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KenseiKitsune
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PostSubject: General Info and Q&A   Tue Sep 25, 2007 10:06 pm

The Gemini System
---

The star system is a binary system. The stars, Nemesis and Solas each have planets that orbit around them.

Nemesis and its planets

Nemesis
Nemesis is named such for its tendancy to spew massive solar flares that disrupts communication signals, and occasionally obliterate satelites, colonies, and starships that near it...

Tetran - A planet of roiling volcanic activity, whose surface is often completely molten. Occasionally passes into the corona of the Red Giant Nemesis.

Ecu - Is a planet of rock. Solid rock. It is also abnormally shaped, being slightly oblong. The temperatures here can get quite high, but nothing compared to Tetran.

Philos - A planet of deserts. Unlike Arcave, which is capable of supporting life, this planet's atmosphere is composed primarily of acidic gases. Corporations sometimes mine materials here, as well as collect chemicals.

Arcave - Arcave is another desert planet. It possesses a breathable atmosphere, but conditions are harsh, and few live on this planet, save for mining operations. The most well known inhabitants of Arcave are a race of Stable Mutants that are adapted perfectly to the harsh weather. They call themselves scorpions and do possess a hard, almost chitinous plating on their bodies. Most settlements on Arcave are underground, as the surface tempertures can be unbearable. Only the desperate or foolish venture long on the eternal sand dunes of the surface.

Solas and it's planets

Solas
Solas, the Blue Dwarf. As all Blue Dwarves are, it is a super condensed star that burns very brightly. A great ribbon of fire often connects the stars of Solas and Nemesis. This great ribbon has never passed directly across a planets, but, it is greatly feared that it one day might.

Vesperr - Vesperr is a roiling ocean of gases and chemicals. Most factions use Vesperr to mine raw resources. Vesperr has twelve moons which are all quite unremarable, but are often mined for minerals.

Deus - The Great Machine God. Deus is a massivce orbital platform that orbits around the gas giant Vesperr. It is ruled by the Church of Deus, who worships the place itself as a god. For it's part, Deus is sentient. The millenia of caring for it's human wards, however, ahs warped it's sensibilities, and it truly believes itself a god. Deus is the home of the most advanced technology in the Gemini system, including much lost technology. Most factions have a presence here, but are careful to not upset the Church. Deus itself actively mines Vesperr (It dispatches automated probes), and it's numerous moons for materials and resources.

Makara - Makara is an Ocean World. No land is known to exist anywhere in it's composition. Though the waters may look inviting, and sunsets, tremendous, Makara has a toxic and corrosive atmosphere, and those seas are not composed of water. The occasional luxury liner inhabits this planet, but incredibly large native sea creatures have been known to eat such cruises...

New Eden - New Eden. It was once a tropical paradise world, much like its name reflects. However, it is now an Urban Nightmare. The city of New Eden covers the entire planet. This planet plays host to all factions, and is often the least lawful. About three miles above New Eden's atmoshpeher, three large semi-circular plates orbit the planet. These plates are huges, several thousand miles in size, and often block the sun out on the planet's surface.

New Eden possesses a single blue-gray moon. It has also been colonised and severely overbuilt. The moon's original name was lost, but most refer to it as Blight, as it is even dirtier and smogier than New Eden itself.

Damoroth - Damoroth is a planet much like earth in climate. It has it's ice caps, its jungles, and its deserts. Damoroth is the home of most of the magically inclined factions. It is also the site of numerous wars for factions trying to claim more hospitable land.


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PostSubject: Re: General Info and Q&A   Tue Sep 25, 2007 10:20 pm

Q&A
----

Q: Why is there no FTL (Warp Speed) in the setting?

A: The denizens of this setting had set up Way Gates that created artificial wormholes between places in space. When the Fall occured, the system that allowed this to happen ceased to function. Warping space or accelerating beyond the speed of light also does not work in this setting. Fundamental laws of physics were changed when existence was torn asunder. This isn't to say its absolutely impossible, just that no one has found a way to do it.

--

Q: What is the general tech level regarding space vessels. How large are they and what kind of armaments/crew/engines do they carry?

A: Think Star Wars sort of tech. You know, insanely over advanced technology that takes a more background role for the most part. Basically, you can imagine, design anythinjg to your heart's content.

--

Q: Why no aliens?

A: During the entire time of the Terran Dominion, no creatures approaching sentience were ever found. Animals, bacteria, and plants however, were found to be quite common.

--

Q: What is the magic like?

