Re: Hyperspace
Posted: Sat Nov 17, 2012 4:57 am
Karst45 wrote:So why did they come with the oort cloud theory?
Well, as far as I remember there is this "dwarf planet" called Sedna which could belong to some kind of "inner Oort Cloud". But that theory sounded highly speculative to me at that time and I don´t know what changed in the last ~4 years or so.We've never directly observed an Oort object outside the inner solar system because they're tiny, cold, dimly-lit, distant, and in unpredictable orbits.
http://en.wikipedia.org/wiki/WISE_1049-5319Arioch wrote:That would be surprising, if there was one that close and we hadn't detected it. But you never know.Trantor wrote:Me neither, but related to that link i found an article in a german newspaper where they state that they found 100 new "suns"/brown dwarfs in a radius less than 40 ly around earth.Arioch wrote:Given that the frequency of stars seems to go up as the size comes down, it's logical to expect that there are a significant number of brown dwarfs. Unfortunately I haven't seen much current evidence (or even much theory) that soldily predicts how many there are.
http://www.spiegel.de/wissenschaft/welt ... 08,00.html
And they say there´s the possibility of even more brown dwarfs, maybe even nearer than proxima centauri.
Neither link says that.Arioch wrote:The line you quoted was referring to the possibility of a brown dwarf closer than Proxima Centauri, which the example you linked is not.
Maybe the mass difference between a G -and L class star is too steep for a safe hyper-jump?Trantor wrote:Huzzah.
More Busstations.
Works for the Outsiderverse.
In Fig.I, jumps (A) and (B) are not possible; activating the jump drive will detach you from spacetime, but you must have a velocity vector that pulls you away from spacetime to escape into hyperspace. The energy of the jump itself gives you a little bit of +hyperspace momentum, but that's not enough (at least with the tech of the major combatants) to escape; the rest must come from your real-space velocity. Real-space velocity can only be built up tangent to the white line that is spacetime, and so in order to successfully enter hyperspace you need to jump from a point in realspace that is curved. That's why gravity wells are necessary for jumps: you can't just leap into hyperspace from a flat stretch of space (with the tech of the major combatants) .Tamri wrote:1) Whether such maneuvers are possible? If "yes", then will they hyperjump, or it will be just a "long" jump in ordinary space?
The trajectory shown in Fig.III is theoretically possible, but it would take an incredible stroke of luck to be able to hit your target at point (H), and at the correct angle; it's more likely that you'd bounce again and fall into the star. When the object in hyperspace reconnects with real spacetime, there are three possible outcomes depending on the angle of entry and local curvature of spacetime: if it is very close to a tangent at a curved point in spacetime, the object will re-enter real space. If the entry angle is too far off the tangent but still shallow, the object will bounce off of the "surface tension" of spacetime back into hyperspace. If the entry angle is too steep, the object may punch through spacetime and be liberated into negative hyperspace.Tamri wrote:Is it feasible feint ears? And what happens to the vessel / crew at the points of the trajectory, marked in blue?
I'm assuming a no, but...Arioch wrote:If the effect of gravity in negative hyperspace mirrored that of hyperspace, then as with hyperspace, all objects would eventually return to normal space, and negative hyperspace would be just another section of hyperspace. However, negative hyperspace is the inverse of hyperspace, and the curvature created by mass in realspace propels objects away from realspace, not towards, and so a ballistic object will "fall" deeper into negative hyperspace.
Hyperspace is a realm in which objects travel faster than the speed of light, so by definition, it should be impossible to track such objects from real spacetime. The only way you can get information about an object traveling through hyperspace is to wait until it returns to real spacetime, and then query the object's systems about what it experienced. If the object never returns to real space-time, or returns in a location you don't expect and can't find, then you may never know what happened to it.ShadowDragon8685 wrote:Has anyone ever intentionally launched anything into negative hyperspace and gotten any useful data out of it somehow? Like, from the entry, or if they aimed it to blast through the real space-time curve into negative hyperspace in the vicinity of sensors, or something?
Spacetime must have a "surface tension", so to speak, that provides resistance that deters objects from moving in extra-dimensional directions, and prevents objects from simply "slipping" into hyperspace by accident. Overcoming this surface tension to escape into hyperspace requires a certain amount of energy (generated by the jump field), which is returned either in the case of a direct re-entry (partially in the flash of light) or in a loss of +hyperspace momentum in the case of a bounce back into hyperspace. There is no "friction" in hyperspace that affects real space-time momentum; interacting with the spacetime/hyperspace interface affects only +hyperspace energy/momentum.novius wrote:I mentioned that an overshooting ship would bounce off the 'flat' spacetime curvature in ever smaller skips, as seen in one of the graphs. That may beNote that these two possibilities need not to exclude each other, but the first one has an insidious side effect. I'll get to this.
- Due to some sort of 'friction' while being in hyperspace having a dampening effect
- Every bounce (or punching through) would 'bleed' off some energy, maybe into realspace.
Re-entry into realspace is accompanied by a visible flash of light, so there's definitely energy to be dissipated. A rather good assumption would be that whenever a ship would touch - or cross - realspace, some 'hyperspace momentum' would be shed into realspace... Punching through into negative would definitely be noticeable, but skipping on the top of curvature might be too, with a series of flashes in realspace along the travel route.