Slipstream space: Difference between revisions

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{{Era|Forerunner|Covenant|Human|UNSC|HCW|Post}}
{{Status|Canon}}
[[File:INFslipspace.jpg|thumb|right|300px|The {{UNSCShip|Infinity}} entering slipspace around [[Earth]].]]
[[File:INFslipspace.jpg|thumb|300px|The {{UNSCShip|Infinity}} entering slipspace around [[Earth]].]]
'''Slipstream space''',<ref>''Halo: The Fall of Reach'', p. 13</ref> colloquially known as '''slipspace''',<ref name="for15">''Halo: The Fall of Reach'', p. 15 (2001)</ref> or '''the Slipstream'''<ref name="tfor136">''Halo: The Fall of Reach'', p. 136 (2001)</ref> and formally known as '''Shaw-Fujikawa space'''<ref name="for141">''Halo: The Fall of Reach'', p. 141 (2001)</ref> or '''subspace'''{{Ref/Level|Game=Halo: Combat Evolved|Level=[[The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn]]|Detail=opening cinematic}} by the [[United Nations Space Command]], is a dimensional subdomain<ref name="Halo page 53">''Halo: Ghosts of Onyx'', p. 53</ref> of alternate spacetime consisting of eleven non-visible infinitesimal dimensions used for faster-than-light travel.<ref name="eleven">''Halo: First Strike'', p. 87 (2003)</ref><ref name="c100">''Halo: Cryptum'', p. 100</ref> Making a transition from one place to another via slipspace is known as a "slip", or "jump". A device which allows a spacecraft to perform slipspace transitions is generally referred to as a [[slipspace drive]].
'''Slipstream space''',<ref>''Halo: The Fall of Reach'', p. 13</ref> colloquially known as '''slipspace''',<ref name="for15">''Halo: The Fall of Reach'', p. 15 (2001)</ref> or '''the Slipstream'''<ref name="tfor136">''Halo: The Fall of Reach'', p. 136 (2001)</ref> and formally known as '''Shaw-Fujikawa space'''<ref name="for141">''Halo: The Fall of Reach'', p. 141 (2001)</ref> or '''subspace'''{{Ref/Level|Game=Halo: Combat Evolved|Level=[[The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn]]|Detail=opening cinematic}} by the [[United Nations Space Command]], is a dimensional subdomain<ref name="Halo page 53">''Halo: Ghosts of Onyx'', p. 53</ref> of alternate spacetime consisting of eleven non-visible infinitesimal dimensions used for faster-than-light travel.<ref name="eleven">''Halo: First Strike'', p. 87 (2003)</ref><ref name="c100">''Halo: Cryptum'', p. 100</ref> Making a transition from one place to another via slipspace is known as a "slip", or "jump". A device which allows a spacecraft to perform slipspace transitions is generally referred to as a [[slipspace drive]].


==Background==
==Background==
[[File:H2A Terminals - Fleet of Particular Justice exiting slipspace.jpg|250px|thumb|The [[Covenant]] [[Fleet of Particular Justice]] coming out of slipspace.]]
[[File:H2A Terminals - Fleet of Particular Justice exiting slipspace.jpg|250px|thumb|The [[Covenant]] [[Fleet of Particular Justice]] coming out of slipspace.]]
Slipstream space is a specific set of eleven "nondimensions" existing in a very small bundle "above" the one temporal and three spatial dimensions perceptible to human beings.<ref name="eleven"/><ref name="goo186">''Halo: Ghosts of Onyx'', p. 186</ref><ref name="journal">''Halo: Reach'', [[Dr. Halsey's personal journal]]</ref> By moving matter from the three space dimensions and one time dimension of normal space to slipstream space, one effectively changes the laws of physics for that piece of matter. This allows faster-than-light travel without relativistic side-effects i.e., the occupants do not "warp" time, despite their superluminal speed.
Slipstream space is a specific set of eleven "nondimensions" existing in a very small bundle "above" the one temporal and three spatial dimensions perceptible to human beings.{{Ref/Reuse|eleven}}<ref name="goo186">''Halo: Ghosts of Onyx'', p. 186</ref><ref name="journal">''Halo: Reach'', [[Dr. Halsey's personal journal]]</ref> By moving matter from the three space dimensions and one time dimension of normal space to slipstream space, one effectively changes the laws of physics for that piece of matter. This allows faster-than-light travel without relativistic side-effects i.e., the occupants do not "warp" time, despite their superluminal speed.


In the year [[2291]], physicists [[Tobias Shaw]] and [[Wallace Fujikawa]] were the first humans to successfully implement a device that could safely transition normal matter in and out of slipstream space, the [[Shaw-Fujikawa Translight Engine]]. This enabled humanity to begin [[Human colonies|colonial expansion]] beyond their [[Sol system|home system]].
In the year [[2291]], physicists [[Tobias Shaw]] and [[Wallace Fujikawa]] were the first humans to successfully implement a device that could safely transition normal matter in and out of slipstream space, the [[Shaw-Fujikawa Translight Engine]]. This enabled humanity to begin [[Human colonies|colonial expansion]] beyond their [[Sol system|home system]].
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==Mechanics==
==Mechanics==
[[File:H2A - Solemn Penance jumping.jpg|250px|thumb|A [[Covenant assault carrier]] opens a slipspace vortex.]]
[[File:H2A - Solemn Penance jumping.jpg|250px|thumb|A [[Covenant assault carrier]] opens a slipspace vortex.]]
Slipspace is a tangle of intertwined non-spatial dimensions,<ref name="goo186"/><ref name="fs211">''Halo: First Strike'', p. 211 (2003)</ref><ref name="fs338">''Halo: First Strike'', p. 338 (2003)</ref> comparably similar to a wadded up piece of paper; 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.<ref>''Halo: First Strike'', p. 216 (2003)</ref> 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. Slipspace is entwined with the physical universe to the extent that phenomena in one realm can affect the other, and with sufficiently sophisticated equipment, transitions between the two forms of spacetime are possible.<ref name="eleven"/> Slipspace is not the only such alternate realm: others include [[denial of locale]], [[natal void]], [[shunspace]], [[trick geodetics]] and a photon-only realm known as [[the Glow]], all of which were once discovered and studied by the [[Forerunner]]s.<ref name="c100"/>
Slipspace is a tangle of intertwined non-spatial dimensions,{{Ref/Reuse|goo186}}<ref name="fs211">''Halo: First Strike'', p. 211 (2003)</ref><ref name="fs338">''Halo: First Strike'', p. 338 (2003)</ref> comparably similar to a wadded up piece of paper; 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.<ref>''Halo: First Strike'', p. 216 (2003)</ref> 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. Slipspace is entwined with the physical universe to the extent that phenomena in one realm can affect the other, and with sufficiently sophisticated equipment, transitions between the two forms of spacetime are possible.{{Ref/Reuse|eleven}} Slipspace is not the only such alternate realm: others include [[denial of locale]], [[natal void]], [[shunspace]], [[trick geodetics]] and a photon-only realm known as [[the Glow]], all of which were once discovered and studied by the [[Forerunner]]s.{{Ref/Reuse|c100}}


Described as [[Wikipedia:Non-Euclidean geometry|non-Euclidean]] and non-[[Wikipedia:Theory of relativity|Einsteinian]],<ref name="fs191">''Halo: First Strike'', p. 191 (2003)</ref> the slipstream possesses markedly different laws of physics than "normal" space.<ref>''Halo: Ghosts of Onyx'', p. 55</ref> Due to its different laws of physics, times, masses, positions or velocities in slipspace are impossible to accurately measure based on the standards of normal space.<ref name="tfor136"/> Although they are often used in colloquial contexts, the conventional notions of acceleration, velocity, distance, and time are technically meaningless within slipspace.<ref name="fs152">''Halo: First Strike'', p. 152 (2003)</ref> Even the name "slipspace" is technically a misnomer because the subdomain is non-spatial.<ref name="fs211"/><ref name="fs338"/><ref name="fs191"/> Ordinary matter cannot exist in the raw slipstream without being torn apart; ships traveling in slipspace are shielded by carefully-tuned quantum fields which wrap them in envelopes of normal space. Any construction in slipspace itself would have to be composed of specialized forms of exotic matter.<ref name="journal"/>
Described as [[Wikipedia:Non-Euclidean geometry|non-Euclidean]] and non-[[Wikipedia:Theory of relativity|Einsteinian]],<ref name="fs191">''Halo: First Strike'', p. 191 (2003)</ref> the slipstream possesses markedly different laws of physics than "normal" space.<ref>''Halo: Ghosts of Onyx'', p. 55</ref> Due to its different laws of physics, times, masses, positions or velocities in slipspace are impossible to accurately measure based on the standards of normal space.{{Ref/Reuse|tfor136}} Although they are often used in colloquial contexts, the conventional notions of acceleration, velocity, distance, and time are technically meaningless within slipspace.<ref name="fs152">''Halo: First Strike'', p. 152 (2003)</ref> Even the name "slipspace" is technically a misnomer because the subdomain is non-spatial.{{Ref/Reuse|fs211}}{{Ref/Reuse|fs338}}{{Ref/Reuse|fs191}} Ordinary matter cannot exist in the raw slipstream without being torn apart; ships traveling in slipspace are shielded by carefully-tuned quantum fields which wrap them in envelopes of normal space. Any construction in slipspace itself would have to be composed of specialized forms of exotic matter.{{Ref/Reuse|journal}}


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'', p. 137</ref> Objects in normal space are intangible in slipspace: 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'', p. 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/Reuse|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'', p. 137</ref> Objects in normal space are intangible in slipspace: 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/Reuse|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'', p. 99</ref>


