Slipstream space: Difference between revisions

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m (→‎List of appearances: I've assumed this was the same as Hawking Radiation. Checked. Should be the same.)
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Before jumping into slipspace, human ships must first reach a [[Safe Slipspace Entry Point]], or SSEP, where it can be ensured they will not drag anything from normal space into the slipstream as the ship initiates the transition.<ref>'''Halo: Contact Harvest''', ''page 34''</ref> In addition, star systems have specific slipstream space transfer points known as "[[interstellar jump point]]s", or IJPs, locations designated ideal for initiating a slipspace transition.<ref>[http://www.bungie.net/projects/reach/article.aspx?ucc=intel '''Bungie.net''' - ''Halo: Reach Project Page'']</ref>
Before jumping into slipspace, human ships must first reach a [[Safe Slipspace Entry Point]], or SSEP, where it can be ensured they will not drag anything from normal space into the slipstream as the ship initiates the transition.<ref>'''Halo: Contact Harvest''', ''page 34''</ref> In addition, star systems have specific slipstream space transfer points known as "[[interstellar jump point]]s", or IJPs, locations designated ideal for initiating a slipspace transition.<ref>[http://www.bungie.net/projects/reach/article.aspx?ucc=intel '''Bungie.net''' - ''Halo: Reach Project Page'']</ref>


The Covenant have a very finely tuned version of slipspace technology, far superior to the human Shaw-Fujikawa Translight Engine. Instead of simply tearing a hole into slipspace, Covenant slipspace drives cut a very fine hole in the fabric of space-time and slips into slipspace with precision, much like a scalpel compared to a butcher knife. It exits with the same pinpoint accuracy, takes less time during travel, and is able to plot a course with error not exceeding an atom. This is why in battle Covenant ships are able to slip by human defenses by using slipspace.<ref>'''Halo: First Strike''', ''page 86''</ref> It has also been theorized by the UNSC that Covenant drives generate several 'microjumps' within a single slipspace transition to measure dilation, allowing them to reach their destinations faster.<ref>'''Halo: First Strike''' (2010), ''[[Tug o' War]]''</ref> Standard Covenant tactics include using short slipstream jumps to gain positional advantage and surprise other ships, in addition to avoiding incoming ordnance. The Covenant's superiority in drive technology, combined with differing weapon and shield technology, allows a small number of Covenant ships to effectively engage a much larger UNSC force. Missiles, especially, can be defeated by a brief slipstream jump, as they cannot track through slipstream space.
The Covenant have a very finely tuned version of slipspace technology, far superior to the human Shaw-Fujikawa Translight Engine. Instead of simply tearing a hole into slipspace, Covenant slipspace drives cut a very fine hole in the fabric of space-time and slips into slipspace with precision, much like a scalpel compared to a butcher knife. It exits with the same pinpoint accuracy, takes less time during travel, and is able to plot a course with error not exceeding an atom. This is why in battle Covenant ships are able to slip by human defenses by using slipspace.<ref name="fs86">'''Halo: First Strike''', ''page 86''</ref> It has also been theorized by the UNSC that Covenant drives generate several 'microjumps' within a single slipspace transition to measure dilation, allowing them to reach their destinations faster.<ref name="tug">'''Halo: First Strike''' (2010), ''[[Tug o' War]]''</ref> Standard Covenant tactics include using short slipstream jumps to gain positional advantage and surprise other ships, in addition to avoiding incoming ordnance. The Covenant's superiority in drive technology, combined with differing weapon and shield technology, allows a small number of Covenant ships to effectively engage a much larger UNSC force. Missiles, especially, can be defeated by a brief slipstream jump, as they cannot track through slipstream space.


===Navigation and precision===
===Navigation and precision===
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==Velocities==
==Velocities==
[[File:Nomis78 opened gateway.jpg|250px|thumb|A Forerunner [[Slipspace portal]].]]
[[File:Nomis78 opened gateway.jpg|250px|thumb|A Forerunner [[Slipspace portal]].]]
Slipspace velocities are generally dependent on the ship's momentum on transition, as the Slipspace drive itself does not generate thrust.<ref name="engines"/> As a result, ships which are faster in normal space due to their more powerful conventional thruster engines and proportionally small mass, such as [[corvette]]s, usually travel faster in the Slipstream as well.<ref>'''Halo: Ghosts of Onyx''', ''page 187''</ref> Frequent traffic, especially when moving objects of considerable mass, will also slow slipspace traffic down on a galactic scale, although this is only known to have occurred when the Forerunners moved the Halo installations across the galaxy.<ref name="cryp266"/>
Because the slipspace drive itself does not generate thrust (instead maintaining the ship's quantum field and transitioning it in and out of slipspace), a ship must still rely on acceleration provided by its conventional drive engines while in slipspace.<ref name="engines"/> As a result, ships which are faster in normal space due to their more powerful thruster engines and proportionally small mass, such as [[corvette]]s, usually travel faster in the Slipstream as well.<ref>'''Halo: Ghosts of Onyx''', ''page 187''</ref> The mechanics of the slipspace drive and the way it manipulates the slipspace field also affect a ship's velocity, with more sophisticated drive technology allowing for various methods of crossing distances more efficiently.<ref name="fs86"/><ref name="tug"/> Frequent traffic, especially when moving objects of considerable mass, will also slow slipspace traffic down on a galactic scale, although this is only known to have occurred when the Forerunners moved the Halo installations across the galaxy.<ref name="cryp266"/>


However fast it may appear, human faster-than-light travel is by no means instantaneous; "short" jumps routinely take up to two months, and "long" jumps can last six months or more for the crew. UNSC ships are known to be able to travel at a speed of 2.625 light years per day,<ref group="note">Velocity=Distance/time (V=[[Reach|10.5 light years]]/4 days=2.625 l/d)</ref> while Covenant ships can reach 912 light years per day.<ref group="note">Velocity=Distance/time (V=[[Zeta Doradus|38 light years]]/1 hour=38 l/h or 912 l/d)</ref> After the end of the Human-Covenant War, the discovery and reverse-engineering of Forerunner technologies allowed humanity to achieve significantly greater velocities; by [[2553#January|January 2553]], the {{UNSCShip|Port Stanley}} was equipped with an upgraded drive which enabled the ship to cross interstellar distances in mere hours.<ref>''Halo: Glasslands''', ''page 68''</ref>
However fast it may appear, human faster-than-light travel is by no means instantaneous; "short" jumps routinely take up to two months, and "long" jumps can last six months or more for the crew. UNSC ships are known to be able to travel at a speed of 2.625 light years per day,<ref group="note">Velocity=Distance/time (V=[[Reach|10.5 light years]]/4 days=2.625 l/d)</ref> while Covenant ships can reach 912 light years per day.<ref group="note">Velocity=Distance/time (V=[[Zeta Doradus|38 light years]]/1 hour=38 l/h or 912 l/d)</ref> After the end of the Human-Covenant War, the discovery and reverse-engineering of Forerunner technologies allowed humanity to achieve significantly greater velocities; by [[2553#January|January 2553]], the {{UNSCShip|Port Stanley}} was equipped with an upgraded drive which enabled the ship to cross interstellar distances in mere hours.<ref>''Halo: Glasslands''', ''page 68''</ref>