Slipstream space: Difference between revisions

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{{Era|Forerunner|Covenant|Human|UNSC|HCW|Post}}
{{Era|Forerunner|Covenant|Human|UNSC|HCW|Post}}
[[File:INFslipspace.jpg|thumb|right|300px|The {{UNSCShip|Infinity}} entering slipspace around [[Earth]].]]
[[File:INFslipspace.jpg|thumb|right|300px|The {{UNSCShip|Infinity}} entering slipspace around [[Earth]].]]
'''Slipstream space''',<ref>'''Halo: The Fall of Reach''', ''page 13''</ref> colloquially known as '''slipspace''',<ref name="for15">'''Halo: The Fall of Reach''', ''page 15'' (2001)</ref> or '''the Slipstream'''<ref name="tfor136">'''Halo: The Fall of Reach''', ''page 136'' (2001)</ref> and formally known as '''Shaw-Fujikawa space'''<ref name="for141">'''Halo: The Fall of Reach''', ''page 141'' (2001)</ref> or '''subspace'''<ref>'''Halo: Combat Evolved''', campaign level ''[[The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn]]'' opening cinematic</ref> by the [[United Nations Space Command]], is a dimensional subdomain<ref>'''Halo: Ghosts of Onyx''', ''page 53''</ref> of alternate spacetime consisting of eleven non-visible infinitesimal dimensions used for faster-than-light travel.<ref name="eleven">'''Halo: First Strike''', ''page 87'' (2003)</ref><ref name="c100">'''Halo: Cryptum''', ''page 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''', ''page 13''</ref> colloquially known as '''slipspace''',<ref name="for15">'''Halo: The Fall of Reach''', ''page 15'' (2001)</ref> or '''the Slipstream'''<ref name="tfor136">'''Halo: The Fall of Reach''', ''page 136'' (2001)</ref> and formally known as '''Shaw-Fujikawa space'''<ref name="for141">'''Halo: The Fall of Reach''', ''page 141'' (2001)</ref> or '''subspace'''<ref>'''Halo: Combat Evolved''', campaign level ''[[The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn]]'' opening cinematic</ref> by the [[United Nations Space Command]], is a dimensional subdomain<ref name="Halo page 53">'''Halo: Ghosts of Onyx''', ''page 53''</ref> of alternate spacetime consisting of eleven non-visible infinitesimal dimensions used for faster-than-light travel.<ref name="eleven">'''Halo: First Strike''', ''page 87'' (2003)</ref><ref name="c100">'''Halo: Cryptum''', ''page 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==
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==Mechanics==
==Mechanics==
[[File:Covenant_Assault_Carrier_FanArt.jpg|250px|thumb|A [[Covenant assault carrier]] opens a slipspace vortex.]]
[[File:Covenant_Assault_Carrier_FanArt.jpg|250px|thumb|A [[Covenant assault carrier]] opens a slipspace vortex.]]
Slipspace is a tangle of intertwined non-spatial dimensions,<ref name="fs211">'''Halo: First Strike''', ''page 211'' (2003)</ref><ref name="fs338">'''Halo: First Strike''', ''page 338'' (2003)</ref><ref name="goo186"/> 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''', ''page 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 name="goo186"/><ref name="fs211">'''Halo: First Strike''', ''page 211'' (2003)</ref><ref name="fs338">'''Halo: First Strike''', ''page 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''', ''page 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"/>


Described as [[Wikipedia:Non-Euclidean geometry|non-Euclidean]] and non-[[Wikipedia:Theory of relativity|Einsteinian]],<ref name="fs191">'''Halo: First Strike''', ''page 191'' (2003)</ref> the slipstream possesses markedly different laws of physics than "normal" space.<ref>'''Halo: Ghosts of Onyx''', ''page 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''', ''page 152'' (2003)</ref> Even the name "slipspace" is technically a misnomer because the subdomain is non-spatial.<ref name="fs191"/><ref name="fs211"/><ref name="fs338"/> 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''', ''page 191'' (2003)</ref> the slipstream possesses markedly different laws of physics than "normal" space.<ref>'''Halo: Ghosts of Onyx''', ''page 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''', ''page 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"/>


Slipspace is not completely empty; clouds of primordial atomic [[hydrogen]] are relatively frequent. Occasionally, even comets are known to somehow find their way into slipspace.<ref name="tfor136"/> Objects close to one another such as [[fleet]]s often group together in mass slipspace transit and may appear to sensors as a large, singular object.<ref name="tfor137">'''Halo: the Fall of Reach''', ''page 137''</ref> 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''', ''page 99''</ref>
Slipspace is not completely empty; clouds of primordial atomic [[hydrogen]] are relatively frequent. Occasionally, even comets are known to somehow find their way into slipspace.<ref name="tfor136"/> Objects close to one another such as [[fleet]]s often group together in mass slipspace transit and may appear to sensors as a large, singular object.<ref name="tfor137">'''Halo: the Fall of Reach''', ''page 137''</ref> 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''', ''page 99''</ref>
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===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>'''Halo: Ghosts of Onyx''', ''page 53''</ref> 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 name="engines">'''Halo: Contact Harvest''', ''Chapter 1'', page 23''</ref>
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 name="engines">'''Halo: Contact Harvest''', ''Chapter 1'', page 23''</ref>