Slipspace itself is nonvisible to the human eye, as there is nothing in the visible spectrum to see. To observers aboard spacecraft traveling through slipspace, this means that alternate domain appears pitch black.<ref name="for15"/><ref name="GoODark">''Halo: Ghosts of Onyx'', p. 288</ref>{{Ref/Note|While all descriptions in written works maintain slipspace is pitch black, all depictions in visual media diverge from this. ''Halo Wars: Genesis'' depicts slipspace as resembling purplish nebulae. ''Halo: Fall of Reach - Boot Camp'' depicts it as a bluish-white tunnel of lines and quadrilateral figures. ''Halo 4'' depicts it as a prismatic, though largely blue-shifted expanse. In ''Halo: Nightfall'' it appears as a blue-white tunnel. These are artistic liberties for the sake of presentation.}} Slipspace-associated phenomena in normal space, such as the radiation from a slipspace transition, are most commonly luminous blue. In some cases (most prominently in [[slipspace translocation|teleportation]]) these effects may also appear yellow and orange.{{Ref/Level|Game=Halo: Combat Evolved|Level=[[Two Betrayals]]}}{{Ref/Level|Game=Halo 4|Level=[[Midnight]]}}
Slipspace itself is nonvisible to the human eye, as there is nothing in the visible spectrum to see. To observers aboard spacecraft traveling through slipspace, this means that alternate domain appears pitch black.{{Ref/Reuse|for15}}<ref name="GoODark">''Halo: Ghosts of Onyx'', p. 288</ref>{{Ref/Note|While all descriptions in written works maintain slipspace is pitch black, all depictions in visual media diverge from this. ''Halo Wars: Genesis'' depicts slipspace as resembling purplish nebulae. ''Halo: Fall of Reach - Boot Camp'' depicts it as a bluish-white tunnel of lines and quadrilateral figures. ''Halo 4'' depicts it as a prismatic, though largely blue-shifted expanse. In ''Halo: Nightfall'' it appears as a blue-white tunnel. These are artistic liberties for the sake of presentation.}} Slipspace-associated phenomena in normal space, such as the radiation from a slipspace transition, are most commonly luminous blue. In some cases (most prominently in [[slipspace translocation|teleportation]]) these effects may also appear yellow and orange.{{Ref/Level|Game=Halo: Combat Evolved|Level=[[Two Betrayals]]}}{{Ref/Level|Game=Halo 4|Level=[[Midnight]]}}


The curvature of spacetime inside slipspace is affected by the gravity wells of planets outside the slipstream, leading to the formation of [[transit point]]s that allow for easier access into slipspace. These transit points like together to form slipspace "routes", providing faster and more optimal travel time than ordinary slipspace travel.<ref name="SS22"/> The Forerunners employed these navigation techniques heavily, in a process referred to as a "Rational Journey".<ref name="WFG">''Halo: Warfleet'', Glossary - p.90-92</ref>/>
The curvature of spacetime inside slipspace is affected by the gravity wells of planets outside the slipstream, leading to the formation of [[transit point]]s that allow for easier access into slipspace. These transit points link together to form slipspace "routes", providing faster and more optimal travel time than ordinary slipspace travel.{{Ref/Reuse|SS22}} The Forerunners employed these navigation techniques heavily, in a process referred to as a "Rational Journey".<ref name="WFG">''Halo: Warfleet'', Glossary - p.90-92</ref>


===Reconciliation===
===Reconciliation===
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While faster-than-light travel is bound to generate chronological and causal paradoxes by nature, ships traveling through slipspace rely on a self-healing effect of space-time called reconciliation,<ref>''Halo: Silentium'', p. 62</ref> more formally known as causal reconciliation<ref name="cryp322">'''Halo: Cryptum''', ''page 322''</ref> or particle reconciliation,<ref name="cryp135">'''Halo: Cryptum''', ''page 135''</ref> to eliminate any paradoxes that may otherwise occur. The severity of this effect, which scales in a nonlinear fashion, is determined by the amount of discrepancy in information transfer between locations, as well as strain on the local space-time brane, as opposed to the apparent length of the voyage alone.<ref name="Catalog17">[https://forums.halowaypoint.com/yaf_postsm2969317_Catalog-Interaction.aspx#post2969317 '''Halo Waypoint''': ''Catalog Interaction'' (post 2969317)]</ref> Mass, or size, is also a contributing factor, at least in the transport of abnormally large objects.<ref>'''Halo: Silentium''', ''page 91''</ref><ref name="c223">'''Halo: Cryptum''', ''page 223''</ref>
While faster-than-light travel is bound to generate chronological and causal paradoxes by nature, ships traveling through slipspace rely on a self-healing effect of space-time called reconciliation,<ref>''Halo: Silentium'', p. 62</ref> more formally known as causal reconciliation<ref name="cryp322">'''Halo: Cryptum''', ''page 322''</ref> or particle reconciliation,<ref name="cryp135">'''Halo: Cryptum''', ''page 135''</ref> to eliminate any paradoxes that may otherwise occur. The severity of this effect, which scales in a nonlinear fashion, is determined by the amount of discrepancy in information transfer between locations, as well as strain on the local space-time brane, as opposed to the apparent length of the voyage alone.<ref name="Catalog17">[https://forums.halowaypoint.com/yaf_postsm2969317_Catalog-Interaction.aspx#post2969317 '''Halo Waypoint''': ''Catalog Interaction'' (post 2969317)]</ref> Mass, or size, is also a contributing factor, at least in the transport of abnormally large objects.<ref>'''Halo: Silentium''', ''page 91''</ref><ref name="c223">'''Halo: Cryptum''', ''page 223''</ref>


The Forerunners were forced to place significant importance on this phenomenon due to their routine galactic-scale travel. For example, reconciliation has a limited range and time dilation effects may occur if a ship performs a very long jump.<ref name="cryp135"/> The Forerunners prevented this by completing unusually long slipspace journeys in a number of individual jumps, allowing reconciliation to take effect between each.<ref name="s60">'''Halo: Silentium''', ''pages 60-61''</ref> Despite the limitations it placed on them, the Forerunners could also control reconciliation to an extent, enabling them to use its effects against their enemies, hampering and even cutting off their channels of slipspace travel.<ref>'''Halo: Primordium''', ''page 240''</ref> Early on in their history, the Forerunners used [[probability mirror|time-phased mirrors]] to reconcile space-time on a large scale.<ref>'''Halo: Silentium''', ''pages 110-111''</ref> The Forerunners also employed the [[overwatch network]] to monitor interstellar traffic as to prevent the build up of reconciliation debt.<ref>'''[[Halo: Warfleet – An Illustrated Guide to the Spacecraft of Halo|Halo: Warfleet]]''' - ''Page 91''</ref>
The Forerunners were forced to place significant importance on this phenomenon due to their routine galactic-scale travel. For example, reconciliation has a limited range and time dilation effects may occur if a ship performs a very long jump.{{Ref/Reuse|cryp135}} The Forerunners prevented this by completing unusually long slipspace journeys in a number of individual jumps, allowing reconciliation to take effect between each.<ref name="s60">'''Halo: Silentium''', ''pages 60-61''</ref> Despite the limitations it placed on them, the Forerunners could also control reconciliation to an extent, enabling them to use its effects against their enemies, hampering and even cutting off their channels of slipspace travel.<ref>'''Halo: Primordium''', ''page 240''</ref> Early on in their history, the Forerunners used [[probability mirror|time-phased mirrors]] to reconcile space-time on a large scale.<ref>'''Halo: Silentium''', ''pages 110-111''</ref> The Forerunners also employed the [[overwatch network]] to monitor interstellar traffic as to prevent the build up of reconciliation debt.<ref>'''[[Halo: Warfleet – An Illustrated Guide to the Spacecraft of Halo|Halo: Warfleet]]''' - ''Page 91''</ref>


Reconciliation has a "budget"—extensive slipspace travel exerts strain on space-time on a large scale as causal paradoxes accrue a "debt". When these aftereffects build up, it can impede with, or in extreme cases, entirely halt other superluminal traffic and [[Superluminal communications|communication]]. Slipspace returns to its normal state as reconciliations are allowed to take effect, gradually causing the space-time debt to disappear into the quantum background.<ref name="s60"/> This effect is noticeable if large amounts of mass are transported over long distances frequently, slowing down slipspace travel throughout the galaxy and requiring ships to perform more individual jumps during a journey.<ref name="cryp266">''Halo: Cryptum'', p. 266</ref> This was seen when [[Master Builder]] [[Faber]] used slipspace portals to transport the Halos,<ref name="c223"/> or when the ''[[Audacity]]'' traveled to the [[Large Magellanic Cloud]].<ref name="s60"/> The latter voyage demonstrates the nonlinear scaling of reconciliation: although physically shorter than the trip to the [[Ark]]s, for example, the other factors involved led to the journey being the most challenging one in the Forerunners' recent memory.<ref name="Catalog17"/>
Reconciliation has a "budget"—extensive slipspace travel exerts strain on space-time on a large scale as causal paradoxes accrue a "debt". When these aftereffects build up, it can impede with, or in extreme cases, entirely halt other superluminal traffic and [[Superluminal communications|communication]]. Slipspace returns to its normal state as reconciliations are allowed to take effect, gradually causing the space-time debt to disappear into the quantum background.{{Ref/Reuse|s60}}{{Ref/Book|Id=Enc22P339|Enc22|Page=339}} This effect is noticeable if large amounts of mass are transported over long distances frequently, slowing down slipspace travel throughout the galaxy and requiring ships to perform more individual jumps during a journey.<ref name="cryp266">''Halo: Cryptum'', p. 266</ref> This was seen when [[Master Builder]] [[Faber]] used slipspace portals to transport the Halos,{{Ref/Reuse|c223}} or when the ''[[Audacity]]'' traveled to the [[Large Magellanic Cloud]].{{Ref/Reuse|s60}} The latter voyage demonstrates the nonlinear scaling of reconciliation: although physically shorter than the trip to the [[Ark]]s, for example, the other factors involved led to the journey being the most challenging one in the Forerunners' recent memory.{{Ref/Reuse|Catalog17}} Elaborate slipspace traffic management by the ecumene's overwatch network authorities never fully mitigated the effects of their civilization's abuse of slipspace, which restricted their military options during the early years of the [[Forerunner-Flood war]].{{Ref/Reuse|Enc22P339}} [[Personal slipspace unit]]s were banned except by special license of the [[Ecumene Council]] because billions of souls regularly using personal transports across four million worlds would create such an immense buildup of reconciliation that it would've been impossible and highly dangerous for any other space travel to occur.{{Ref/Novel|PoL|19}}