A: The magic is of the same power and ability you would find in most Fantasy settings with high magic content. Limitations exist only in summoning magic (nothing can actually be summoned, it must instead be created, usually by feeding life force into it) which can only be maintained a short while. Teleportation is also difficult. As all intermediary planes of existence were destroyed or merged with one another, traditional teleportation became impossible. (One could, however, trransform into light or someother fast moving object/substance, so that you move so fast you might as well have teleported).

--

Q: How can New Eden support life if the whole planet is a city?

A: There are a number of reasons for this.
1st - New Eden has several Air Plants. Essentially, they create/harvest massive amounts of chemicals and "make" air.
2nd - Moss. Though, its true that New Eden is nealy devoid of plants, the lower level of the city are overgrown with a particularly resilliant form of moss that grows quickly (will grow back within mere hours if removed), and produces an insane amount of oxygen. In addition, this moss is Bioluminecent (it glows in the dark) and is quite edible (most on the bottom rungs of society subsit on it... this usually causes mutations where the feeders themselves start to glow in the dark and have green fur). Lastly, the moss can be used as a salve for injuries, if rubbed into a wound (even a deep one) it will grow over it, cleaning the wound, and speeding the healing process. This moss, for those that wonder, was created by the Church of the Divine Spark.
3rd - As far as food is concerned, most people subsist on "food pills" which are manufactured tablets that satiate hunger and provide necesary nutrients... most taste awful (like medicine). Only the well to do (on New Eden) can afford "real food"
4th - Water. New Eden has only a small number of surface lakes left (these are domed), but New Eden has always possesed lage underground seas.

--

Q: What year is it exactly?

A: The standard for years was changed. Current year is 2036 ZS (Zaibatsu Standard). Zaibatsu Standard begins a couple decades before the Fall, when the Zaibatsu corporation was trying to cement further control over the populace.

Citizens of Damoroth rufuse to use ZS, instead using the Mystic Age calender - year MA 2853. This system is based on when magic was first fully accepted as legitimate on Damoroth, and also coincides with the founding of the magisters guild. It should be noted that a year by the MA is half that of the ZS calender.

---

Will edit or post as needed.


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PostSubject: Re: General Info and Q&A   Mon Oct 22, 2007 7:08 am

City Ships

City Ships are massive ships (about the size of a large space station), that has engine drive and can move. Most city ships have no set orbits and typically just go wherever they please. A single city ship can house some two million people, but they are not very fast. There are countless city ships in the Gemini system.

Vibro Blade

A vibro blade is a weapon that vibrates at a frequency that allows it to slip through most sort of materials with little effort. Vibroblades can come in nearly any style or design from knives, to swords, to spears to arrows. After simple laser blasters, Vibro-knives are the most common weapon in the the Gemini System.


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PostSubject: Re: General Info and Q&A   Wed Oct 24, 2007 7:25 am

Population Records

Before the Fall occured, the Gemini system was a bustling colony of nearly 16 billion people. 2000 years later the numbers of people living in the system is incredible, despite all the problems fighting and wars that have happened over the years.

Modern population is estimated at around 235 billion humans. a full 50% of these live on the incredible highrises and overbuilt streets of New Eden. Thats roughly 117,500,000,000 people on one planet. These numbers however include the various space stations that orbit the planet, as well the 3 continent-sized orbital platforms.

The rest are spread around the rest of the system.

New Eden's moon, Blight supports 50 billion people, nearly all of them factory workers.

1 Billion live on Damoroth, a good 800 million of these are limited to the small cities that Magisters and Walkers allow to stay on their planet. The remaining 200 million live scattered in small villages or live in the vast wilderness of the planet. The greatest concentration of human life outside of the port cities is the Magister/Walker enclave city of Ganth, which holds some 3 million souls in its silver-blue colored towers.

5 billion live in orbit over Damoroth in various space stations.

6 billion live in the planet sized machine Deus. At least half of these are actually employed by the machine god, if not actual worshippers.

500 million live and work on Ecu, primarily in small outposts that are domed, and slightly buried in the rock.

Another 10 Billion live in the outermost asteroid ring of the system in small stations that mine the rocks for their needs.

Including the 10 million employee staff, 200 million people visit the ocean world of Makara at any given time to sail its vast oceans on domed luxury liners.

2 billion live on the planet Philos, at least half of which belong to the sub-race known as the Scorpions. The other billion are composed mostly of workers and their families. Nearly all cities on Philos are underground, but not all.

Some 700 million live in colonies on the twelve moons that orbit the gas giant Vesperr. These colonies were initially settled by rogues and pirates, and though they still have a reputation as being seedy, they are now mostly home to traders, merchants, and miners.

An estimated 25 billion people live in city ships. Though, this number could be wrong. City ships have no set orbits, and some are notoriously hard to find.

