Solar Panels Vs Dyson Swarm Dyson Sphere Program



In this Dyson Sphere Program guide, we take a look at the Dyson swarm vs solar panels to see which one is better early game or maybe even late game.

Build the most efficient intergalactic factory in space simulation strategy game Dyson Sphere Program! Harness the power of stars, collect resources, plan and design production lines and develop your interstellar factory from a small space workshop to a galaxy-wide industrial empire. ~Steam Store

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38 thoughts on “Solar Panels Vs Dyson Swarm Dyson Sphere Program”

  1. real life a dyson swarm would be a lot more better because when you get 22k to 23k miles above earth solar panels are 40x more better. so being that close to a star you will get trillion times more power then what we use today in 2021

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  2. Once you can build sphere components the become very valuable. You launch rockets that create the structure of the sphere, but the panels in between the structures are created from the solar sails. Took me a while to figure that out and was wondering why the panels were not build. So basically you use the rockets to create frame elements, and then launch sails that get sucked into the frame nodes to create the panels which makes them permanent. Even a small sphere can go up to 10 GW easily.
    But yes, at the point where you unlock them they are not very efficient. But look cool!

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  3. I find it amusing that you liked only the comments that agreed with your video. Solar sails are the only power source I use now. It may "feel" underwhelming but you haven't taken into account the one item that is infinite when making solar sails, so you need to take that out of the equation. Every other resource depletes except the oil, so the oil can not be part of it. You can make half of the items needed for the sails from oil. If you are lucky to find fire ice that is a whole lot of sails.The ease of access to the resource should also be taken into account. To make high purity silicon early on is a pain. To make one piece early on it takes 20 stone.

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  4. I think the biggest issue with solar panels vs swarm is that you have to manually place every single panel, and 100MW is entry level. With solar sails they mostly use stone and once set up you only need to upgrade the techs instead of building more panels by hand. Ray receivers are also more space efficient for your polar area.

    Early game coating the world in wind is probably the most effective, but if the devs add a mass build option then solar will be much easier to build.

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  5. For cost I'd say hold off on them till you get dyson sphere structures going so they become permeant. You pretty much have to burn off the hydrogen mid game anyway till you start needing a lot of it for the late stuff.

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  6. I think you’ve failed to realize the you can have a significant amount more of solar sails than you can with solar panels. Once you automate the process, you can just launch sails continuously. And you can launch them from multiple planets leaning to further gains in power generation.

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  7. Dyson swarm really needs a very large buff to be any sort of useful. solar panels and wind turbines beat it at all stages of the game currently. even the dyson sphere is outclassed by the energy exchanger until the extreme late game when your done with the tech tree.

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  8. Well that's pretty lame to find out. In reality, terrestrial or planet based solar collectors, should be subjected to many magnitudes of deterioration more than a similar device placed in stable orbit of star.

    And they would be able to orbit practically indefinitely; using the photon pressure emitting from the star itself on deployable reflective surfaces to maneuver and make small adjustments of it's orbit path with onboard AI.

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  9. You mentioned that the receiver for the solar sails must see the sun, but I do not think that is correct. The sail orbit you show in the same plain as your planet and it is the sails that the receiver must see. If you set the sail orbit to be at 90 degrees to the planet ones and quite large (balance against how bring sun is on the sails) then it can be seen 24×7 from the poles of planets too.

    The rest of your points about ongoing cost were very helpful. I'd not really checked how short the lifetime of the swarm sails were. I have found them very useful when I jumped off my first pannet to setup my other two. I took a stack of wind, solar and receivers with me and set up quite a higher power network on each world very quickly in one trip. So early game starting on other worlds I'd say they could be useful in that way for some.

    I think I'll scale back my launch date having seen this video and focus on regular solar more until I can get a sphere running.

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  10. um the dyson sphere can have multiple orbist so its wortch and you can youse another planet for the produktion
    and the ray reciver are less efficent when there near anoter ray reciver so its worth

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  11. "Maybe even late game"? No way. My dyson sphere, even in its incomplete state, outputs 4GW, about 1GW of which is from the shell (after ray efficiency loss). To get 1GW of solar, how many panels do you need? Assuming you're on a planet with 120% solar efficiency, minus 50%ish for planetary rotation and horizon (it's actually more), you get ~216kW per panel on average. You would need ~4,630 panels JUST to match the shell capacity. In terms of resources cost, sure, it's pennies compared to a sphere's frame (the sails themselves are cheap), but the pain of setting up that many panels and carting around accumulators is ridiculous.

    Earlier game? Sure, panels might be cheaper than sails, but the path of wind -> oil/coal -> nuclear is so fast that they are almost never worth it. I built a total of 5 solar panels in my path to the dyson sphere and I almost never had energy issues.

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  12. was rather disapointed with the power from the sails.

    real sails would produce stupid amount of power if you collected it proper. the fact the swarms get destroyed over time also is weird.
    sure. but like maybe make it 100 times longer in general.

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  13. the sails concentrate the rays to the receivers. they should ignore the planets "max" solar efficiency. since the receivers are focusing the beams from all the solar sails.

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  14. I use swarm on the planet. That can easily produce sails in any new system I want to install something. 100mg is nothing . With 4 yellow machines that makes sales I can keeps sails count at 6000 sails Wich give me 500 mw for the local system. Depending on how bright is your star

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  15. Btw try receiver adjust via demand. If your have nothing that need the power in your local network. The ray receiver work draw much power from the swarm.

    And the sphere takes your sails in orbit and make them permanent.

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  16. I feel like the dyson sphere shines much more when you're establishing on a new planet. Since you already have energy output coming from the sun all you would have to place is a ray receiver, and you can power any facilities you'll put down for a while.

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  17. Ome more thing, remember the productions and firing of solar sails is 100% automated, with the solar you need to go place em, a time you could spend deploying more miners and build your factory.

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  18. its pretty much the same from wind to solar. solar is a lot more expensive and only works half the time. i would say use wind if you can and only use solarsails to build the actual dysonshell, they dont decay there.

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  19. While you are wrong about needing to be in view of the sun (they need to be in view of part of the swarm), you aren't wrong about the strain on your resources per energy generated for the swarm, compared to solar panels for early to mid-game. Mid to late-game is when the swarm works best, as that is when you actually start to make/finish your first Shell, and the timers on the swarm start to become irrelevant. Late-game to completion, you should barely have any swarms, as they should all already be turning into shells.

    That being said, I consider early game working with the starter planet, early to mid is working on all planets in the starter solar system, mid is starting the first shell, mid to late is first shell is finished, late is starting new systems, late to completion is starting other system's shells, with completion obviously being all shells finished.

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