The Nature of HyperSpace
Hyperspace technology was originally brought to the human race by the
Mogensen. Although they gave very little in the way of details as to
the physics of hyperspace they, apparently, have very little data as
well. It is not known how Hyperspace was discovered or which race made
the breakthrough. Of the old races only the Vaipen (YES! A name which
starts with a V but isn't Vo**on!) and Ovaska appear to be highly
advanced in hyperspatial travel but very little is known about either
race, or their origins..... As a result Earth scientists have been
trying to fathom the mysteries of hyperspace for some time , with
mixed results.
- The most important aspect of hyperspace is the fact that
time and space are not related in the same way as in normal
space: in hyperspace one parsec of normal space is equal to
about 200,000km. This means that a fast ship can make the
journey from Earth to AlphaCentauri in about 5 hours
hours (40,000Km/h = 11.1Km/s) whereas most normal ships will
take about 10 to 20 hours.
- Hyperspace is distorted by objects in the real world according
to the Branney-Girvin boundary effect which states that objects
under a critical mass of 5*10^10Kg will have little or no
effect on hyperspace whereas objects over the critical mass
will exert a gravitational distortion explonentially greater
than in normal space due to the compaction of distance in
hyperspace. This means that ships must be guided by special
beacons, known as guide beams, generated by each jump point
and relay station (See section 1.3.4) The gravitational
distortion produces effects similar to black holes when a
very large gravity well is present. Ships which
leave the guide beams are likely to go off course and be
destroyed by gravitational tidal effects or by the next
hyperspace phenomenon.
- Hyperspace exerts a drain on all electromagnetic signals. The
source of this drain, know to earth science as the Hornmoen
Effect (one for you George!), is unknown but it's affects can
be fatal. All ships entering hyperspace, with the exception of
some organic technologies developed by the Vaipen
and Ovaska, are subject to this drain which depletes all
electrical energy sources, including bio-neurological
signals. If allowed to continue this drain will not only
deplete a ship's whole power resever but also kill all it's
occupants. To overcome this ships must periodically return to
normal space to recharge ('charge-jumps'). The Average exposure
level is about 1 day: some races can survive longer but there
only the Ovaska can stay in hyperspace for over a week. There
have been reports of a race which appears to live in hyperspace
but there have been no confirmed sightings.
- During investigation of jump-gate technology (see section 1.4)
by the Mogensen and Stabo it was discovered that certain forms
of EM radiation, when modulated correctly, could cross the
realspace/ hyperspace boundary (it has been speculated that it
is by a derivative of this method that the Ovaska can enter
hyperspace without jump points). Without this fact interstellar
communication would be impossible.
- As hyperspace is subject to massive gravitational distortions
electromagnetic signals can only travel so far before they
become lost or distorted beyond recognition (or depleted into
nothing). As a result signals sent through hyperspace, by the
method described in 1.3.4, must be boosted regularly. All
outposts act as relay stations and, where there are no outposts
for a considerable distance, specially constructed relay
stations boost the signal and provide basic services for ships
undergoing a charge jump (a bit like motorway services). Ships
which move out of range of relay stations are effectively cut
off unless they are equipped with laser communications systems
(which give double the range of normal signals but require an
open jump-point to enter hyperspace through, as well as
specialised equipment and permits) or comms drones. Comms drones
are small probes which must be given the required message and
are then launched into hyperspace where they lock onto the
nearest guide beam and transmit the message. They can wait for
a reply or return to the ship. They signal the ship which
launched them to open a jump point so that they can be
retrieved.
See Also: JumpGate Technology
Designers of this encyclopedia
Chris Page & Ed Collins
dasoft@zetnet.co.uk collins-e@dnet.co.uk