The remaining 17.1 billion actually live outside the gemini system. Some 10 billion of these are "colonists" that actively seek to travel to other stars (while in cryo-stasis). 4 billion simply live in space stations just out of the solar system. 2 billion serve as merchants or "caretakers" of the colony ships that pass their way. 100 million more that live in this area are thought to be pirates and usually attack colony ships because they are easy targets.

1 billion more can be found, at any time, moving between the worlds.

In addition to the human life, there are roughly 60 billion sentient androids smattered around the Gemini system.
...

As you can see, the gemini system is extremely over-populated and if it weren't for the fact that faster-than-light travel isn't possible in this setting, -no one- would live here (except maybe, Damoroth or Deus).


Percentage breakdown

Of the population, roughly 25% are mutants, possess a small mutation or are intentionally genetically modified.

50% percent are augmented with some form of cybernetics.

5% are clones.

.1% are psionically gifted.

.005% can use magic.

Edit: Also, please note these percentages are restrictive. It would be entirely possible to find a cybernetically enhanced clone of a mutant, who posseses psionics and can use magic. Its just not very common. :p

---

About the population numbers. The sheer size of the population may seem to break the operation of the system down, and it should but, thsi is science-fantasy not science-fiction. However, it should be noted that for new Eden, especially buildings span many level underground and sprout into buildings that reach miles into the sky. The city-planey itself is also sectioned into various "levels" the top level several miles above the original surface of the planet. Each level usually spans about twenty feet in height, though there are exceptions. Thats a lot of levels and a lot of sectioned off space.

Still, the population here is still nothing compared to, oh say, Coruscant from Star Wars, hehe.
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PostSubject: Re: General Info and Q&A   Sat Oct 27, 2007 7:18 am

Ship Weapons

This is not an all encompassing list, just a few interesting/common weapons that are mounted on ships. I'll pobably post one for weapons people carry. Some of these weapons (especially the latter ones) are pretty far out there.

Ion - Ion weapons work on the principle of shunting Ions directly through matter at high speeds. Visually, they are seen as an arc or bolt of energy (something akin to lightning).

Ion weapons are particularly effective against shields and can easily short out electronic equipment. Most ships carry them as a means of disabling foes as opposed to outright destroying them.

Laser - High intensity beams of light and radiation are the de facto weapon in After the Fall. Any weapon labeled as a "blaster" is a laser unless otherwise noted. Lasers are not particularly effective weapons on ships, though. Most often they are used as backups, or for removing debris. However, due to the small amount of space they require, they are usually equipped on every ship, to some degree.

Plasma - Plasma is the super-heated fourth form of matter. Plasma weapons require a lot of coolant to run with any degree of regularity, so most have low ates of fire while they cool. They do damage primarily with their intense heat. As such, unless a shield is specifically calibrated to dissipate heat, Plasma weapons will melt hulls and scorch crew alive. In addition, Plasma does possess mass (though not much) and as such, also batters anything it hits.

Luckily, most ships have heat shielding, and while it is up, Plasma has little effect (unless the shield cannot stop mass).

A sub type of Plasma weapon (When not shot like a beam) is a Plasma Cloud, which works like a flame thrower. these are less common, as the continued burn requires incredible amounts of coolant.

Mass - Mass throwers are essentially a future equivalent to modern hand guns. they do their damage by dispersing momentum into any target they hit. Many larger ships have Mass throwers for combatting other large ships, as shields have a hard time dispersing the momentum.

The most common form of Mass Thrower equipped on ships is the Rail-Gun. A Rail Gun excellerates projectiles using magnetism and is capable of incredibly high velocites.

Anti-Matter - Anti-Matter is an effective weapon, if used properly, for ships, anti-matter weapons come in three disticnt varities. Missiles, Mass Throwers, and Flamers.

Anti-matter missiles are self explanatary, they carry an anti-matter explosive within, that detonates on impact.

Anti-matter mass weapons are essentially the same as their normal cousins, except that the "shell" is composed entirely of anit-matter.

Anti-matter flamers are unique, they are essentially a cannon that shunts anti matter into space, as one might expect a flame-thrower to do (thus the name). They are messy weapons, however, and the potential for damaging your own ship is high.

Molecular-Disrupter - Or, disrupter for short. Disrupters are essentially an energy weapon that responds to contact with matter by destabalizing it and making it break down. Disrupters really only effect matter this way, but the amount of energy they produce also makes them effective in taking down energy shielding.

