Slipstream space: Difference between revisions

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==Mechanics==
==Mechanics==
[[File:Covenant_Assault_Carrier_FanArt.jpg|thumb|A [[Covenant assault carrier]] opens a slipspace vortex.]]
[[File:Covenant_Assault_Carrier_FanArt.jpg|thumb|A [[Covenant assault carrier]] opens a slipspace vortex.]]
Slipspace is a tangle of intertwined spatial dimensions, comparably similar to a wadded up piece of paper, which lie underneath the three conventional spatial dimensions of the universe. Due to the inherently different laws of physics in the slipstream, times, masses, positions or velocities are impossible to accurately measure based on the standards of normal space.<ref name="tfor136"/>
Slipspace is a tangle of intertwined spatial dimensions, comparably similar to a wadded up piece of paper, which lie underneath the three conventional spatial dimensions of the universe; rather like taking the classic "flat sheet" used to represent gravity and crumpling it up into a ball, thereby creating extra dimensions and shorter spaces between points. Slipspace can be thought of as the detectable universe, (which, technically, it is), but with a greater number of dimensions. Our plane of existence is thought to have four dimensions (up-down, front-back, side-to-side and time), but slipspace is an eleven-dimensional spacetime.<ref name="eleven"/>


Slipspace can be thought of as the detectable universe, (which, technically, it is), but with a greater number of dimensions. Our plane of existence is thought to have four dimensions (up-down, front-back, side-to-side and time), but slipspace is an eleven-dimensional spacetime.<ref name="eleven"/> By [[2552]], slipspace is theorized as a "tangle" of our plane's dimensions, rather like taking the classic "flat sheet" used to represent gravity and crumpling it up into a ball, thereby creating extra dimensions and shorter spaces between points. The slipstream also possesses different laws of physics than our "normal" universe, although some basic ones, such as energy transfer and momentum, remain the same.<ref>'''Halo: Ghosts of Onyx''', ''page 55''</ref>
The slipstream also possesses different laws of physics than our "normal" universe, although some basic ones, such as energy transfer and momentum, remain the same.<ref>'''Halo: Ghosts of Onyx''', ''page 55''</ref> Due to the different laws of physics in the slipstream, times, masses, positions or velocities in slipspace are impossible to accurately measure based on the standards of normal space.<ref name="tfor136"/>


Slipspace is not completely empty; clouds of primordial atomic [[hydrogen]] are relatively frequent. Occasionally, even comets are known to somehow find their way into slipspace.<ref name="tfor136"/> Objects such as [[fleet]]s often group together in mass slipspace transit and may appear to sensors as a large, singular object.<ref name="tfor137">'''Halo: the Fall of Reach''', ''page 137''</ref> An object in slipspace can pass through a mass, such as a planet, without causing a collision in normal space; such an event may often go completely unnoticed.<ref name="tfor137"/> However, there may be risks involved if a ship is still early in slipspace transit and passes through a large object, such as another ship.<ref>'''Halo: Cryptum''', ''page 99''</ref>
Slipspace is not completely empty; clouds of primordial atomic [[hydrogen]] are relatively frequent. Occasionally, even comets are known to somehow find their way into slipspace.<ref name="tfor136"/> Objects close to one another such as [[fleet]]s often group together in mass slipspace transit and may appear to sensors as a large, singular object.<ref name="tfor137">'''Halo: the Fall of Reach''', ''page 137''</ref> An object in slipspace can pass through a mass, such as a planet, without causing a collision in normal space; such an event may often go completely unnoticed.<ref name="tfor137"/> However, there may be risks involved if a ship is still early in slipspace transit and passes through a large object, such as another ship.<ref>'''Halo: Cryptum''', ''page 99''</ref>


===Time dilation===
===Time dilation===
[[File:1771441-gallery.png|thumb|A [[Covenant assault carrier]] jumps through a Slipspace vortex.]]
[[File:1771441-gallery.png|thumb|A Covenant assault carrier jumps through a Slipspace vortex.]]


