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== FTL Travel ==
== FTL Travel ==
Different cultures have developed different methods of circumventing the speed of light, and although the term faster than light is technically inaccurate and technicians and scientists frequently use the alternative CLSL (circumvention of light-speed limit), the term FTL remains predominant among the general public. That term is thus used here for accessibility. '''All''' known methods of FTL travel are impossible within strong gravity wells, as they depend upon the emission of exotic particles from the fuel substance W-1 that cannot occur within strong gravity wells, eg. orbital habitats, planets, moons, etc.
''"If you want to find a scientist to chat with, just go to your local spaceport bar and loudly proclaim that underspace is faster-than-light travel."''


=== Directorate FTL ===
FTL is a misnomer in common use among the general public referring to using a ship's jump drive. Although different species and empires have discovered different means to achieve it, the reality is still the same for everyone: jumping is a way to drop out of normal space, leaving behind all of its relativistic headaches to travel great distances through its underlying fabric.  
==== Point to Point ====
CLSL was first developed by the Directorate in UDC 280 (Solar Year 2095). Most typically referred to as '''point to point''' FTL, most Directorate ships are equipped with PTP drives, with the notable exception of freight and passenger liners that run established and high-volume jump-gate routes. PTP technology first spends a considerable amount of time (varies based on the mass of the ship, length and complexity of the journey, computational power, etc) running navigational calculations while stationary, then vents a bubble of protective hydrogen kept in place by the gravity drive. The ship then exits reality and enters an interspatial superposition along its physical course for a period of time (which also varies but is typically not greater than 1-2 weeks) before arriving at its plotted destination, with the crew having experienced the trip as a period of roughly the same amount of time as it was outside the physical universe. There is no requirement for an entry nor exit gate.


==== Jump-Lanes/Gates ====
=== How Does It Work? ===
Although typically thought of as a human technology, '''jump-lanes''', frequently incorrectly referred to as '''jump-gates''', allow non-FTL-equipped ships to nevertheless reach their destinations before light does. These are essentially space-based habitats that are capable of propelling ships along pre-calculated, standardized routes. This system '''requires''' a strong gravitational well at its termination point in order to decelerate vessels, which is typically provided by an artificial singularity. Without one, there is no exit. Within the Directorate, these are typically constructed between already well-developed worlds through which high volumes of passengers and freight passes in order to reduce the onerous cost of an onboard pilot system or advanced [[Thinking Machines|Thinking Machine]].


=== Solar/Human FTL ===
==== Entering a Jump ====
==== Folding ====
The first rule of FTL travel is astrogation. Space is vast, and over the great distances one can travel, a single degree of error can leave you tens of light years off course, maybe without enough reaction fuel to try again. Worse still, gravity wells will prevent your vessel from jumping in the first place, requiring a ship to first travel past the gravitational threshold of any nearby bodies. A ship preparing a precision transit will come to a stop while its navigation computer runs calculations to find the safest, fastest route between two points. Depending on the grade of navigation computer installed in a ship, this can take anywhere from thirty seconds to five minutes. Shorter, less-precise panic leaps take less calculation, but at the expense of making you easier to follow and unable to safely keep the transit up for long without rapidly increasing risk of running into something. While the calculations are done, you power up your drive system, hope that you're a real chomper, and push the button. And then it gets weird.
The Solar Empire reverse-engineered their own method in 294 (Solar Year 2109) upon the discovery of Precursor technology on the Solar moon Titan. This method uses W-1 to fold space around a ship to allow for physical, kinetic travel that does not technically break the light-speed barrier but delivers the ship to its destination ahead of light. The underlying principles of this technology remain poorly understood due to its Precursor origin, although it can nevertheless be replicated.


==== Jump-Lanes/Gates ====
Although a Directorate-developed technology, the human usage of jump-lanes has seen decidedly more widespread use by the [[Galactic Coalition of Interstellar States]]. Whereas Directorate jump-lanes are typically between existing, developed colonies, the Coalition has historically preferred to construct lanes as part of a colonization course due to the length of time and fuel inefficiency of the folding method. The use, denial, sabotage, and destruction of gates was thus a defining feature of the [[War of Ruz'kahni Survival]], most especially on the Federation front.


=== Vae'Hex FTL ===
Everybody enters a little differently. The Alganna Eternity figured theirs out first, and [Fjan put stuff here pls]. The Directorate found out that if you line your ship's hull with cellenium and dump your drive capacitors into it, you can collapse reality in front of you and pull yourself in, assuming you have enough liquid hydrogen in reserve to keep a boiling hot protective bubble around your ship during transit. Some say the United Families are so in tune with underspace that they can simply alter their ship's hull harmonics and effortlessly fall out of normal space. The common denominator is it takes a lot of power to enter and a lot of fuel to maintain, limiting the distance that smaller craft can travel.