Gravitic - Gravitic weapons are a little more out there than most of the others I've listed above. Gravitiv weapons essentially cause an exponential increase in the force of gravity in a single point for a fraction of a second. Not enough to form a singularity, but long enough to absolutely destroy at least a portion of any hull or material no matter their composition, provided it hits. These weapons are -illegal- and that says a lot when law is a matter of faction by faction. All factions consider them off limits.

However, there is another version of the Gravitic weapon above, called the Gravity Gun. The gravity gun also amplifies gravity but to a much lesser degree. It is used for disorientation and to disable an opponent (if temporarily).

Mystic - Mystic weapons work similiar to laser or disrupter weapons, save that the energy in question being used is drawn from a mystical source. These weapons are extremely rare, but given their origins are also extremely dangerous. Various spells and effects can be shunted through these weapons (Imagine a beam that causes a ship's crew to be drained of life and animated as the walking dead). They can also change course in mid-fire and follow a target. Luckily, shields stop these weapons without too much effort.

Some missiles also carry a mystic payload. The primary requirement to any mystic weapon, is a Sorceror must be there to mentally guide the weapon.

Missile/Torpedo - Still in common usage and come in a vast variety of types. The most common types create a thermo-nuclear blast (Miniturised nuke). However, other kinds include plasma, and anti-matter. The primary advantage over beam weapons is their ability to track a target and follow them.

Neuron - The Neuron Destabiliser emits a pulse that scatters the cognitive thinking portions of the mind. Essentially causing entire crews to black out. Fortunately, this weapon cannot effect, or pass through shields. This weapon is known to have severe side-effects, and victims can develop insanity from prolonged exposure to its waves. In worst case scenarios the mind simply shuts down (death), unable to cope with the conflicting information this device feeds them.

Biorhythmic - The Byorhythmic Pulse Cannon creates a pulse that intercept and neutralises electrical impulses in the brain. Unlike the Neuron Destabiliser above this weapon kills, plain and simple. The heart no longer receives signals to beat, nor the lungs to breathe. the body simply ceases to fuinction at all, while the victim retain conciousness with no control over his body. This weapon is also illegal.

Nano - Nanite Wave. Typically fired as missile, this weapon releases a swarm of nanites that literally pick a ship and crew apart, building more nanites. As a fail-safe these Nanites shut down when the ship who lanuched them moves in close. These attacked cannot penetrate shields.
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PostSubject: Re: General Info and Q&A   Sat Oct 27, 2007 1:08 pm

Federation Starship Weapons:

Pulse Phaser Cannon: It has long been recognized that the initial impact of a phaser strike on a shield system is the most damaging part of the firing sequence. Many cultures have sought to increase weapon effectiveness against shields by developing pulse cannon - that is, weapons which fire large numbers of tightly packaged bursts rather than a continuous stream. Early Federation vessels such as the Constitution class where equipped with weapons which could fire such pulses, but the weapon is not without its drawbacks; the hardware involved tends to be very difficult to manage precisely, resulting in much poorer control over the beam characteristics. The Federations starship design ethic has always stressed that full control must be maintained over all weapons at all times, in order to allow non lethal force to be used in starship combat situations; in addition, many scientific experiments use weapon systems to apply energy in controlled amounts to external phenomena in order to study reactions. Given this, the Federation gradually moved away from pulse cannon. The refit given to the Constitutions in the 2270's removed the pulse firing feature from that class, equipping them with a 'rapid burst mode' which was something of a compromise between pulse and continuous phaser beams. Further designs continued to de-emphasize the pulse firing feature, although all basic phaser hardware is capable of firing relatively short bursts and this has remained a feature of Federation combat tactics.

With the development of the USS Defiant, the pulse phaser cannon was finally reintroduced to Starfleet. Defiant is a warship, pure and simple; her designers had no real interest in conducting experiments, and the attitude towards the level of lethality of her armament could perhaps best be summed up by the phrase 'take no prisoners'! Defiant's main armament comprises four heavy pulse cannon which fire very tightly confined bursts of phaser energy for maximum impact on shielding systems. High overall energy delivered over a very short period combines with a high firing rate to produce a performance against modern shield systems which can best be described as devastating.

On her first active mission the Defiant faced a group of Dominion Attack Ships; these vessels had successfully withstood several minutes of fire fighting with a Galaxy class starship, but Defiant's phaser cannon cut through their shields within moments. Subsequent combat experience has shown the value of this weapons system, which is currently being developed for use in other vessels.

See link for pics:
http://www.ditl.org/index.php?daybody=/picweapon.php?11.8&1


Type Ten phaser: As of 2364 this was the heaviest weapon in use aboard Federation vessels, comprising the main armament of the Galaxy class starship.