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


The Covenant have a very finely tuned version of slipspace technology, far superior to the human Shaw-Fujikawa Translight Engine. Instead of simply tearing a hole into slipspace, Covenant slipspace drives cut a very fine hole in the fabric of space-time and slips into slipspace with precision, much like a scalpel compared to a butcher knife. It exits with the same pinpoint accuracy, takes less time during travel, and is able to plot a course with error not exceeding an atom. This is why in battle Covenant ships are able to slip by human defenses by using slipspace.<ref name="fs86">'''Halo: First Strike''', ''page 86''</ref> It has also been theorized by the UNSC that Covenant drives generate several 'microjumps' within a single slipspace transition to measure dilation, allowing them to reach their destinations faster.<ref name="tug">'''Halo: First Strike''' (2010), ''[[Tug o' War]]''</ref> Standard Covenant tactics include using short slipstream jumps to gain positional advantage and surprise other ships, in addition to avoiding incoming ordnance. The Covenant's superiority in drive technology, combined with differing weapon and shield technology, allows a small number of Covenant ships to effectively engage a much larger UNSC force. Missiles, especially, can be defeated by a brief slipstream jump, as they cannot track through slipstream space.
The Covenant have a very finely tuned version of slipspace technology, far superior to the human Shaw-Fujikawa Translight Engine. Instead of simply tearing a hole into slipspace, Covenant slipspace drives cut a very fine hole in the fabric of space-time and slips into slipspace with precision, much like a scalpel compared to a butcher knife. It exits with the same pinpoint accuracy, takes less time during travel, and is able to plot a course with error not exceeding an atom. This is why in battle Covenant ships are able to slip by human defenses by using slipspace.<ref name="fs86">'''Halo: First Strike''', ''page 86''</ref> It has also been theorized by the UNSC that Covenant drives generate several 'microjumps' within a single slipspace transition to measure dilation, allowing them to reach their destinations faster.<ref name="tug">'''Halo: First Strike''' (2010), ''[[Tug o' War]]''</ref> Standard Covenant tactics include using short slipstream jumps to gain positional advantage and surprise other ships, in addition to avoiding incoming ordnance. The Covenant's superiority in drive technology, combined with differing weapon and shield technology, allows a small number of Covenant ships to effectively engage a much larger UNSC force. Missiles, especially, can be defeated by a brief slipstream jump, as they cannot track through slipstream space.
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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''', ''page 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''', ''page 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"'', ''page 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''', ''page 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''', ''page 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"'', ''page 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>'''Halo 2''', campaign level ''[[Gravemind (level)|Gravemind]]''</ref> 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''', ''pages 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>'''Halo: The Thursday War''', ''page 247''</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>'''Halo 2''', campaign level ''[[Gravemind (level)|Gravemind]]''</ref> 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''', ''pages 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"/>


As a testament to the Forerunner's understanding of slipspace, [[Installation 00]], located far distant from the galaxy itself, is able to locate vessels within the galaxy and spontaneously open precision slipspace portals between itself and locations in the galaxy. The {{UNSCShip|Spirit of Fire}} was drawn to Installation 00 in such a manner after drifting in space for 28 years without a slipspace drive.<ref>'''Halo Wars 2''', campaign level ''[[The Signal]]''</ref>
As a testament to the Forerunner's understanding of slipspace, [[Installation 00]], located far distant from the galaxy itself, is able to locate vessels within the galaxy and spontaneously open precision slipspace portals between itself and locations in the galaxy. The {{UNSCShip|Spirit of Fire}} was drawn to Installation 00 in such a manner after drifting in space for 28 years without a slipspace drive.<ref>'''Halo Wars 2''', campaign level ''[[The Signal]]''</ref>
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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''', ''page 187''</ref> Frequent traffic, especially when moving objects of considerable mass, will also slow slipspace traffic down on a galactic scale, although this is only known to have occurred when the Forerunners moved the Halo installations across the galaxy.<ref name="cryp266"/>
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''', ''page 187''</ref> Frequent traffic, especially when moving objects of considerable mass, will also slow slipspace traffic down on a galactic scale, although this is only known to have occurred when the Forerunners moved the Halo installations across the galaxy.<ref name="cryp266"/>