This effect works both forward ''and'' backward in the linear time of our universe: by the final weeks of the [[Forerunner-Flood war]], slipspace had already stabilized almost completely due to the galaxy-wide cessation of slipspace travel which would shortly follow with the activation of the Halo Array.<ref>''Halo: Silentium'', p. 301</ref>
The effect of reconciliation works both forward ''and'' backward in the linear time of our universe: by the final weeks of the Forerunner-Flood war, slipspace had already stabilized almost completely due to the galaxy-wide cessation of slipspace travel which would shortly follow with the activation of the Halo Array.<ref>''Halo: Silentium'', p. 301</ref>


Reconciliation is briefly experienced once a ship returns to normal space, and manifests as a shimmering blue glow radiating out of the ship<ref>'''Halo: Cryptum''', ''page 312''</ref> and static electricity building up in the occupants' bodies;<ref name="cryp322"/> on extremely long jumps or in strained slipspace, the effects experienced by the occupants may by significantly more severe.<ref name="cryp322"/> With Forerunner ships, the effects of reconciliation are clearly noticeable for several seconds after a ship exits slipspace.<ref>''Halo: Cryptum'', p. 100, 135, 266</ref><ref group="note">Pre-''Halo 4'' media do not depict the telltale shimmer and distortion surrounding ships undergoing particle reconciliation. While the Doylist explanation is simply that the concept had not been added to the setting at the time, this may also have canonical implications. One may infer that reconciliation debt became a comparative non-issue after the time of the Forerunners; to wit, the spacefaring civilizations of the 26th century have fewer slipspace-capable vessels and other constructs than the Forerunners by several orders of magnitude. Despite this, several Covenant [[CRS-class light cruiser|light cruisers]] are seen experiencing causal reconciliation in ''Halo 4''<nowiki>'</nowiki>s campaign as they enter [[Requiem]]'s core, though this may be a result of entering Requiem's core, due to the nature of Requiem itself; later, the [[Mantle's Approach|Didact's flagship]] is seen experiencing reconciliation, as are the Covenant dropships that have been traveling through slipspace under the larger ship's power. Strangely, {{UNSCShip|Infinity}} is never seen experiencing this effect in ''Halo 4'' or in any subsequent works, despite greatly outmassing all known human and Covenant vessels with perhaps [[CSO-class supercarrier|one exception]]. As even the UNSC ''Infinity'' and most Covenant ships are dwarfed by the size and mass of Forerunner vessels, this may be due to the lesser impact they have on Slipspace. Additionally, while UNSC ships "punch a hole" in Slipspace, Covenant ships execute a series of micro-jumps, but neither method is fully on-par with Forerunner slipspace travel's efficiency and speed; because of the relatively lesser impact, even including the UNSC's method of entering slipspace, UNSC and Covenant vessels may not create the level of disruption that Forerunner vessels did. </ref>
Reconciliation is briefly experienced once a ship returns to normal space, and manifests as a shimmering blue glow radiating out of the ship<ref>'''Halo: Cryptum''', ''page 312''</ref> and static electricity building up in the occupants' bodies;{{Ref/Reuse|cryp322}} on extremely long jumps or in strained slipspace, the effects experienced by the occupants may by significantly more severe.{{Ref/Reuse|cryp322}} With Forerunner ships, the effects of reconciliation are clearly noticeable for several seconds after a ship exits slipspace.<ref>''Halo: Cryptum'', p. 100, 135, 266</ref>{{Ref/Note|Pre-''Halo 4'' media do not depict the telltale shimmer and distortion surrounding ships undergoing particle reconciliation. While the Doylist explanation is simply that the concept had not been added to the setting at the time, this may also have canonical implications. One may infer that reconciliation debt became a comparative non-issue after the time of the Forerunners; to wit, the spacefaring civilizations of the 26th century have fewer slipspace-capable vessels and other constructs than the Forerunners by several orders of magnitude. Despite this, several Covenant [[Zanar-pattern light cruiser|light cruisers]] are seen experiencing causal reconciliation in ''Halo 4''<nowiki>'</nowiki>s campaign as they enter [[Requiem]]'s core, though this may be a result of entering Requiem's core, due to the nature of Requiem itself; later, the [[Mantle's Approach|Didact's flagship]] is seen experiencing reconciliation, as are the Covenant dropships that have been traveling through slipspace under the larger ship's power. Strangely, {{UNSCShip|Infinity}} is never seen experiencing this effect in ''Halo 4'' or in any subsequent works, despite greatly outmassing all known human and Covenant vessels with perhaps [[Sh'wada-pattern supercarrier|one exception]]. As even the UNSC ''Infinity'' and most Covenant ships are dwarfed by the size and mass of Forerunner vessels, this may be due to the lesser impact they have on Slipspace. Additionally, while UNSC ships "punch a hole" in Slipspace, Covenant ships execute a series of micro-jumps, but neither method is fully on-par with Forerunner slipspace travel's efficiency and speed; because of the relatively lesser impact, even including the UNSC's method of entering slipspace, UNSC and Covenant vessels may not create the level of disruption that Forerunner vessels did.}}


Because of modern-day humanity's inferior grasp of reconciliation technology, 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>
Because of modern-day humanity's inferior grasp of reconciliation technology, 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>
Compared to that of the Forerunner era, the overall level of reconciliation debt in the modern day is low. This is largely due to the significantly smaller amount of slipspace traffic compared to what was demanded by the Forerunners. However, this decreased slipspace usage is partially offset by the comparatively crude slipspace travel technologies used by modern civilizations, remaining anomalous disturbances in slipspace's dimensional manifolds caused by the activation of the Halo Array, and the inefficient use of surviving Forerunner transportation systems.{{Ref/Reuse|Enc22P339}}


===Drive operation===
===Drive operation===
[[File:PoA_exit_sequence.png|thumb|250px|A sequence of stills of the {{UNSCShip|Pillar of Autumn}} exiting slipspace near [[Installation 04]].]]
[[File:PoA exit sequence.png|thumb|250px|A sequence of stills of 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 marvel of the drive lies in how it manipulates these holes in space-time, squeezing vessels weighing thousands of tons into slipspace.<ref name="Halo page 53"/> The Shaw-Fujikawa Translight Engine itself provides no actual motive power outside slipspace, and ships equipped with such a device still require [[Fusion drive|conventional engines]] for sublight travel.{{Ref/Novel|Id=engines|Novel=Halo: Contact Harvest|Chapter=1|Page=23}}
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/Reuse|Halo page 53}} The Shaw-Fujikawa Translight Engine itself provides no actual motive power outside slipspace, and ships equipped with such a device still require [[Fusion drive|conventional engines]] for sublight travel.{{Ref/Novel|Id=engines|Novel=Halo: Contact Harvest|Chapter=1|Page=23}}


Starships and their occupants are not directly exposed to the eleven-dimensional spacetime while moving through slipspace; instead, the ship is enveloped in a quantum field generated by the drive. The field acts as a medium between the ship and the higher dimensions, translating its presence as a normal-space object to the arcane physics of slipspace and enabling it to "squeeze through" the higher dimensions.<ref name="quantumfield">''[[Dr. Halsey's personal journal]]'', December 25, 2534</ref> This field requires an enormous amount of constant calculations to maintain, with the number of needed calculations increasing with the size of the ship. For example, the slipspace translations for a {{class|Phoenix|colony ship}} require 4.3 quadrillion calculations of the quantum field per second.<ref>''Halo Wars: Genesis''</ref> The vessel's mass is a noted consideration in the generation of this "buffer" as well as the energy expenditure of the drive in general.<ref name="Catalog17"/>
Starships and their occupants are not directly exposed to the eleven-dimensional spacetime while moving through slipspace; instead, the ship is enveloped in a quantum field generated by the drive. The field acts as a medium between the ship and the higher dimensions, translating its presence as a normal-space object to the arcane physics of slipspace and enabling it to "squeeze through" the higher dimensions.<ref name="quantumfield">''[[Dr. Halsey's personal journal]]'', December 25, 2534</ref> This field requires an enormous amount of constant calculations to maintain, with the number of needed calculations increasing with the size of the ship. For example, the slipspace translations for a {{class|Phoenix|colony ship}} require 4.3 quadrillion calculations of the quantum field per second.<ref>''Halo Wars: Genesis''</ref> The vessel's mass is a noted consideration in the generation of this "buffer" as well as the energy expenditure of the drive in general.{{Ref/Reuse|Catalog17}}


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'', p. 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/Site|D=01|M=6|Y=2020|URL=http://halo.bungie.net/projects/reach/article.aspx?ucc=intel|Site=Bungie.net|Page=Halo: Reach Project Page}}
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'', p. 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/Site|D=01|M=6|Y=2020|URL=http://halo.bungie.net/projects/reach/article.aspx?ucc=intel|Site=Bungie.net|Page=Halo: Reach Project Page}}
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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'', p. 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.
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'', p. 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.


