Hyperspace
(Version 2.00 - 11 May 1999)
Explaining hyperspace: step by step
Includes explanations of:
What is Hyperspace? For some, it's a dimension. For others, it's a separate universe. For the purposes of this model, it's one or the other. Some explanation is necessary (obviously). You see, Realspace can be defined as a set of 3 dimensions and time. Hyperspace, while still in our universe, also can be defined as a set of 3 dimensions and time. These 3 dimensions behave in a similar manner as length, width, and heighth do in Realspace. Thus, while simply different dimensions, in some cases it acts as a different universe (as perceived in the 4 dimensions we sense).
Hyperspace Clouds: Hyperspacing 'punctures' Realspace momentarily. Because these punctures don't last forever, we must assume the universe reseals or 'heals' itself. Hyperspace clouds form because this sealing is not complete. For practical purposes, it is, as missiles and ships cannot follow one through hyperspace. This 'healing' is instantaneous, but it leaves microscopic perferations from which particles from hyperspace can enter Realspace. Almost all particles in hyperspace are too 'energetic' for our universe to hold. Thus upon hitting Realspace, these particles decay back to hyperspace. (This explains a shifting cloud of gaseous material that does not expand beyond a certain radius, the radius of the 'hole in the Realspace.') Photons are the only particles known to exist both in hyperspace and Realspace, and are also emitted in hyperspace clouds (This allows for a light show, or at the least, an illumination for the hyperspace cloud). Also, I think arrival clouds shouldn't appear until someone has actually arrived. Call it common sense.
Cloud Coloring: IMHO, I believe cloud color should vary with the type of drive instead of just 'arrival' and 'departure' clouds. This would be even more of a departure from B5 influence. This could be explained by saying that different drives use different amounts of energy to enter hyperspace. The more energetic the entry, the nearer the light is to the UV spectrum. Tyro drives usually leave a red/orange cloud behind. Journeyman drives usually leave a green/blue cloud. Masterdrives usually leave a purple cloud. Departure clouds are all bright-colored and/or neon, but arrival clouds are more drab. If we must keep with the tradition of departure and arrival clouds, the color change could be accounted from by a less energetic entry into Realspace (as opposed to a highly energetic one into hyperspace).
Cloud Size: I believe cloud size should vary according to the size of the ship.
Cloud duration: I think it might be best if clouds vary in duration according to the mass of the departing/arriving vessel.
{{Optional effect}} Hyperspacing could also leave a slight gravitational distortion (this would be the explanation of any lensing effect we use).
Rumination: This explanation might allow the color of hyperspace to vary with drive type, resulting in an odd twist that might be beneficial...
Misjumping: Hyperspace holds particles too energetic for what we call Realspace. Realspace holds particles that are not energetic enough for hyperspace. A simple analogy that applies in the situation of staying in hyperspace is that of buoyancy. If you get 'hypermatter' (tachyons, etc.) and surround it with a field of realmatter, then the particles will not escape Realspace, as the matter 'weighs it down' enough to stay. In a similar fashion, if you surround realmatter with a field of hyperparticles, (assuming the field has enough particles) it will be 'buoyant' enough to stay in or enter into hyperspace. (This explains why larger ships take more fuel, they have a larger field to produce. Also, it means each ship can have a fixed consumption rate per drive rather than trying to figure it out by mass, or something even more complex.) However, this field's energy usage increases exponentially with the duration. (This explains why there is a limit to the jump distance.) If your drive fails, you lose your hypermatter field, and 'sink' or 'precipitate' into Realspace.
Technically: Okay, the previous explanation was an analogy, so it should be easy to understand (!!!!). Anyway, the technical explanation of misjumping is that our particles have an affinity for our universe and while in hyperspace. This is why misjumping puts someone in the same universe they left, instead of some parallel universe.
{{Elite/Thargoid link}} Thargoids have a technology that is far more efficient than ours, but they only stay in stay in hyperspace (witchspace) for about ten experiencial minutes (as opposed to about one minute for the maximum jump of a human drive... for more about 'experiencial' minutes and such, look below). The Thargoids never revealed, however, the technology they used to pull other ships into their field (suck you into witchspace, as they did in the Thargoid wars). For now, this is unknown science (human science can currently only pull something into another hyperspace field when the other ship is physically docked, and the hyperdrive has been given the chance to adjust to the increased area).
Just a thought: We might shake the screen when a misjump happens and include some bizzare readings on the scanner. Just for fun.
