New hardpoint module: solar power sail.
Fits in the gun hardpoints. Light- 1 ton each sounds about right.
When deployed, a system extends a large web of struts, and wraps a thin solar panel material around it. Obviously you have to be completely stopped, or the thing un-deploys or is damaged. Perhaps more than one is needed, and the modules co-operate. The entire module is basically a power cable attached to a self-expanding array of struts, that covers itself with a liquid solar panel material, and then can collapse back down for storage in the hardpoint.
Upside: Provides enough power to offline the PP, and online an AFMU. (Discount for AFMU power usage?) PP can then be repaired.
Downside: Occupies an entire weapon slot. Have to be at a dead stop in normal space, near a sun. If you move, alarms go off, and then the deployed array is torn away when the power cable snaps- it floats in space near the ship.
So, with life support, AFMU,and limpet synthesis, 2 AFMU can repair all the normal modules and themselves. Limpets can repair the hull. And solar sails can drop down the jump range by 1-2 tons, but allow powerplant repairs. Potentially very useful for explorers.
For PVP, you can replace 1 or 2 guns with solar sails, supercruise near the star, drop out of SC and stop completely, and with an AFMU, repair the powerplant. Which sounds completely useless, to me.
Fits in the gun hardpoints. Light- 1 ton each sounds about right.
When deployed, a system extends a large web of struts, and wraps a thin solar panel material around it. Obviously you have to be completely stopped, or the thing un-deploys or is damaged. Perhaps more than one is needed, and the modules co-operate. The entire module is basically a power cable attached to a self-expanding array of struts, that covers itself with a liquid solar panel material, and then can collapse back down for storage in the hardpoint.
Upside: Provides enough power to offline the PP, and online an AFMU. (Discount for AFMU power usage?) PP can then be repaired.
Downside: Occupies an entire weapon slot. Have to be at a dead stop in normal space, near a sun. If you move, alarms go off, and then the deployed array is torn away when the power cable snaps- it floats in space near the ship.
So, with life support, AFMU,and limpet synthesis, 2 AFMU can repair all the normal modules and themselves. Limpets can repair the hull. And solar sails can drop down the jump range by 1-2 tons, but allow powerplant repairs. Potentially very useful for explorers.
For PVP, you can replace 1 or 2 guns with solar sails, supercruise near the star, drop out of SC and stop completely, and with an AFMU, repair the powerplant. Which sounds completely useless, to me.