The Forerunners' advanced slipspace technology allowed them to perform smooth and ultraprecise transitions, enabling ships to reach their destinations with superior velocities, unerring accuracy and without the temporal anomalies commonly experienced by human ships.<ref name="ttw247">'''Halo: The Thursday War''', ''page 247''</ref> The restrictions on Forerunner slipspace travel had less to do with technology and more with the inherent nature of space-time which limited their slipspace travel by forcing them to take into account the effects of reconciliation and the overall space-time debt it accumulated.<ref name="s60"/> Forerunner slipspace drives used a form of [[Slipspace flake|crystal]] to control and stabilize their slipspace passages; forgoing these crystals would force them into much more chaotic and unpredictable transitions.<ref>''Halo: Silentium'', p. 105</ref>
The Forerunners' advanced slipspace technology allowed them to perform smooth and ultraprecise transitions, enabling ships to reach their destinations with superior velocities, unerring accuracy and without the temporal anomalies commonly experienced by human ships.<ref name="ttw247">'''Halo: The Thursday War''', ''page 247''</ref> The restrictions on Forerunner slipspace travel had less to do with technology and more with the inherent nature of space-time which limited their slipspace travel by forcing them to take into account the effects of reconciliation and the overall space-time debt it accumulated.{{Ref/Reuse|s60}} Forerunner slipspace drives used a form of [[Slipspace flake|crystal]] to control and stabilize their slipspace passages; forgoing these crystals would force them into much more chaotic and unpredictable transitions.<ref>''Halo: Silentium'', p. 105</ref> The Slipspace flake utilised in Forerunner drives reduced travel times by considerable amount over the crude alternatives developed by both Humanity and the Covenant.<ref name="WF11">''Halo: Warfleet'', p.11</ref>


===Navigation and precision===
===Navigation and precision===
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In addition to having to deal with temporal anomalies, UNSC ships are not able to jump with exact precision. A ship may transition back to normal space millions of kilometers from its intended destination.<ref>''Halo: The Fall of Reach'', p. 136</ref> As a result, UNSC ships often transition in and out of slipspace far from any [[Gravity well (physics)|gravity well]] of celestial bodies. In-system jumps are also generally considered impractical, even dangerous, by the UNSC due to this lack of precision.<ref>''Halo: The Fall of Reach'', p. 104</ref> A notable exception of this is during the [[Battle of Psi Serpentis]], when the [[UNSC Battle Group India|Battle Group India]], under command of [[Admiral]] [[Preston Jeremiah Cole|Preston Cole]], performed an in-system jump. Even though Cole had made thorough calculations for the jump a week in advance and [[Slipspace guidance beacon|guidance beacons]] were used as navigational assists, a part of the battle group scattered, reappearing outside the main group.<ref>''Halo: Evolutions - Essential Tales of the Halo Universe'', The Impossible Life and the Possible Death of Preston J. Cole, p. 477</ref>
In addition to having to deal with temporal anomalies, UNSC ships are not able to jump with exact precision. A ship may transition back to normal space millions of kilometers from its intended destination.<ref>''Halo: The Fall of Reach'', p. 136</ref> As a result, UNSC ships often transition in and out of slipspace far from any [[Gravity well (physics)|gravity well]] of celestial bodies. In-system jumps are also generally considered impractical, even dangerous, by the UNSC due to this lack of precision.<ref>''Halo: The Fall of Reach'', p. 104</ref> A notable exception of this is during the [[Battle of Psi Serpentis]], when the [[UNSC Battle Group India|Battle Group India]], under command of [[Admiral]] [[Preston Jeremiah Cole|Preston Cole]], performed an in-system jump. Even though Cole had made thorough calculations for the jump a week in advance and [[Slipspace guidance beacon|guidance beacons]] were used as navigational assists, a part of the battle group scattered, reappearing outside the main group.<ref>''Halo: Evolutions - Essential Tales of the Halo Universe'', The Impossible Life and the Possible Death of Preston J. Cole, p. 477</ref>


The [[Gravemind]] was able to use the {{UNSCShip|In Amber Clad}} to make a successful precision jump into ''[[High Charity]]''. This may be due to an improvement on the ship due to the recent capture of Covenant Slipspace technology, the Gravemind adjusting it or possibly using [[Installation 05]]'s [[teleportation grid]] or related systems to move the ship.{{Ref/Level|Game=Halo 2|Level=[[Gravemind (level)|Gravemind]]}} Cortana was able to jump the Covenant flagship ''[[Ascendant Justice]]'' into slipspace inside the atmosphere of the gas giant [[Threshold]] following the [[Battle of Installation 04]], a feat previously thought impossible even by the Covenant.<ref>''Halo: First Strike'', p. 80, 87</ref> Following the Human-Covenant War, a number of UNSC ships, such as the {{UNSCShip|Infinity}}, have been fitted with Forerunner drive technology, granting them near-perfect jump accuracy in addition to far greater velocities.<ref name="ttw247"/>
The [[Gravemind]] was able to use the {{UNSCShip|In Amber Clad}} to make a successful precision jump into ''[[High Charity]]''. This may be due to an improvement on the ship due to the recent capture of Covenant Slipspace technology, the Gravemind adjusting it or possibly using [[Installation 05]]'s [[teleportation grid]] or related systems to move the ship.{{Ref/Level|Game=Halo 2|Level=[[Gravemind (level)|Gravemind]]}} Cortana was able to jump the Covenant flagship ''[[Ascendant Justice]]'' into slipspace inside the atmosphere of the gas giant [[Threshold]] following the [[Battle of Installation 04]], a feat previously thought impossible even by the Covenant.<ref>''Halo: First Strike'', p. 80, 87</ref> Following the Human-Covenant War, a number of UNSC ships, such as the {{UNSCShip|Infinity}}, have been fitted with Forerunner drive technology, granting them near-perfect jump accuracy in addition to far greater velocities.{{Ref/Reuse|ttw247}}


The Covenant employ a device known as a ''[[kelguid]]'' to plot slipspace, reverse-engineered from similar Forerunner equivalents. Covenant ''kelguid''<nowiki>'</nowiki>s visualise slipspace as appearing like a "dinner of spaghetti and meatballs that had entered zero-g and floated up off the plate". In this visualisation, the "spagehetti" represents the curvature of space-time and the "meatballs" represent gravity wells of various sizes. Where the "spaghetti" bends so tightly as to touch itself, this creates a connection point that can be employed as a [[transit node]] by a suitable vessel.{{Ref/Novel|Id=SS22|Novel=Halo: Silent Storm|Chapter=22}}
The Covenant employ a device known as a ''[[kelguid]]'' to plot slipspace, reverse-engineered from similar Forerunner equivalents. Covenant ''kelguid''<nowiki>'</nowiki>s visualise slipspace as appearing like a "dinner of spaghetti and meatballs that had entered zero-g and floated up off the plate". In this visualisation, the "spagehetti" represents the curvature of space-time and the "meatballs" represent gravity wells of various sizes. Where the "spaghetti" bends so tightly as to touch itself, this creates a connection point that can be employed as a [[transit node]] by a suitable vessel.{{Ref/Novel|Id=SS22|Novel=Halo: Silent Storm|Chapter=22}}
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===Gravitational effects===
===Gravitational effects===
Although they are not present as tangible objects within slipspace, the gravitational pull of large masses, such as stars, affects the geometric trajectory of objects traveling in slipspace much like it would in normal space. This effect typically distorts and scatters clouds of dust drifting in the Slipstream.<ref name="tfor137"/>
Although they are not present as tangible objects within slipspace, the gravitational pull of large masses, such as stars, affects the geometric trajectory of objects traveling in slipspace much like it would in normal space. This effect typically distorts and scatters clouds of dust drifting in the Slipstream.{{Ref/Reuse|tfor137}}


Gravitational fields of significant size, such as those generated by a planet, affect the superfine quantum filaments that a slipspace drive must use to calculate an entry point to the slipstream, and UNSC calculations are unable to offset this effect.<ref name="numbers">''Halo: First Strike'', p. 85</ref> Covenant drives, in turn derived from Forerunner technology, have a much higher resolution of the filaments, and use more accurate calculations, and though the Covenant do not use this ability, are capable of making slipstream transition in and out of a planet's gravity well. Indeed, while using the captured ''[[Ascendant Justice]]'' to make a slipspace jump within [[Threshold]]'s atmosphere, [[Cortana]] remarked that ''"It was as if she was blind before."''<ref name="numbers"/> After observing this innovation, a Covenant AI managed to leak the data out to the rest of the Covenant in a transmission. During the [[Battle of Mombasa]], the [[Prophet of Regret]] used this newfound knowledge to transition into slipspace while directly over [[New Mombasa]] in Earth's gravity well, damaging the [[city]] and causing the weakening and eventual collapse of the [[New Mombasa Orbital Elevator|orbital elevator]] there.{{Ref/Level|Game=Halo 2|Level=[[Metropolis]]}} These events show that, while the Covenant often cannot innovate their own solutions, they are quick to adopt any practice that increases their combat prowess.
Gravitational fields of significant size, such as those generated by a planet, affect the superfine quantum filaments that a slipspace drive must use to calculate an entry point to the slipstream, and UNSC calculations are unable to offset this effect.<ref name="numbers">''Halo: First Strike'', p. 85</ref> Covenant drives, in turn derived from Forerunner technology, have a much higher resolution of the filaments, and use more accurate calculations, and though the Covenant do not use this ability, are capable of making slipstream transition in and out of a planet's gravity well. Indeed, while using the captured ''[[Ascendant Justice]]'' to make a slipspace jump within [[Threshold]]'s atmosphere, [[Cortana]] remarked that ''"It was as if she was blind before."''{{Ref/Reuse|numbers}} After observing this innovation, a Covenant AI managed to leak the data out to the rest of the Covenant in a transmission. During the [[Battle of Mombasa]], the [[Prophet of Regret]] used this newfound knowledge to transition into slipspace while directly over [[New Mombasa]] in Earth's gravity well, damaging the [[city]] and causing the weakening and eventual collapse of the [[New Mombasa Orbital Elevator|orbital elevator]] there.{{Ref/Level|Game=Halo 2|Level=[[Metropolis]]}} These events show that, while the Covenant often cannot innovate their own solutions, they are quick to adopt any practice that increases their combat prowess.


