are these the panels you are taking about?
https://www.youtube.com/watch?v=-wA-RlEnCNIthere is a naïve was of doing that and a more sophisticated way.
the naïve way is just liek I said before, ther are only thing to find out when do you determine of the joint broke so that you delete it. this has to be outside a new top update, becaus eteh engine does no support deleting objects from with in a update. it is sort of supported but it is better not to mess with that.
because for that the naïve way may no be too good, and I explain.
imagine your solar panel that is attached to the far more massive body of the space ship.
imagine some impact hit the solar panel,
because the solar panel is attach rigidity to the massive body. the entire thing act as it is was one one solid massive body, therefore the impact is it was with a really massive body will apply a very strong torque and force to the ship because the body was deleted. it will brake but it will be the wrong physics.
If may be fine with, but very soon the more knowledgeable people will figure out that any attachment like a feather will be strong enough that a collsion can alter the trajectory of the capsule.
the more correct way is to do as fallows.
I have to add a funtionality to teh bilateral joint name brake force and break torque.
this value will be set to the max that is set already. but can be over wrote by the application.
then the solver will check is the partial solution is larger than the brake limit, it is was throw out the partial result and solve the joint again this time using the iterative solver and flag that joint as broken,
the effect now is that the light object will only be able to apply the max brake torque and it will be update the app to delete the joint in the next update.
let us try that this weekend, please send me a post so that I remember.