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HYPERSPACE
JUMP GATE
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class:
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Jump Gate
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type:
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Fixed Hyperspace
Vortex Generator
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length:
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1 - 10 kilometers
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mass:
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variable
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power:
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Fusion Reactors
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duration:
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5 Years [?]
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FUEL
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Quantium 40
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Vortex Generators, or
"Jump Gates" are massive arrays organized in groups of
two to five generators, with each generator measuring between one
and ten miles in length. Jump Gates allow ships of variable
size to pass through into Hyperspace, a topological distinct dimension
which maps distances into a much smaller space, allowing for interstellar
travel without going faster than the speed of light. This is accomplished
by focusing four different types of energy at one point and, while
alone these energy waves are fairly harmless in the galactic sense,
when brought together these four distinct energy patterns rend the
fabric of space/time and open a passage into first level Hyperspace.
Ships using Jump Gates
can traverse great distances in a matter of hours or days and any
race with the most basic of space flight capabilities can find the
universe opened up to them if they have a Jump Gate in their solar
system. Newtonian physics do still apply to ships traveling in Hyperspace,
so any inertia created while passing through the gate remains upon
entry/exit.
Capital ships of a certain
size (usually 500 meters or greater)
are capable of entering Hyperspace without using a Jump Gate, but
with an extreme cost in energy. It has become common for these
ships to use Jump Gates to enter/exit Hyperspace whenever the chance
arises, in order to save energy. This is vital, as most FTL
communications and some weapons systems can be rendered inoperable
while making a jump.
It takes a great deal
of energy to punch a hole in the fabric of space/time, to traverse
the barrier between real space and Hyperspace. Some races,
like the Shadows and Vorlons, can use pure gravimetric technology
to make this transition. Most other races however are dependent
upon the use of Quantium 40, which, due to its unique properties,
allows ships to traverse the barrier between dimensional planes.
Due to the high cost
in energy consumption, Jump Gates are very difficult to activate
and deactivate. If a gate is deactivated too quickly or recharged
too quickly, it will very likely explode with a "low-end"
force equivalent to a 2-Gigaton explosion.
Many starships reliant
upon Jump Gates must use a predefined access code in order to activate
an entrance sequence into Hyperspace. This allows races to
charge others for the use of their Jump Gates. Exit is, predominantly,
a free service as it is all too easy to become lost in Hyperspace
and a quick exit can mean the difference between life and death.
Given the vast emptiness
of Hyperspace with no distinctions or markers to use as a guide,
all Jump Gates transmit a signal into Hyperspace. This system
is divided into two separate but equally important transitions.
The first signal is called "Local Beacon." This
signal tells everyone within an immediate area that a Jump Gate
in near and extends for several hundred kilometers into Hyperspace.
The second signal is called a "Beacon Pair", which links
one Jump Gate to many others. The system linking Jump Gates
together is called the "Hyperspace Beacon System."
This system of interconnected gates has existed for thousands of
years, longer than most races have existed.
The Destruction of a
single gate can seriously shift the links between other gates, disrupting
the Hyperspace Beacon system. This can lead to a starship
ending up exiting at the wrong gate or becoming lost in Hyperspace.
Even in the most hostile of wars, the deliberate destruction of
Jump Gates is considered an act of aggression against all sentient
races. The destruction of the Beacon system would lead to
hundreds of races becoming stranded forced to re-map the universe,
looking for the lock-on signal from other Jump Gates. Fortunately,
the loss of a few Jump Gates doesn't cause too much trouble.
Multiple destruction of Jump Gates can however completely rewrite
the Beacon maps.
Some gates that are
military specific are fitted with a program that requires a very
distinct tacheon signal to activate the gate. This prevents
anyone from easily accessing a Jump Gate but, more often than not,
cause more problems than they solve. Many military organizations
that wish to keep a specific Jump-Gate's location out of the hands
of the general public simply do not interconnect their Gate directly
with the rest of the Hyperspace Beacon system.
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