The time slipspace travel takes to normal-space observers varies substantially - one cannot depend on the same amount of time passing in slipstream space and normal space. With human slipspace travel, there is generally a five to ten percent variance in travel times between stars. A fleet that transitions to slipstream space at the same time may or may not transition back to normal space at the same time. Furthermore, if ship 'A' and ship 'B' both were to enter slipstream space at the same time and exit at the same time, the crew on ship 'A' could have experienced a longer journey subjectively, and the crew of ship 'A' could be a week older than that of ship 'B' despite appearances in normal space. Though no human scientist is sure why travel time between stars is not constant, many theorize that there are "eddies" or "currents" within the slipstream. This temporal inconsistency has given military tacticians and strategists fits, hampering an uncounted number of coordinated attacks.<ref name="timeline">'''Halo.Xbox.com''' - ''Halo Timeline''</ref>
The time slipspace travel takes to normal-space observers varies substantially - one cannot depend on the same amount of time passing in slipstream space and normal space. With human slipspace travel, there is generally a five to ten percent variance in travel times between stars. A fleet that transitions to slipstream space at the same time may or may not transition back to normal space at the same time. Furthermore, if ship 'A' and ship 'B' both were to enter slipstream space at the same time and exit at the same time, the crew on ship 'A' could have experienced a longer journey subjectively, and the crew of ship 'A' could be a week older than that of ship 'B' despite appearances in normal space. Though no human scientist is sure why travel time between stars is not constant, many theorize that there are "eddies" or "currents" within the slipstream. This temporal inconsistency has given military tacticians and strategists fits, hampering an uncounted number of coordinated attacks.<ref name="timeline">'''Halo.Xbox.com''' - ''Halo Timeline''</ref>
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===Drive operation===
===Drive operation===
[[File:POA SSexit.png|thumb|250px|The [[UNSC Pillar of Autumn]] exiting slipspace near [[Installation 04]].]]
[[File:POA SSexit.png|thumb|250px|The {{UNSCShip|Pillar of Autumn}} exiting slipspace near [[Installation 04]].]]
The [[Shaw-Fujikawa Translight Engine]] generates a resonance field, which when coupled with the unusual physics of the slipstream, allows for dramatically shorter transit times between stars. UNSC slipspace drives use particle accelerators to rip apart normal space-time by generating micro black holes. These holes are evaporated via [[Hawking radiation]] in nanoseconds. The real quantum mechanical "magic" of the drive lies in how it manipulates these holes in space-time, squeezing vessels weighing thousands of tons into slipspace.<ref>'''Halo: Ghosts of Onyx''', ''page 53''</ref> It must be noted that the Shaw-Fujikawa Translight Engine itself provides no motive power, and ships equipped with such a device still require conventional engines in order to move.
The [[Shaw-Fujikawa Translight Engine]] generates a resonance field, which when coupled with the unusual physics of the slipstream, allows for dramatically shorter transit times between stars. UNSC slipspace drives use particle accelerators to rip apart normal space-time by generating micro black holes. These holes are evaporated via [[Hawking radiation]] in nanoseconds. The real quantum mechanical marvel of the drive lies in how it manipulates these holes in space-time, squeezing vessels weighing thousands of tons into slipspace.<ref>'''Halo: Ghosts of Onyx''', ''page 53''</ref> It must be noted that the Shaw-Fujikawa Translight Engine itself provides no motive power, and ships equipped with such a device still require conventional engines in order to move.


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> 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 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>'''Halo: First Strike''', ''page 86''</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.


When human ships jump into slipspace, they need to reach a [[Safe Slipspace Entry Point]], or SSEP, where it can be ensured they won't 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>
When human ships jump into slipspace, they need to reach a [[Safe Slipspace Entry Point]], or SSEP, where it can be ensured they won't 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>