Energy usage in hyperspace: As soon as one enters hyperspace, the hyperdrive starts churning out a field of hyperparticles capable to keep one there. Although some drives can claim better efficiencies (Journeyman class 7) or more powerful entrys (a Masterdrive) they all fall victim to the same thing: they must eventually exit hyperspace. The hyperparticles generated by all hyperdrives are extremely energetic, and the field that they compose decays (relatively) rapidly. As the hyperdrive compensates for the decaying field, more energy is lost. It's a losing battle, and (on average) for every two hyperparticles generated, four are swept into the vastness of hyperspace. The reason drives with more powerful entries (with Journeyman or Masterdrives) can travel farther is: a more powerful entry gets one 'deeper' into hyperspace, and as one goes 'deeper', the distances are shorter.
Technically: The �deeper� part refers to the analogy of a tub of water. However, in reality, you actually time travel in hyperspace, going into the past where the density of hyperparticles is less than it is in hyperspace's 'present'. Because the density of these particles is less, you don't have to worry about more hyperparticles knocking the generated hyperparticles that make up you hyperfield into hyperspace. You don�t actually time travel in Realspace because hyperspace�s temporal axis is nearly perpendicular to Realspace�s. Thus you can move to and fro along the temporal axis of hyperspace while only moving sideways on the temporal axis of Realspace. Sadly, as mentioned, the field starts to decay as soon as it is gathered, so Realmatter objects in hyperspace (like a ship) 'fall' towards Realspace, no matter how powerful the drive is. Even Masterdrives have this failing.
Why hyperspacing doesn't throw you into a parallel universe: There is a single hyperspace associated with Realspace, so the movement 'sideways' in time does not shift you into a parallel hyperspace, as the temporal axis of hyperspace actually moves in sync with the movement of ours, making jumping into a parallel universe not only difficult, but impossible.
Why time flies in hyperspace: Hyperspace has a temporal axis nearly perpendicular to that of our universe�s. This means as you spend time in hyperspace, you move �sideways� through time rather that �forward.� (For the most part�) Because this sideways motion is not felt by humans, we don�t perceive it. However, as mentioned previously, the axes are not exactly perpendicular, indeed, the temporal axis of hyperspace is slightly inclined in the direction of ours, so we can perceive about one minute for every two weeks and the necessary calculations can be carried out by the computer. (that being the maximum jump of any non-experimental human hyperdrive)
Weapons in hyperspace: Missles, particle accelerators, and mass drivers cannot be used in hyperspace. They are, generate, or propel objects which are made of our matter. Upon firing, they would decay out of hyperspace into Realspace and would probably end up in interstellar space. Lasers work in hyperspace.
Drive Types: I have addressed some of the technical issues about drives above (as related to misjumping, etc.). However, I feel another issue that should be addressed is why the different drive types exist.
Tyro Drives: Tyro as in 'novice' or 'beginner'. Originally simply called a hyperdrive, it was dubbed the Tyro Drive after the Journeyman drive was completed. There are 5 classes of Tyro drives. They leave 'clouds' that are red/orange.
Journeyman Drive: There are six classes of Journeyman Drives when the game begins. Soon, one more is developed. Shortly after the Journeyman class 7 is unveiled, the wormhole is opened. It enters hyperspace more forcefully than civilian drives, and it expends less energy to stay there (though it does still fall prey to the exponential energy expenditure problem of all drives). They usually leave clouds in the blue spectrum.
The MasterDrive: There are two classes of this one. Both to be released during the game. It leaves indigo/violet clouds behind. Both classes of Masterdrives are to be 'developed' and released during the course of the game.
Technically: More powerful drives can go further into the past of hyperspace.
[Analogy: The boyant object, the ship, enters with more force, so it gets farther 'under the surface.' Thus, it takes longer to float to the top, and it finds a denser concentration of hyperspace particles to create its field with.]
Drive classes: Each drive type has more than one class. Each class improves the efficiency of the drive, saving fuel and making slightly larger jumps possible. Jump range does not improve as drastically as it would with a change in type, however. An improvement of one class in a Journeyman is twice as effective as a one class in a Tyro drive, and an improvement of one class is three times as effective in a Masterdrive than in a Journeyman. Thus, while the Masterdrive Mk 2 is the most powerful drive available, the Journeyman class 7 is the most efficient.
