I decided to put five solar panels on top of my Cyclops. When I first put them on, they do some recharging, but they never fully recharge the sub. I have version 25416 Nov-15.
Mystery solved : the solar pannels will generate energy to fill their capacitors , but not the cyclops' power cells. On top of that , the cyclops will first drain power cells rather than solar pannel capacitors , making them effectively useless until you've run out of power cells. Once you do , you only have the pannels' reserve as effective max energy (so , 4 pannels will give you 100 to work with) so this is not ideal.
Still better than nothing , it lets you charge your seamoth for free without a moon pool , plus you can afford to craft things while travelling.
I recommend a proper implementation of cyclops-specific solar pannels covering the surface of the sub , with limited slots just like rooms and corridors do for windows and reinforced bulkheads. While more realistic , that would require a new model to be made.
So then what you're saying is I can still have some power, but it'll never fully recharge? I guess I'm cool with that, at least until a full-on Cyclops solar upgrade is released. 100+ power is still enough for small trips.
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I recommend a proper implementation of cyclops-specific solar panels covering the surface of the sub , with limited slots just like rooms and corridors do for windows and reinforced bulkheads. While more realistic , that would require a new model to be made.
Not necessarily, if the Devs allowed us to place 2-4 Solar panel skinned patches on the top portion somewhat like the Reenforcement patch addon for the base tubes.
The panel would form fit the existing model but add the enhancement .
build a nuke power plant on the roof that will give you +500 power for a bit of uranium and water combine that with 6 solar panels and its what I roll with and I'v not run out of power yet and always have a spare powercell in a storage just in case I ever do ..
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Still better than nothing , it lets you charge your seamoth for free without a moon pool , plus you can afford to craft things while travelling.
I recommend a proper implementation of cyclops-specific solar pannels covering the surface of the sub , with limited slots just like rooms and corridors do for windows and reinforced bulkheads. While more realistic , that would require a new model to be made.
However I like the idea of actual integrated solar panels that you can craft into the back of the cyclops.
Not necessarily, if the Devs allowed us to place 2-4 Solar panel skinned patches on the top portion somewhat like the Reenforcement patch addon for the base tubes.
The panel would form fit the existing model but add the enhancement .