The effect of a gravity well on the curvature of space-time inside slipspace often allows for the right conditions to form to allow for the formation of a [[transit point]], allowing easier access to slipspace than may otherwise be possible.<ref name="SS22"/>
The effect of a gravity well on the curvature of space-time inside slipspace often allows for the right conditions to form to allow for the formation of a [[transit point]], allowing easier access to slipspace than may otherwise be possible.{{Ref/Reuse|SS22}}


==Velocities==
==Velocities==
[[File:Ark portal open.jpg|250px|thumb|A Forerunner [[slipspace portal]].]]
[[File:Ark portal open.jpg|250px|thumb|A Forerunner [[slipspace portal]].]]
The mechanics of the slipspace drive and the way it manipulates the slipspace field have an effect on the time it takes for a ship to cross distances, with more sophisticated drive technology allowing for various methods of crossing distances more efficiently.<ref name="fs86"/><ref name="tug"/> The size of a ship's engines correlates with the velocity at which it traverses slipspace; ships with larger engines will move faster within the Slipstream.<ref>''Halo: Ghosts of Onyx'', p. 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"/>
The mechanics of the slipspace drive and the way it manipulates the slipspace field have an effect on the time it takes for a ship to cross distances, with more sophisticated drive technology allowing for various methods of crossing distances more efficiently.{{Ref/Reuse|fs86}}{{Ref/Reuse|tug}} The size of a ship's engines correlates with the velocity at which it traverses slipspace; ships with larger engines will move faster within the Slipstream.<ref>''Halo: Ghosts of Onyx'', p. 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/Reuse|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. Certain UNSC ships are known to be able to travel at a speed of 2.625 light years per day,<ref group="note">In ''Halo: First Strike'', Lieutenant [[Wagner]]'s [[prowler]] traveled from [[Reach]] to [[Earth]]—a distance of 10.5 light years—in four days. Velocity=Distance/time (V=10.5 light years/4 days=2.625 l/d)</ref> while certain Covenant ships can reach speeds of more than 1,368 light years per day.<ref group="note">In ''Halo: Ghosts of Onyx'', the Covenant destroyer ''[[Bloodied Spirit]]'' travels from Earth to [[Onyx]] within less than 40 minutes. The distance from [[Sol system|Sol]] to [[Zeta Doradus]] is 38 light years. Velocity=Distance/time (V=38 light years/40 minutes=57 l/h or at least 1,368 ly/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 early [[2553]], the {{UNSCShip|Port Stanley}} and {{UNSCShip|Infinity}} had been equipped with upgraded drives which enabled them to cross interstellar distances in mere hours.<ref name="ttw247"/><ref>''Halo: Glasslands'', p. 68</ref> More efficient routes can be discovered over time. The earliest slipspace routes required over a year of travel to cover the twelve light-year distance from Earth to Harvest, while modern ones have it down to weeks.<ref>''Halo: Warfleet,'' p.86-87</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. Certain UNSC ships are known to be able to travel at a speed of 2.625 light years per day,{{Ref/Note|1=In ''Halo: First Strike'', Lieutenant [[Wagner]]'s [[prowler]] traveled from [[Reach]] to [[Earth]]—a distance of 10.5 light years—in four days. Velocity=Distance/time (V=10.5 light years/4 days=2.625 l/d)}} while certain Covenant ships can reach speeds of more than 1,368 light years per day.{{Ref/Note|1=In ''Halo: Ghosts of Onyx'', the Covenant destroyer ''[[Bloodied Spirit]]'' travels from Earth to [[Onyx]] within less than 40 minutes. The distance from [[Sol system|Sol]] to [[Zeta Doradus]] is 38 light years. Velocity=Distance/time (V=38 light years/40 minutes=57 l/h or at least 1,368 ly/d)}} After the end of the Human-Covenant War, the discovery and reverse-engineering of Forerunner technologies allowed humanity to achieve significantly greater velocities. By early [[2553]], the {{UNSCShip|Port Stanley}} and {{UNSCShip|Infinity}} had been equipped with upgraded drives which enabled them to cross interstellar distances in mere hours.{{Ref/Reuse|ttw247}}<ref>''Halo: Glasslands'', p. 68</ref> More efficient routes can be discovered over time. The earliest slipspace routes required over a year of travel to cover the twelve light-year distance from Earth to Harvest, while modern ones have it down to weeks.<ref>''Halo: Warfleet,'' p.86-87</ref>


Further complicating matters is that transit times between different star systems are not consistent. While [[Epsilon Indi]] is only approximately 12 lightyears from Earth, and 83.3 lightyears from [[23 Librae]], [[Madrigal]] is described as the "closest" colony to [[Harvest]], at only a few weeks transit time for a pre-war [[DCS light freighter|human freighter]], as opposed to just over two months to the much closer [[Epsilon Eridani system]] which lies only 14 lightyears from Epsilon Indi. The military starship {{UNSCShip|Spirit of Fire}} took only three days to reach Arcadia from Harvest, a star system 11.488 lightyears from Epsilon Eridani.<ref>''[[Halo Wars]]''</ref> These discrepancies are due to the fact the internal topology of slipstream space differs from that of normal space in certain areas, sometimes resulting in major inconsistencies in the distances traveled.<ref name="Catalog17"/>
Further complicating matters is that transit times between different star systems are not consistent. While [[Epsilon Indi]] is only approximately 12 lightyears from Earth, and 83.3 lightyears from [[23 Librae]], [[Madrigal]] is described as the "closest" colony to [[Harvest]], at only a few weeks transit time for a pre-war [[DCS light freighter|human freighter]], as opposed to just over two months to the much closer [[Epsilon Eridani system]] which lies only 14 lightyears from Epsilon Indi. The military starship {{UNSCShip|Spirit of Fire}} took only three days to reach Arcadia from Harvest, a star system 11.488 lightyears from Epsilon Eridani.<ref>''[[Halo Wars]]''</ref> These discrepancies are due to the fact the internal topology of slipstream space differs from that of normal space in certain areas, sometimes resulting in major inconsistencies in the distances traveled.{{Ref/Reuse|Catalog17}}


One example of the differences between speeds is comparing the Covenant carrier ''[[Ascendant Justice]]'' with the UNSC {{Class|Halcyon|light cruiser}} {{UNSCShip|Pillar of Autumn}}. It took 21 days (3 weeks) for the ''Pillar of Autumn'' to get from [[Reach]] to [[Installation 04]], yet the ''Ascendant Justice'' could get from Installation 04 to Reach within thirteen hours from the occupants' frame of reference. However, this may have been due to the influence of the [[Forerunner crystal]], which simultaneously caused the ''Ascendant Justice'' to go back in time for several days as a result of its occupants being on an event path intersecting the crystal.<ref>''Halo: First Strike'', p. 247-248 (2003 edition)</ref>
One example of the differences between speeds is comparing the Covenant carrier ''[[Ascendant Justice]]'' with the UNSC {{Class|Halcyon|light cruiser}} {{UNSCShip|Pillar of Autumn}}. It took 21 days (3 weeks) for the ''Pillar of Autumn'' to get from [[Reach]] to [[Installation 04]], yet the ''Ascendant Justice'' could get from Installation 04 to Reach within thirteen hours from the occupants' frame of reference. However, this may have been due to the influence of the [[Forerunner crystal]], which simultaneously caused the ''Ascendant Justice'' to go back in time for several days as a result of its occupants being on an event path intersecting the crystal.<ref>''Halo: First Strike'', p. 247-248 (2003 edition)</ref>


Though the Covenant use a modified version of Forerunner systems, true unaltered [[Forerunner]] slipspace technology was first observed in the form of [[Portal at Voi|the Portal]] transporting UNSC and Covenant vessels from [[Earth]] to [[Installation 00|the Ark]], transporting them hundreds of thousands of light years in 23 days, which equates to approximately 11,400 light years per day.<ref group="note">The Sol system is located between 25,000 and 28,000 lightyears from the galactic centre, while the Ark is 2<sup>18</sup> ly from it (262,096 ly). If the Earth was at its nearest to the Ark (that is, 28,000ly away from the centre and on the Ark's side of the galaxy), it would be 234,096ly away - at its furthest it would be 290,096ly away. 234,096/23 days= 10,178 ly/day and 290,096/23 days= 12,613 ly/day which equals to 11,395.5 ly/d in between. It should be noted that the Ark had been used by the Forerunner Dreadnought shortly beforehand; its wake could exaggerate the velocities within the slipspace portal.</ref> However, Forerunner slipspace portals were capable of much greater velocities as proven in [[2555]] when a task force was sent to the Ark to attempt to stop another activation of the [[Halo Array]]. After the portal at Voi was reactivated the team traveled through it, a journey that should have taken weeks with the Covenant slipspace drive only took a matter of hours. This is because the Ark's energy conduits that powered the portal's slipspace drive systems were generating much more than they were designed for which allowed the Covenant corvette to travel tens of thousands of light years per hour.<ref>''[[Halo: Hunters in the Dark]]'', p. 347</ref> Another example of Forerunner slipspace velocity is with the [[Forerunner Dreadnought]]: while a Covenant assault carrier could reach Delta Halo from Earth in thirteen days, the Forerunner Dreadnought took only five days to travel the same distance. Given the fact that Covenant understanding of Forerunner technology is comparatively primitive, the ship may have been capable of much higher velocities. This is very likely as the ''[[Mantle's Approach]]'' was able to travel from the vicinity of [[Installation 03]] to Earth in a matter of minutes.
Though the Covenant use a modified version of Forerunner systems, true unaltered [[Forerunner]] slipspace technology was first observed in the form of [[Portal at Voi|the Portal]] transporting UNSC and Covenant vessels from [[Earth]] to [[Installation 00|the Ark]], transporting them hundreds of thousands of light years in 23 days, which equates to approximately 11,400 light years per day.{{Ref/Note|1=The Sol system is located between 25,000 and 28,000 lightyears from the galactic centre, while the Ark is 2<sup>18</sup> ly from it (262,096 ly). If the Earth was at its nearest to the Ark (that is, 28,000ly away from the centre and on the Ark's side of the galaxy), it would be 234,096ly away - at its furthest it would be 290,096ly away. 234,096/23 days= 10,178 ly/day and 290,096/23 days= 12,613 ly/day which equals to 11,395.5 ly/d in between. It should be noted that the Ark had been used by the Forerunner Dreadnought shortly beforehand; its wake could exaggerate the velocities within the slipspace portal.}} However, Forerunner slipspace portals were capable of much greater velocities as proven in [[2555]] when a task force was sent to the Ark to attempt to stop another activation of the [[Halo Array]]. After the portal at Voi was reactivated the team traveled through it, a journey that should have taken weeks with the Covenant slipspace drive only took a matter of hours. This is because the Ark's energy conduits that powered the portal's slipspace drive systems were generating much more than they were designed for which allowed the Covenant corvette to travel tens of thousands of light years per hour.<ref>''[[Halo: Hunters in the Dark]]'', p. 347</ref>