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 Covenant ships can reach 912 light years per day.<ref group="note">In ''Halo: Ghosts of Onyx'', the Covenant destroyer ''[[Bloodied Spirit]]'' travels from Earth to [[Onyx]] within a single day. The distance from [[Sol system|Sol]] to [[Zeta Doradus]] is 38 light years. Velocity=Distance/time (V=38 light years/1 hour=38 l/h or 912 l/d)</ref> After the end of the Human-Covenant War, the discovery and reverse-engineering of Forerunner technologies allowed humanity to achieve significantly greater velocities. By 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>''Halo: Glasslands''', ''page 68''</ref><ref name="ttw247"/>
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 Covenant ships can reach 912 light years per day.<ref group="note">In ''Halo: Ghosts of Onyx'', the Covenant destroyer ''[[Bloodied Spirit]]'' travels from Earth to [[Onyx]] within a single day. The distance from [[Sol system|Sol]] to [[Zeta Doradus]] is 38 light years. Velocity=Distance/time (V=38 light years/1 hour=38 l/h or 912 l/d)</ref> After the end of the Human-Covenant War, the discovery and reverse-engineering of Forerunner technologies allowed humanity to achieve significantly greater velocities. By 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''', ''page 68''</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>[https://forums.halowaypoint.com/yaf_postsm2969317_Catalog-Interaction.aspx#post2969317 '''Halo Waypoint''': ''Catalog Interaction'' (post 2969317)]</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"/>


One example of the differences between speeds is comparing the Covenant cruiser ''[[Ascendant Justice]]'' with the UNSC [[Halcyon-class cruiser|''Halcyon''-class 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''', ''pages 247-248'' (2003 edition)</ref>
One example of the differences between speeds is comparing the Covenant cruiser ''[[Ascendant Justice]]'' with the UNSC [[Halcyon-class cruiser|''Halcyon''-class 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''', ''pages 247-248'' (2003 edition)</ref>
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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''', ''pages 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''', ''page 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 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''', ''pages 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''', ''page 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>'''Halo: Ghosts of Onyx''', ''page 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''', ''page 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''', ''page 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''', ''page 24''</ref> 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 a [[Covenant supercarrier]].<ref>'''[[Halo: Reach]]''', campaign level ''[[Long Night of Solace (level)|Long Night of Solace]]''</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''', ''page 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''', ''page 24''</ref> 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 a [[Covenant supercarrier]].<ref>'''[[Halo: Reach]]''', campaign level ''[[Long Night of Solace (level)|Long Night of Solace]]''</ref>
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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>'''Halo 3: ODST''', campaign level ''[[Tayari Plaza (level)|Tayari Plaza]]''</ref> 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>'''Halo 3: ODST''', campaign level ''[[Tayari Plaza (level)|Tayari Plaza]]''</ref> 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''', ''page 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''', ''page 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>'''Halo: Ghosts of Onyx''', ''page 13''</ref> 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''', ''page 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''', ''page 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.


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''', ''page 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 name="cryp322"/> After such an event, a slipspace channel may not return to a stable state for years.<ref>'''Halo: Cryptum''', ''page 341''</ref>
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===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://www.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 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.


===Anomalies===
===Anomalies===
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===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 [[Assembly]] recognized it as a viable means of gaining permanent independence from their creators.<ref>'''Halo: Reach''', ''[[Data pads|Data pad 17]]''</ref><ref name="journal"/>
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 [[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>


===Forerunner applications===
===Forerunner applications===
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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.


Slipspace can be likened to the discovery of [http://arxiv.org/abs/0709.0985 matterwave transport without transit]. In this process, all seven hidden spatial dimensions, three known spatial dimensions and two time dimensions appear to collapse into a singularity to an outside observer. But in reality, this is only an illusion. In this type of field, relativity predominates, for instance the reality is dependent on the radial displacement from the source that generates the field. At small distances, reality is relatively intact. The further away from the field source, the less sense it makes to talk about reality; a cause can occur after an effect, time has no linear flow. Nothing has a definite momentum or velocity. Objects can occur at multiple ''positions'' simultaneously. When an object enters a field, it produces a burst of neutrinos, antimatter and other types of radiation. Slipspace is also similar to a controversial theory known as the [[wikipedia:Heim_Theory|Heim Theory]].
Slipspace can be likened to the discovery of [http://arxiv.org/abs/0709.0985 matterwave transport without transit]. In this process, all seven hidden spatial dimensions, three known spatial dimensions and two time dimensions appear to collapse into a singularity to an outside observer. But in reality, this is only an illusion. In this type of field, relativity predominates, for instance the reality is dependent on the radial displacement from the source that generates the field. At small distances, reality is relatively intact. The further away from the field source, the less sense it makes to talk about reality; a cause can occur after an effect, time has no linear flow. Nothing has a definite momentum or velocity. Objects can occur at multiple ''positions'' simultaneously. When an object enters a field, it produces a burst of neutrinos, antimatter and other types of radiation. Slipspace is also similar to a controversial theory known as the [[wikipedia:Heim Theory|Heim Theory]].


==Gallery==
==Gallery==