==== Transiting through Underspace ====
Assuming you didn't blow up, congratulations. You're now in Underspace, jump space, or one of fifty other names for a strange swirling grey sea where the gravity wells of normal space bodies swell in like great icebergs and the shadows of stars cast rays of exotic particles. While here, nothing from normal space can interact with you, and you can't interact with it. Time still runs 1:1 with reality, and the amount time you spend here depends on how far you're going and the grade and condition of your drive. Larger vessels like warships and bulk freighters tend to have more efficient drives and greater fuel stores, allowing them to travel further or faster than most smaller craft, and of the few fighter-class ships that are FTL capable at all, their range tends to be extremely limited. Fast couriers and specially modified ships such as smuggling freighters and blockade runners are often equipped with FTL drives greater than what a ship of their size would typically carry, at the expense of cargo capacity and other systems. The presence of exotic particles and your own shielding interferes with sensors and targeting equipment, making it impossible to fight another ship while in a jump.
==== Space Madness ====
Historical reports from many species concur with the Directorate's early findings that prolonged unshielded exposure to underspace, as well as prolonged gazing into its swirling grey maelstrom will inflict negative psychological effects upon a ship's crew. Accordingly, it is standard practice to close all viewports during a transit. Symptoms vary from mild to severe depending on length of exposure, with severe cases entering a state of paranoid, hallucinatory psychosis that has been coined space madness. Due to the exotic nature of underspace and its effects on modern sensor equipment, scientists have been yet to determine why this takes place. A Directorate brochure about space madness warns to seek help if you have any of the following symptoms following FTL transit:<blockquote>
* The urge to exit the ship while in underspace
* Hearing the Voice in the Engine
* Nonspecific but persistent auditory or visual hallucinations
* A belief that the real Captain of your ship is outside the hull
* A sudden craving for bitter foods.
* Begin speaking to the Tall Men
* Begin sleepwalking
* A feeling that you should not have a tail
* The taste of citrus in your mouth</blockquote>
==== Exiting a Jump ====
A ship's astrogation computer will automatically collapse the field used to carry it through underspace upon reaching its destination, but a crewmember may manually pull the ship back into normal space at any time during the jump. Gravity wells from normal space extend into underspace, and flying into one will pull your ship back into realspace as soon as it encounters your drive's gravitational threshold. As collapsing the drive field under normal conditions will always bring a ship back to normal space, it is thought that it is impossible to become stuck in underspace. Accordingly, it's assumed that the ships that have not arrived at their destinations suffered from navigational errors and emerged somewhere unrecoverable.
=== Highways in Space ===
Fuel isn't free, chomper, and most pilots like you want to get from one point to another as quickly as possible. That's why most navigation computers are pre-loaded with the most efficient routes between major trade hubs and capital worlds. Most traffic through underspace is unsurprisingly organized along these routes, with jump calculations taking significantly less time to prepare due to the sheer amount of data available. Free-jumping from point to point is often the domain of warships and is much less common for the average spacer trying to make a living running cargo. For ships without FTL drives such as small fightercraft, and for small freighters trying to capitalize on the time savings of a larger ship's more efficient drive system, jumpship services are commonly offered between major ports, with smaller vessels able to fly in the bay of or dock against large ferries. That's not free either, and FTL trade requires a constant weighing of options.
== Lighthuggers ==
From the Directorate settlement of Cellen to the human colonization of Proxima Centauri, the lighthugger has been an intermediary staple of many spacefaring civilizations in their early years. Simply put, a lighthugger is a slower-than-light ship designed to accelerate as close to light speed as its fuel and design will allow, often reaching speeds from 0.5c to 0.9c. Due to the effects of time dilation and the relative size of space, the lighthugger is limited in its usefulness as a regular transport, often used instead as a colony ship in the pre-FTL years of a species' development.


== Sublight Travel ==
== Sublight Travel ==
=== Directorate Sublight ===
the ship goes

Latest revision as of 20:00, 22 May 2026

FTL Travel

"If you want to find a scientist to chat with, just go to your local spaceport bar and loudly proclaim that underspace is faster-than-light travel."

FTL is a misnomer in common use among the general public referring to using a ship's jump drive. Although different species and empires have discovered different means to achieve it, the reality is still the same for everyone: jumping is a way to drop out of normal space, leaving behind all of its relativistic headaches to travel great distances through its underlying fabric.

How Does It Work?