==Dangers and risks==
==Dangers and risks==
[[File:H2A - Solemn Penance jumping.jpg|thumb|250px|''[[Solemn Penance]]'' entering Slipspace over [[New Mombasa]].]]
[[File:H2A - Solemn Penance jumping.jpg|thumb|250px|''[[Solemn Penance]]'' entering Slipspace over [[New Mombasa]].]]
Direct exposure to the slipstream is incredibly dangerous. Despite the presence of a quantum field which effectively keeps the ship within a "bubble" of normal space,<ref name="quantumfield"/> people traveling on a slipspace-capable craft can experience a range of symptoms, from nausea, to heart failure or even death. It is also known that some people react to slipspace jumps stronger than others.<ref>''Halo: Glasslands'', p. 84, 87</ref> Even more uncommon, but still known to happen, is the total disappearance of a person while in the slipstream.<ref>''Halo: Contact Harvest'', p. 175</ref>
Direct exposure to the slipstream is incredibly dangerous. Despite the presence of a quantum field which effectively keeps the ship within a "bubble" of normal space,{{Ref/Reuse|quantumfield}} people traveling on a slipspace-capable craft can experience a range of symptoms, from nausea, to heart failure or even death. It is also known that some people react to slipspace jumps stronger than others.<ref>''Halo: Glasslands'', p. 84, 87</ref> Even more uncommon, but still known to happen, is the total disappearance of a person while in the slipstream.<ref>''Halo: Contact Harvest'', p. 175</ref>


Slipspace travel is also dangerous due to the high level of [[radiation]] encountered during the trip, which can be extremely hazardous to the crew. This is negated by the use of [[lead foil]] in UNSC ships, which absorbs the radiation. Fissile materials also emit radiation, specifically [[Čerenkov radiation]], upon exiting slipspace; this is not harmful to humans, however it does make emerging from slipspace very noticeable. It is not known how the Covenant deal with radiation, but it is presumed that either they also utilize a shielding material, or with their improved slipspace technology and [[energy shielding]], it does not affect them at all.<ref name="Halo page 13">''Halo: Ghosts of Onyx'', p. 13</ref> In addition, slipspace travel generates a great deal of static electricity on the ship's hull. To discharge the static energy, [[human]]s have developed a piezoelectric material known as [[polymerized lithium niobocene]].<ref>''Dr. Halsey's personal journal'', July 30, 2511</ref>
Slipspace travel is also dangerous due to the high level of [[radiation]] encountered during the trip, which can be extremely hazardous to the crew. This is negated by the use of [[lead foil]] in UNSC ships, which absorbs the radiation. Fissile materials also emit radiation, specifically [[Čerenkov radiation]], upon exiting slipspace; this is not harmful to humans, however it does make emerging from slipspace very noticeable. It is not known how the Covenant deal with radiation, but it is presumed that either they also utilize a shielding material, or with their improved slipspace technology and [[energy shielding]], it does not affect them at all.<ref name="Halo page 13">''Halo: Ghosts of Onyx'', p. 13</ref> In addition, slipspace travel generates a great deal of static electricity on the ship's hull. To discharge the static energy, [[human]]s have developed a piezoelectric material known as [[polymerized lithium niobocene]].<ref>''Dr. Halsey's personal journal'', July 30, 2511</ref>


Since the Slipstream is constantly shifting, and its laws of physics are different to our own, the magnetic coils of Slipspace drives drift out of phase when entering and leaving a Slipspace field, requiring constant maintenance. During the [[2490]]'s, technicians had to manually repair Slipspace drives, exposing themselves to the Slipstream and occasionally suffering injury, death or simply disappearing.<ref>''Halo: Ghosts of Onyx'', p 146</ref> Mechanical failures like [[Slip Termination, Preventable]], or STP, can also occur with Slipspace drives, usually resulting from poor maintenance.<ref>''Halo: Contact Harvest'', p. 24</ref><ref name="WFG"/> An improperly mounted Slipspace drive can also result in catastrophic accidents, as was the case with a colony ship ''en route'' to the [[Cygnus system]] in the mid-2550s: as a result of a maintenance failure, the drive tore the ship apart, transporting half of it into an unknown location. During the [[Fall of Reach]], the UNSC intentionally recreated the conditions of this accident to destroy the Covenant {{Class|CSO|supercarrier}} ''[[Long Night of Solace]]''.{{Ref/Level|Game=Halo: Reach|Level=[[Long Night of Solace (level)|Long Night of Solace]]}}
Since the slipstream is constantly shifting, and its laws of physics are different to our own, the magnetic coils of slipspace drives drift out of phase when entering and leaving a slipspace field, requiring constant maintenance. During the [[2490]]'s, technicians had to manually repair slipspace drives, exposing themselves to the Slipstream and occasionally suffering injury, death, or simply disappearing.<ref>''Halo: Ghosts of Onyx'', p 146</ref> Mechanical failures like [[Slip Termination, Preventable]], or STP, can also occur with slipspace drives, usually resulting from poor maintenance.<ref>''Halo: Contact Harvest'', p. 24</ref>{{Ref/Reuse|WFG}} An improperly mounted slipspace drive can also result in catastrophic accidents, as was the case with a colony ship ''en route'' to the [[Cygnus system]] in the mid-2550s: as a result of a maintenance failure, the drive tore the ship apart, transporting half of it into an unknown location. During the [[Fall of Reach]], the UNSC intentionally recreated the conditions of this accident to destroy the Covenant {{Pattern|Sh'wada|supercarrier}} ''[[Long Night of Solace]]''.{{Ref/Level|Game=Halo: Reach|Level=[[Long Night of Solace (level)|Long Night of Solace]]}}


[[File:H2A - Mombasa consumed.jpg|left|250px|thumb|Regret's jump into slipspace from a mere several kilometers above Earth's surface inflicted enormous damage on New Mombasa.]]
[[File:H2A - Mombasa consumed.jpg|left|250px|thumb|Regret's jump into slipspace from a mere several kilometers above Earth's surface inflicted enormous damage on New Mombasa.]]
Prior to 2552, entering slipspace from the gravity well of a planet had never been attempted, either by the UNSC or the Covenant. The effect of gravity upon the creation of a slipspace entrance usually collapsed UNSC-generated holes, and was assumed to be the same with Covenant technology. The flagship ''[[Ascendant Justice]]'', however, was able to escape from a gas giant's gravity well after [[Cortana]] realized that it had a far higher resolution of the quantum filaments that allowed a transition, and she was able to compensate for the gravity. Subsequently, the ability was transmitted by a Covenant AI, and the Prophet of Regret used an in-atmosphere slipspace jump to escape [[Earth]], with the resulting shockwave dealing devastating damage to the city of [[New Mombasa]]. Slipspace jumping inside an atmosphere, however, is extremely dangerous to the surrounding people and objects. When a ship transitions into normal space in-atmosphere, the air that was there is pushed aside, causing a massive shockwave centered at the ship. If a ship transitions to Slipstream space inside an atmosphere, on the other hand, it leaves an empty space that air quickly rushes to fill, causing an implosion. An in-atmosphere jump is also known to cause prominent meteorological aftereffects; the air becomes saturated in an electric blue haze and luminescent clouds emanating from the point of the transition for nearly half an hour.{{Ref/Level|Game=Halo 3: ODST|Level=[[Tayari Plaza]]}} Exiting slipspace in-atmosphere is generally far less destructive than entering it, as ships have done so numerous times without disastrous effects.
Prior to 2552, entering slipspace from the gravity well of a planet had never been attempted, either by the UNSC or the Covenant. The effect of gravity upon the creation of a slipspace entrance usually collapsed UNSC-generated holes, and was assumed to be the same with Covenant technology. The flagship ''[[Ascendant Justice]]'', however, was able to escape from a gas giant's gravity well after [[Cortana]] realized that it had a far higher resolution of the quantum filaments that allowed a transition, and she was able to compensate for the gravity. Subsequently, the ability was transmitted by a Covenant AI, and the Prophet of Regret used an in-atmosphere slipspace jump to escape [[Earth]], with the resulting shockwave dealing devastating damage to the city of [[New Mombasa]]. Slipspace jumping inside an atmosphere, however, is extremely dangerous to the surrounding people and objects. When a ship transitions into normal space in-atmosphere, the air that was there is pushed aside, causing a massive shockwave centered at the ship. If a ship transitions to Slipstream space inside an atmosphere, on the other hand, it leaves an empty space that air quickly rushes to fill, causing an implosion. An in-atmosphere jump is also known to cause prominent meteorological aftereffects; the air becomes saturated in an electric blue haze and luminescent clouds emanating from the point of the transition for nearly half an hour.{{Ref/Level|Game=Halo 3: ODST|Level=[[Tayari Plaza]]}} Exiting slipspace in-atmosphere is generally far less destructive than entering it, as ships have done so numerous times without disastrous effects.


Entering and exiting the slipstream is normally only attempted by ships of large mass, their gravity wells stabilizing the constantly fluctuating slipspace to a degree that allows safe passage.<ref name="fs289">''Halo: First Strike'', p. 289</ref> Small ships, such as dropships, do not possess the same gravity and are placed under considerably more stress than a warship, able to crack the hull and buckle reinforcing struts.<ref>''Halo: First Strike'', p. 296</ref> It is not impossible, and UNSC slipstream monitoring probes make the transitions all the time, but require heavy reinforcement to survive the stresses, and are unmanned, having no need to protect internal occupants.<ref name="fs289"/> Specialized craft like [[Long Range Stealth Orbital Insertion Pod]]s can make the transition, but are still an extremely uncomfortable ride.<ref name="Halo page 13"/> A Slipspace-to-normal space transition has been successfully attempted by a Spirit dropship, but it had been extensively equipped with Titanium-A battleplates, lead, and carbon-molybdenum steel I-beams.
Entering and exiting the slipstream is normally only attempted by ships of large mass, their gravity wells stabilizing the constantly fluctuating slipspace to a degree that allows safe passage.<ref name="fs289">''Halo: First Strike'', p. 289</ref> Small ships, such as dropships, do not possess the same gravity and are placed under considerably more stress than a warship, able to crack the hull and buckle reinforcing struts.<ref>''Halo: First Strike'', p. 296</ref> It is not impossible, and UNSC slipstream monitoring probes make the transitions all the time, but require heavy reinforcement to survive the stresses, and are unmanned, having no need to protect internal occupants.{{Ref/Reuse|fs289}} Specialized craft like [[Long range stealth orbital drop pod]]s can make the transition, but are still an extremely uncomfortable ride.{{Ref/Reuse|Halo page 13}} A Slipspace-to-normal space transition has been successfully attempted by a Spirit dropship, but it had been extensively equipped with Titanium-A battleplates, lead, and carbon-molybdenum steel I-beams.