Why entry points are always 'x' AUs away from planets: I think the best way to explain this would be to say that gravitrons (gravitic distortions, whatever) spawn a hyperparticle that flows away from gravity wells (much like gravity itself). Sadly, these particles cannot be harnessed by the hyperdrive, and instead exert a pressure on any ship wanting to come closer than 'x' AUs from their source, and the 'x' is proportional to its mass. One can actually (if one modifies the hyperdrive) come a little closer to the planet, but again, the power usage of the hyperdrive increases exponentially while in hyperspace, so one would lose any type of fuel efficiency the hyperdrive has, and wouldn't even get that much farther in Realspace. Most are happy, anyway, at the default hyperdrives use, as it gets you as far as it can before the incoming flow of particles exerts a force strong enough to really increase fuel consumption. {{Flend first suggested this should be explained, and he did so a little differently.}}
Why your hyperdrive won't work in an atmosphere: There had been several reports of radiation poisoning due to hyperspace clouds. While all ships in service have a thick enough hull to protect their passengers, there was a problem with people on the surface, and some problems with atmospherical effects around the clouds. Because of this, a summit was held among the major powers of the time, and it was agreed hyperspacing should not be allowed in atmospheres. All hyperdrives in existence were retro fitted with a simple device to detect an atmosphere and not allow jumps while in it. Later that year, all new drives were released with that device standard, and the practice continues today. (although it is rumored that some black market shipyards will install some older hyperdrives that do not have this feature)
Rumination: This may imply that on 'airless' worlds, where all must live inside pressurized environments with thick sheilding regardless, your drive's locking mechanism may be off, allowing immediate hyperspacing after leaving the pressurized docking bay..
Hyperspace travel with Jumpgates: Jumpgates have a more powerful entry than most hyperdrives (other than the Masterdrives... if ever miniturized for use in a hyperdrive, the current technology in jumpgates would rate at about a Journeyman class 9.4245), and it propels into the �past� of hyperspace. While in hyperspace, the Realmatter particles that compose you and your ship drift towards Realspace (faster than would a ship with a hyperdrive). Once you reach the point where hyperspace�s temporal axis overlaps with ours (the present, always, but both axes move, thus time passes) you spontaneously decay out of hyperspace into Realspace. If all goes well, you�ll be in the right place. Jumpgates yield true blue clouds. Jumpgates are restricted to the price of the fuel that powers them, and are a little more expensive than jumping with a hyperdrive. However, owners of small ships that do not have hyperdrives standard often do not purchase hyperdrives because they do not plan to own the ships long enough to save from the difference. Jumpgates have their niche, but are not always the best option.
Rumination: I think jumpgates should mostly be along major trade and military routes, with a few exceptions (say an ultra-rich mining company decides to start hyperspacing mineral/metal ore or something back to their processing system). Also, an interesting side effect of this explanation would be that ships with hyperdrives would have larger ranges if they entered through a jumpgate (with the exception of Masterdrives).
Hyperdrives as weapons: There have been several recorded uses of tampering with hyperdrives prior to jumping. Several cruel terrorists have altered the hyperdrives to create a field around only a portion of the ship (nominally the portion around the hyperdrive), so that part of the ship will fall out of hyperspace and into realspace. Few have survived this attack, as it breaks the hull of the ship and exposes the inside of the cabin to the energies of hyperspace (survivable with moderate radiation burns) and the vacuum of interstellar Realspace. Another tactic used in the early days was to generate the field within the ship, thus turning everything 'inside out'. For nearly a century the Cult of Aries used this method to kill opposition leaders, and many thought at the time that it was a natural effect of hyperspace (which they had taken to calling witchspace).
Faster than Light Communication: FTL communication . Tachyon Comms work by emitting tachyons in uniform patterns in specific directions. The tachyons then decay into hyperspace. One may communicate FTL with ships in hyperspace. The Navies often uses encrypted tachyon signals to communicate mission objectives and hazards to ships en route. Most companies and Navies use couriers for this reason: the courier can be given the information either while docked or while en route, and then transmit it to the intended source once they reach their destination. Journals are also transmitted in this fashion.
---The Pros and Cons of my explanation of 'my' hyperspace---
Cons: It allows lasers in hyperspace; Some people _want_ to navigate and/or combat in hyperspace and my explanation wouldn't allow this (at least the part about 'why time flies in hyperspace)...
The final con is that I, myself, may be unable to find the major faults with this because this is my creation, so tell me if you spot anything inconsistent.
For more 'TEP physics,' go to Ben Motz's Physics page.