Entering a Jump

The first rule of FTL travel is astrogation. Space is vast, and over the great distances one can travel, a single degree of error can leave you tens of light years off course, maybe without enough reaction fuel to try again. Worse still, gravity wells will prevent your vessel from jumping in the first place, requiring a ship to first travel past the gravitational threshold of any nearby bodies. A ship preparing a precision transit will come to a stop while its navigation computer runs calculations to find the safest, fastest route between two points. Depending on the grade of navigation computer installed in a ship, this can take anywhere from thirty seconds to five minutes. Shorter, less-precise panic leaps take less calculation, but at the expense of making you easier to follow and unable to safely keep the transit up for long without rapidly increasing risk of running into something. While the calculations are done, you power up your drive system, hope that you're a real chomper, and push the button. And then it gets weird.


Everybody enters a little differently. The Alganna Eternity figured theirs out first, and [Fjan put stuff here pls]. The Directorate found out that if you line your ship's hull with cellenium and dump your drive capacitors into it, you can collapse reality in front of you and pull yourself in, assuming you have enough liquid hydrogen in reserve to keep a boiling hot protective bubble around your ship during transit. Some say the United Families are so in tune with underspace that they can simply alter their ship's hull harmonics and effortlessly fall out of normal space. The common denominator is it takes a lot of power to enter and a lot of fuel to maintain, limiting the distance that smaller craft can travel.

Transiting through Underspace

Assuming you didn't blow up, congratulations. You're now in Underspace, jump space, or one of fifty other names for a strange swirling grey sea where the gravity wells of normal space bodies swell in like great icebergs and the shadows of stars cast rays of exotic particles. While here, nothing from normal space can interact with you, and you can't interact with it. Time still runs 1:1 with reality, and the amount time you spend here depends on how far you're going and the grade and condition of your drive. Larger vessels like warships and bulk freighters tend to have more efficient drives and greater fuel stores, allowing them to travel further or faster than most smaller craft, and of the few fighter-class ships that are FTL capable at all, their range tends to be extremely limited. Fast couriers and specially modified ships such as smuggling freighters and blockade runners are often equipped with FTL drives greater than what a ship of their size would typically carry, at the expense of cargo capacity and other systems. The presence of exotic particles and your own shielding interferes with sensors and targeting equipment, making it impossible to fight another ship while in a jump.

Space Madness

Historical reports from many species concur with the Directorate's early findings that prolonged unshielded exposure to underspace, as well as prolonged gazing into its swirling grey maelstrom will inflict negative psychological effects upon a ship's crew. Accordingly, it is standard practice to close all viewports during a transit. Symptoms vary from mild to severe depending on length of exposure, with severe cases entering a state of paranoid, hallucinatory psychosis that has been coined space madness. Due to the exotic nature of underspace and its effects on modern sensor equipment, scientists have been yet to determine why this takes place. A Directorate brochure about space madness warns to seek help if you have any of the following symptoms following FTL transit:

  • The urge to exit the ship while in underspace
  • Hearing the Voice in the Engine
  • Nonspecific but persistent auditory or visual hallucinations
  • A belief that the real Captain of your ship is outside the hull
  • A sudden craving for bitter foods.
  • Begin speaking to the Tall Men
  • Begin sleepwalking
  • A feeling that you should not have a tail
  • The taste of citrus in your mouth

Exiting a Jump

A ship's astrogation computer will automatically collapse the field used to carry it through underspace upon reaching its destination, but a crewmember may manually pull the ship back into normal space at any time during the jump. Gravity wells from normal space extend into underspace, and flying into one will pull your ship back into realspace as soon as it encounters your drive's gravitational threshold. As collapsing the drive field under normal conditions will always bring a ship back to normal space, it is thought that it is impossible to become stuck in underspace. Accordingly, it's assumed that the ships that have not arrived at their destinations suffered from navigational errors and emerged somewhere unrecoverable.

Highways in Space

Fuel isn't free, chomper, and most pilots like you want to get from one point to another as quickly as possible. That's why most navigation computers are pre-loaded with the most efficient routes between major trade hubs and capital worlds. Most traffic through underspace is unsurprisingly organized along these routes, with jump calculations taking significantly less time to prepare due to the sheer amount of data available. Free-jumping from point to point is often the domain of warships and is much less common for the average spacer trying to make a living running cargo. For ships without FTL drives such as small fightercraft, and for small freighters trying to capitalize on the time savings of a larger ship's more efficient drive system, jumpship services are commonly offered between major ports, with smaller vessels able to fly in the bay of or dock against large ferries. That's not free either, and FTL trade requires a constant weighing of options.

Lighthuggers

From the Directorate settlement of Cellen to the human colonization of Proxima Centauri, the lighthugger has been an intermediary staple of many spacefaring civilizations in their early years. Simply put, a lighthugger is a slower-than-light ship designed to accelerate as close to light speed as its fuel and design will allow, often reaching speeds from 0.5c to 0.9c. Due to the effects of time dilation and the relative size of space, the lighthugger is limited in its usefulness as a regular transport, often used instead as a colony ship in the pre-FTL years of a species' development.

Sublight Travel

the ship goes