Even the Forerunners had potential dangers when traveling through slipspace. During [[Battle of the Capital|the assault]] on the [[Capital]] by [[Mendicant Bias]], seven of the twelve original Halo rings in existence at the time attempted to flee using a slipspace portal. Only one of them, along with [[IsoDidact|Bornstellar Makes Eternal Lasting]]'s ship made it through. The rest were destroyed when the slipspace portal closed due to the stress of the Halo installations passing through. The enormous amount of mass passing through simultaneously also put massive strain on the slipspace portal, causing any occupants to be dangerously exposed to the foreign physics of slipspace. This resulted in causal reconciliation effects far more severe than normal, as well as symptoms involving the loss of perception of reality and time, massive amounts of electrical charge, even depriving the occupants of solidity for a time.<ref name="cryp322"/> After such an event, a slipspace channel may not return to a stable state for years.<ref>''Halo: Cryptum'', p. 341</ref>
Even the Forerunners had potential dangers when traveling through slipspace. During [[Battle of the Capital|the assault]] on the [[Capital]] by [[Mendicant Bias]], seven of the twelve original Halo rings in existence at the time attempted to flee using a slipspace portal. Only one of them, along with [[IsoDidact|Bornstellar Makes Eternal Lasting]]'s ship made it through. The rest were destroyed when the slipspace portal closed due to the stress of the Halo installations passing through. The enormous amount of mass passing through simultaneously also put massive strain on the slipspace portal, causing any occupants to be dangerously exposed to the foreign physics of slipspace. This resulted in causal reconciliation effects far more severe than normal, as well as symptoms involving the loss of perception of reality and time, massive amounts of electrical charge, even depriving the occupants of solidity for a time.{{Ref/Reuse|cryp322}} After such an event, a slipspace channel may not return to a stable state for years.<ref>''Halo: Cryptum'', p. 341</ref> In situations where reconciliation debt is extreme, there can be devastating consequences for those traversing slipspace, including the creation of reference-frame anomalies and the erosion of ships and the crew within them across multiple dimensions.{{Ref/Reuse|Enc22P339}}


There are also realms of slipspace distinct from the one typically used for travel. A [[Forerunner crystal|spacetime-manipulating crystal]] found on Reach caused the UNSC-captured ''[[Ascendant Justice]]'' and the Covenant ships which pursued it to enter an anomalous slipspace dimension different from the normal slipspace used for travel.
There are also realms of slipspace distinct from the one typically used for travel. A [[Forerunner crystal|spacetime-manipulating crystal]] found on Reach caused the UNSC-captured ''[[Ascendant Justice]]'' and the Covenant ships which pursued it to enter an anomalous slipspace dimension different from the normal slipspace used for travel.


===Slipspace wake===
===Slipspace wake===
A "Slipspace wake" is a phenomenon occurring for some time after a ship has made a slipspace transition. When another, slower ship encounters a slipspace wake, they will be pushed to the speed of the ship that left the wake, thus propelling them through Slipspace at the same velocity. The {{UNSCShip|Dusk}} took two weeks to get to Installation 05 via the ''[[Solemn Penance]]''<nowiki>'</nowiki>s weakening "wake",<ref>'''Halo: Ghosts of Onyx''', ''Chapter 22'', ''page 186''</ref> but came back to [[Earth]] within hours by following the Forerunner Dreadnought's wake.<ref group="note">It is never directly stated that the wake the ''Dusk'' followed was left by the Forerunner Dreadnought; however, it is implied on page 289: ''"The Dusk's journey back to Earth had occurred in record time. They had caught a wake in slipstream space, one indeterminably larger than the Covenant wake they had followed."'' This creates an inconsistency with later canon, such as [http://halo.bungie.net/News/content.aspx?type=topnews&cid=16989 this timeline], which reveals that the Dreadnought took five days to reach the Sol system and another nine days to reach Earth, instead of a few hours. Therefore, the ''Dusk''<nowiki>'</nowiki>s speedy return to Earth may have been the result of a Slipspace anomaly. Indeed, ''Incorruptible''<nowiki>'</nowiki>s navigation officer [[Zasses 'Jeqkogoee]] notes the presence of anomalies within the dimension [[YED-4]] around the timeframe of the Dreadnought's transition.</ref> The crew of the ''Dusk'' later exploited the ''[[Bloodied Spirit]]''<nowiki>'</nowiki>s outbound wake to get to [[Onyx]], thirty-eight light years away, within an hour.
A "Slipspace wake" is a phenomenon occurring for some time after a ship has made a slipspace transition. When another, slower ship encounters a slipspace wake, they will be pushed to the speed of the ship that left the wake, thus propelling them through Slipspace at the same velocity. The {{UNSCShip|Dusk}} took two weeks to get to Installation 05 via the ''[[Solemn Penance]]''<nowiki>'</nowiki>s weakening "wake",<ref>'''Halo: Ghosts of Onyx''', ''Chapter 22'', ''page 186''</ref> but came back to [[Earth]] within hours by following the Forerunner Dreadnought's wake.{{Ref/Note|1=It is never directly stated that the wake the ''Dusk'' followed was left by the Forerunner Dreadnought; however, it is implied on page 289: ''"The Dusk's journey back to Earth had occurred in record time. They had caught a wake in slipstream space, one indeterminably larger than the Covenant wake they had followed."'' This creates an inconsistency with later canon, such as [http://halo.bungie.net/News/content.aspx?type=topnews&cid=16989 this timeline], which reveals that the Dreadnought took five days to reach the Sol system and another nine days to reach Earth, instead of a few hours. Therefore, the ''Dusk''<nowiki>'</nowiki>s speedy return to Earth may have been the result of a Slipspace anomaly. Indeed, ''Incorruptible''<nowiki>'</nowiki>s navigation officer [[Zasses 'Jeqkogoee]] notes the presence of anomalies within the dimension [[YED-4]] around the timeframe of the Dreadnought's transition.}} The crew of the ''Dusk'' later exploited the ''[[Bloodied Spirit]]''<nowiki>'</nowiki>s outbound wake to get to [[Onyx]], thirty-eight light years away, within an hour.


===Anomalies===
===Anomalies===
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===Communications===
===Communications===
{{Main|Superluminal communications}}
{{Main|Superluminal communications}}
Slipspace has been used as the basis for some (although not all) forms of faster-than-light communications system, enabling communication across the vast distances of space in reasonable timescales. First utilized by the Forerunners, such technologies were later appropriated for use by the modern civilizations of the Covenant and humanity. Communications can be routed through slipspace through "[[Wavespace]]", layers of slipspace with proximate terminations.<ref name="WFG"/>
Slipspace has been used as the basis for some (although not all) forms of faster-than-light communications system, enabling communication across the vast distances of space in reasonable timescales. First utilized by the Forerunners, such technologies were later appropriated for use by the modern civilizations of the Covenant and humanity. Communications can be routed through slipspace through "[[Wavespace]]", layers of slipspace with proximate terminations.{{Ref/Reuse|WFG}}{{Ref/Site|URL=https://www.halowaypoint.com/news/the-new-halo-encyclopedia-is-out-today|Site=Halo Waypoint|Page=The New Halo Encyclopedia is Out Today|D=11|M=03|Y=2023}}


===Teleportation===
===Teleportation===
[[File:Teleportation Grid.JPG|thumb|150px|[[John-117]] translocating via [[Installation 04]]'s teleportation grid.]]
[[File:Teleportation Grid.JPG|thumb|150px|[[John-117]] translocating via [[Installation 04]]'s teleportation grid.]]
{{Main|Slipspace translocation}}
{{Main|Slipspace translocation}}
Slipspace can also serve as means of virtually instantaneous transport over short distances. Originally developed by the Forerunners, Slipspace translocation technology allows its user to safely pass between two locations by enveloping the user in a Slipspace field and transporting them to the intended destination.<ref>''Halo: Ghosts of Onyx'', p. 311-212</ref> The Forerunners utilized this technology to a great effect, using it in [[teleportation grid]]s and [[Teleporter|transportation pads]] encountered on many of their installations. Later, the Covenant also adopted this technology and are known to have used it in their [[gravity throne]]s and [[Covenant spire|spires]].
Slipspace can also serve as means of virtually instantaneous transport over short distances. Originally developed by the Forerunners, Slipspace translocation technology allows its user to safely pass between two locations by enveloping the user in a Slipspace field and transporting them to the intended destination.<ref>''Halo: Ghosts of Onyx'', p. 311-212</ref> The Forerunners utilized this technology to a great effect, using it in [[teleportation grid]]s and [[Teleporter|transportation pads]] encountered on many of their installations. Forerunners utilised unmediated slipspace cores in translocation grids that were able to generate stable slipspace pathways across installations that sacrificed the flexibility of destination for security, speed, and safety.{{Ref/Reuse|WF11}} Later, the Covenant also adopted this technology and are known to have used it in their [[gravity throne]]s and [[Deployment spire|spires]].


