a constant and reliable source of energy which doesn't require any sunlight and is much more resistant to atmospheric drag than solar arrays. Unfortunately it has a very unpractical shape and is significantly heavier than solar panels with a comparable output of electricity.
  
== Storing energy ==
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=== Launch Clamps ===
  
A probe command pod can only store 5 units of energy which keeps it alive for not even 3 minutes. To survive longer without energy supply, to deal with peak loads (which often happen when using ion engines) or to bridge time gaps when solar panels aren't usable, batteries can be used to store more energy.
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[[TT18-A Launch Stability Enhancer]]s provide attached craft with electricity and thus prevent running out of energy on the Launch Pad.
  
There is the circular [[Z-500 Rechargable Battery Bank]] with 500 units of energy designed to be used as a rocket segment and the [[Z-100 Rechargable Battery Bank|Z-100]] and [[Z-400 Rechargable Battery Bank|Z-400]] with 100 and 400 units respectively which are designed to be mounted on the outside of a vessel. The Z-100 and Z-400 store twice as much charge per kg of mass, but are less elegant to place.
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== Storage ==
  
Manned command pods also store 50 units of energy per crew member maximum capacity. But neither do they consume energy nor do they require any energy to function.
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Storing electric charge helps a craft survive longer without energy supply, deal with peak loads (such as the use of ion engines) or bridge time gaps when solar panels aren't usable. The following parts store energy:
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*Unmanned [[Command Module]]s offer very low capacities and constantly consume energy
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*Manned Command Modules offer significant storage capacities and do not consume energy but are relatively large
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*Batteries are small and offer high storage capacities at the same time.
  
 
All energy storage available to a craft is fully loaded at launch.
 
All energy storage available to a craft is fully loaded at launch.

Revision as of 13:09, 1 June 2013

Electricity or Electric Charge (official in-game term), sometimes also called Energy, is a resource that is needed to operate various parts in the game. It is critical for unmanned spacecraft, which are generally uncontrollable without any Electric Charge.

Consumption and Requisition

Unmanned Satellite Cores constantly use 1.7 units of Electric Charge per minute. Therefore they require a source of energy for missions longer than a few minutes, e.g. short engine burns at regular intervals can be used to keep a probe alive. Lights and Instrumentation use small quantities of electricity as well, but only when switched on. Ion Engines and rover wheels require particularly large amounts of electricity to operate.

Production

Engines

Many Rocket and Jet Engines can produce electricity. The exact output varies based on throttle level, and engines not running will not produce any electricity. The following table shows which engine produces how much energy at full throttle. Engines not listed do not produce electrical energy.

Engine type Engine name Power
Rocket Engines LV-T30 Liquid Fuel Engine 1.0/s
LV-T45 Liquid Fuel Engine 1.0/s
Rockomax "Poodle" Liquid Engine 1.0/s
Rockomax "Skipper" Liquid Engine 2.0/s
Rockomax "Mainsail" Liquid Engine 2.0/s
Jet Engines Basic Jet Engine 0.8/s
TurboJet Engine 1.0/s

Solar panels

A solar-powered satellite

Solar Panels are a lightweight source of electrical energy. However, they need direct sunlight to work, so they won't produce electricity on the night side of a planet, in the shadow of a spacecraft or during eclipses of the sun. Due to this unreliability, it is recommended to have some energy storage as a buffer when supplying a craft solely with solar panels.

All panels except for the OX-STAT Photovoltaic Panels need to be extended by right-clicking on them before they will generate energy. Unpacked solar panels are very fragile and will disintegrate when experiencing atmospheric drag, so keep them retracted during liftoff, aerobraking maneuvers or atmospheric re-entry.

Their energy output depends on their distance and orientation to the sun. Except for the OX-STAT Photovoltaic Panels, all solar panels will orient themselves automatically to a certain degree.

They generate more electricity the closer to the Sun they are located. However, they do not currently use the inverse-square law. Rather, they follow a spline curve of 3 piecewise cubics defined from 4 points:

Distance (m) Power Notes
0 10x
13,599,840,256 1x Kerbin's orbit
68,773,560,320 0.5x Jool's semi-major axis
206,000,000,000 0x Almost 3x Jool's orbit


Radioisotope battery

The PB-NUK Radioisotope Thermoelectric Generator is a constant and reliable source of energy which doesn't require any sunlight and is much more resistant to atmospheric drag than solar arrays. Unfortunately it has a very unpractical shape and is significantly heavier than solar panels with a comparable output of electricity.

Launch Clamps

TT18-A Launch Stability Enhancers provide attached craft with electricity and thus prevent running out of energy on the Launch Pad.

Storage

Storing electric charge helps a craft survive longer without energy supply, deal with peak loads (such as the use of ion engines) or bridge time gaps when solar panels aren't usable. The following parts store energy:

  • Unmanned Command Modules offer very low capacities and constantly consume energy
  • Manned Command Modules offer significant storage capacities and do not consume energy but are relatively large
  • Batteries are small and offer high storage capacities at the same time.

All energy storage available to a craft is fully loaded at launch.