===AI housing===
===AI housing===
A possible application of slipspace is the use of its eleven-dimensional spacetime as a platform for abstract fractal housing and processing structures for [[Smart AI|"smart"]] [[artificial intelligence]] constructs. The extra dimensions would grant AIs faster-than-light processing speeds but more importantly, it would give unlimited room for extended neural linkages—by extension, making the AI virtually immortal, free from the limitations of a [[Riemann matrix]], which normally cause a smart AI to descend to [[rampancy]]. So far, this has only been attempted once, by [[Catherine Halsey|Dr. Catherine Halsey]] in an unsanctioned experiment in [[2547]]. Though the experiment was a failure, the AIs of the [[The Assembly|Assembly]] recognized it as a viable means of gaining permanent independence from their creators.<ref name="journal"/><ref>''Halo: Reach'', [[Data pads|Data pad 17]]</ref>
A possible application of slipspace is the use of its eleven-dimensional spacetime as a platform for abstract fractal housing and processing structures for [[Smart AI|"smart"]] [[artificial intelligence]] constructs. The extra dimensions would grant AIs faster-than-light processing speeds but more importantly, it would give unlimited room for extended neural linkages—by extension, making the AI virtually immortal, free from the limitations of a [[Riemann matrix]], which normally cause a smart AI to descend to [[rampancy]]. So far, this has only been attempted once, by [[Catherine Halsey|Dr. Catherine Halsey]] in an unsanctioned experiment in [[2547]]. Though the experiment was a failure, the AIs of the [[The Assembly|Assembly]] recognized it as a viable means of gaining permanent independence from their creators.{{Ref/Reuse|journal}}<ref>''Halo: Reach'', [[Data pads|Data pad 17]]</ref>


===Forerunner applications===
===Forerunner applications===
{{Quote|no=two|q1=Sensor records show we arrived via slipspace less than an hour ago?|Captain [[James Cutter]]|q2=Our Slipspace drive is gone. However we got here, it wasn't us who initiated the trip. Something down there...must have opened the portal from this end and pulled us in.|Professor [[Ellen Anders]]|Captain Cutter and Anders discussing how [[UNSC Spirit of Fire|their ship]] arrives over [[Installation 00]]{{Ref/Level|Game=Halo Wars 2|Level=[[The Signal]]}}}}
The Forerunners had developed a great deal of applications for the slipstream. These included the ability to create [[Slipspace bubble|bubble-like enclosures of slipstream space]], in which the flow of time could be manipulated or stopped altogether while keeping the contents of the bubble either visible or invisible in normal space. The Forerunners were also capable of containing these bubbles of alternate space-time within one another.<ref>''Halo: Glasslands'', p. 306, 311</ref> These bubbles could be used to store considerable masses and volumes in slipspace stably for thousands of years and potentially for all of time, and to transition matter from normal space to the inside of a construct in slipstream space without requiring the construct to transition back to normal space. The same technology was utilized in [[slipspace field pod]]s that were essentially a Forerunner equivalent of [[cryo-chamber]]s, effectively preserving a living organism inside a slipspace field. Slipspace bubbles were also employed in a type of Forerunner prison cell in which the passage of time could be manipulated so that a period of a billion years would pass inside the field, while only seconds had transpired in normal space.<ref>''Halo: Primordium'', p. 366</ref>
The Forerunners had developed a great deal of applications for the slipstream. These included the ability to create [[Slipspace bubble|bubble-like enclosures of slipstream space]], in which the flow of time could be manipulated or stopped altogether while keeping the contents of the bubble either visible or invisible in normal space. The Forerunners were also capable of containing these bubbles of alternate space-time within one another.<ref>''Halo: Glasslands'', p. 306, 311</ref> These bubbles could be used to store considerable masses and volumes in slipspace stably for thousands of years and potentially for all of time, and to transition matter from normal space to the inside of a construct in slipstream space without requiring the construct to transition back to normal space. The same technology was utilized in [[slipspace field pod]]s that were essentially a Forerunner equivalent of [[cryo-chamber]]s, effectively preserving a living organism inside a slipspace field. Slipspace bubbles were also employed in a type of Forerunner prison cell in which the passage of time could be manipulated so that a period of a billion years would pass inside the field, while only seconds had transpired in normal space.<ref>''Halo: Primordium'', p. 366</ref>


In addition, the Forerunners had the ability to construct weapon systems that could fire into slipspace and affect targets in normal space or within slipspace. This is demonstrated by the [[Line installation]]s of the [[Maginot Line|Jat-Krula boundary]], which were capable of intercepting ships in slipspace.<ref name="blood">''[[Halo: Blood Line]]'' - [[Halo: Blood Line Issue 1|Issue 1]]</ref> In its [[Battle of the Maginot Sphere|final battle]] against [[Mendicant Bias]], the Forerunner AI [[Offensive Bias]] used slipspace ruptures generated by its warships to warp the laws of physics around them and tear Mendicant's ships apart.<ref>''Halo 3'', [[Terminal (Halo 3)|Terminal 6]]</ref> The ''[[Mantle's Approach]]'' employed a weapon of the [[Didact]]'s imagining known as a [[stasis tension driver]], which  paired quantum singularity projectors with repurposed [[torsion driver]]s, allowing the weapon to create localised space-time distortions that impeded the formation of slipspace ruptures and the jammed all supraluminal communications.<ref name="WF86">''Halo: Warfleet'', p.86-87</ref>
In addition, the Forerunners had the ability to construct weapon systems that could fire into slipspace and affect targets in normal space or within slipspace. This is demonstrated by the [[Line installation]]s of the [[Maginot Line|Jat-Krula boundary]], which were capable of intercepting ships in slipspace.<ref name="blood">''[[Halo: Blood Line]]'' - [[Halo: Blood Line Issue 1|Issue 1]]</ref> In its [[Battle of the Maginot Sphere|final battle]] against [[Mendicant Bias]], the Forerunner AI [[Offensive Bias]] used slipspace ruptures generated by its warships to warp the laws of physics around them and tear Mendicant's ships apart.<ref>''Halo 3'', [[Terminal (Halo 3)|Terminal 6]]</ref> The ''[[Mantle's Approach]]'' employed a weapon of the [[Didact]]'s imagining known as a [[stasis tension driver]], which  paired quantum singularity projectors with repurposed [[torsion driver]]s, allowing the weapon to create localised space-time distortions that impeded the formation of slipspace ruptures and jammed all superluminal communications.<ref name="WF86">''Halo: Warfleet'', p.86-87</ref>


[[Slipspace portal]]s created by the Forerunners could be used send objects into slipspace and have them exit in different locations.<ref>'''[[Halo Legends]]''': ''[[Origins]]''</ref> The Forerunners were also capable of generating slipspace conduits which could anchor objects in normal space into place, as shown when the {{UNSCShip|Infinity}} was constrained over [[Requiem]] by an array of [[Requiem translocation artifacts|slipspace artifacts]].<ref name="Expendable">'''[[Spartan Ops]]''', [[S1/Expendable|S1E8 ''Expendable'']]</ref> ''UNSC Spirit of Fire'' is another prime example of how the Forerunners can utilize the slipspace by managing to find the UNSC Warship that has been drifting in space for 28 years and transport it into [[Installation 00]] despite the ship was not equipped with slipspace drive, triggering Cutter and Anders curiousity of how did their ship got transported.
[[Slipspace portal]]s created by the Forerunners could be used to send objects into slipspace and have them exit in different locations.<ref>'''[[Halo Legends]]''': ''[[Origins]]''</ref> The Forerunners were also capable of generating slipspace conduits which could anchor objects in normal space into place, as shown when the {{UNSCShip|Infinity}} was constrained over [[Requiem]] by an array of [[Requiem translocation artifacts|slipspace artifacts]].<ref name="Expendable">'''[[Spartan Ops]]''', [[S1/Expendable|S1E8 ''Expendable'']]</ref>


==Production Notes==
==Production notes==
{{Linkbox|gallery=yes}}
{{Linkbox|gallery=yes}}
Slipspace fills a common niche found in most space science fiction media, allowing ships to travel vast distances in a small amount of time, allowing convenient travel through the galaxy. Though other series use different methods, it is most similar to hyperdrives, which similarly burrow into other dimensions where faster than light (FTL) travel without the relativistic side-effects is possible. Other series use different methods, allowing actual FTL travel in normal space, or instantaneous teleportation, but the principles still follow a similar trend.
Slipspace fills a common niche found in most space science fiction media, allowing ships to travel vast distances in a small amount of time, allowing convenient travel through the galaxy. Though other series use different methods, it is most similar to hyperdrives, which similarly burrow into other dimensions where faster than light (FTL) travel without the relativistic side-effects is possible. Other series use different methods, allowing actual FTL travel in normal space, or instantaneous teleportation, but the principles still follow a similar trend.
Line 141: Line 142:
File:H4-SO-S1E7-Backup-SlipspacePortal.jpg|A micro slipspace portal on [[Requiem]].
File:H4-SO-S1E7-Backup-SlipspacePortal.jpg|A micro slipspace portal on [[Requiem]].
File:H4-Forerunner-SlipspacePortal.jpg|[[Cortana]] opens a micro slipspace portal on Requiem.
File:H4-Forerunner-SlipspacePortal.jpg|[[Cortana]] opens a micro slipspace portal on Requiem.
File:H4 - Forerunner portal frame.jpg|Concept art of a micro slipspace portal.
File:H4 ForerunnerPortalFrame Concept.jpg|Concept art of a micro slipspace portal.
File:HSA CovenantShips TradingCard.jpg|[[Merg Vol's Covenant]] exiting slipspace around [[Draetheus V]].
File:HSA CovenantShips TradingCard.jpg|[[Merg Vol's Covenant]] exiting slipspace around [[Draetheus V]].
File:HTV-Unbound-Slipspace.jpg|[[Condor 325]] in slipspace in ''[[Halo: The Television Series]]''.
</gallery>
</gallery>


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**''[[Sacrifice]]'' {{Mo}}
**''[[Sacrifice]]'' {{Mo}}
*''[[Halo: Point of Light]]''
*''[[Halo: Point of Light]]''
*''[[Halo: Divine Wind]]''
*''[[Become]]''
**''[[Forever We Fight]]''
*''[[Halo Infinite: Memory Agent]]''
*''[[Halo Infinite]]''
*''[[Halo: The Television Series]]''
**''[[Unbound]]''
**''[[Homecoming (TV Series)|Homecoming]]''
**''[[Reckoning]]'' {{Mo}}
*''[[Halo: Outcasts]]''
*''[[Halo: Epitaph]]''
{{Col-end}}
{{Col-end}}


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==Sources==
==Sources==
{{Ref/Sources|3}}
{{Ref/Sources|3}}
[[Category:Slipspace]]
[[Category:Slipspace]]
[[Category:Physics]]
[[Category:Physics]]
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