See link for pics:
http://www.ditl.org/index.php?daybody=/picweapon.php?11.6&1

---

Photon Torpedo:
The Photon Torpedo is a powerful, long range weapon which has been in use aboard Federation Starships for over one hundred and fifty years - early models differed from today's weapon only in the level of sophistication and the power of the warhead. Today the weapon most widely used by Starfleet vessels is the Type 6. This weapon comprises an elongated elliptical body some 210 cm long and 76 x 45 cm across. The torpedo masses 247.5 kilos when not loaded.

The warhead of the photon torpedo comprises a maximum of 1.5 kilos of antimatter and 1.5 kilos of matter. These are divided into many thousands of small pellets suspended in a magnetic field - smaller yields can be achieved by reducing the number of such pellets in the torpedo.

Also included in the torpedo are target acquisition, guidance and detonation assemblies and a warp sustainer unit. The latter is charged by the launching vessels own drive field at launch, boosting the torpedo speed up to Vmax = Vl + (0.75 Vl / c), where Vl is the velocity of the launching vessel. If launched at low impulse flight the torpedo will accelerate to a 75% higher sublight velocity; launch at high impulse speed will not push the torpedo into warp. If launched during warp flight the torpedo will continue at warp until the sustainer is exhausted. Torpedo range can be extended by utilizing the matter / antimatter warhead to power the sustainer, although this causes a corresponding loss of warhead yield. For a mid-range yield the torpedo can achieve ranges of some 3,500,000 kilometres at sublight speeds.

The photon torpedo carries a guidence system and can home in on a target.

The warhead of a photon torpedo can be removed and replaced by sensor packages or other equipment. Some advanced models are fitted with full warp drives for use as long range high speed probes - the Class VIII probe can cover up to 120 light years, or reach Warp 9, while the Class IX probe can cover 760 light years or reach the same speed. On one occasion such a device was used to transport a Federation diplomat to an urgent rendezvous.

Standard Torpedo Tube: A modern version of the 2nd class torpedo tube, this model can fire a torpedo every two seconds. It is more compact than the older model, has lower maintenance requirements, and is less prone to overheating with prolonged use. (Is the Probe/photon launcher on the Defiant)

Pulse Fire:: Developed for the Akira class, the Pulse fire tube is a modification of the burst fire tube. The loading and pre-fire stages can hold up to four photons simultaneously, but the launch tube itself is only of sufficient size to fire one weapon at a time. The pulse fire tube therefore fires four rounds in one second, then pauses for three seconds to reload with the next four photons. Overall rate of fire is therefore one torpedo per second. (the version for the Defiant to fire quantum torpedoes)

See link for pics of photon torpedo:
http://www.ditl.org/index.php?daybody=/picweapon.php?13.1&1


quantum torpedo:
Introduced in the late 2360s, the quantum torpedo was part of the range of projects which formed Starfleet's response to the threats represented by the Borg and renewed activity by the Romulans. Although there is no theoretical upper limit on the size of a matter/antimatter torpedo warhead - the Cardassian 'Dreadnought' type heavy penetrator carries a two thousand kilogram m/am warhead for example - warheads beyond the 25 isoton range tend to be too large and heavy for use as truly effective anti-ship weapons. Starfleet wanted to develop a warhead which offered firepower in the 50+ isoton range without penalising the agility of the weapon.

Starfleet R&D quickly decided to focus on a zero point energy system. Initial testing yielded a negative energy balance - it took more energy to initiate the zero point reaction than that reaction generated in turn. This problem was eventually surmounted and a 52.3 isoton quantum warhead was detonated at the Groombridge 273-2A facility.

The device works by generating an eleven dimensional space time membrane which is twisted into a string similar in structure to a superstring. This process calls large numbers of subatomic particles into existence, liberating correspondingly large amounts of energy in the form of an explosion.

The production torpedo is of similar size to the standard photon torpedo and is made of a shell of densified tritanium and duranium foam coated in an ablative layer and an antiradiation polymer coating. Great attention has been paid to making the weapon stealthy in operation by minimising the number of penetrations through the casing and by treating those which have been made.

The warhead itself comprises a zero-point field reaction chamber, which is formed from a teardrop shaped crystal of rodinium ditellenite jacketed with synthetic neutronium and dilithium. A zero-point initiator is attached to this; the initiator is made of an EM rectifier, a wave guide bundle, a subspace field amplifier, and a continuum distortion emitter. The emitter creates the actual pinch field from a conical spike 10-16 meters across at the tip.

The zero-point initiator is powered by the detonation of an uprated photon torpedo warhead with a yield of 21.8 isotons. The m/am reaction occurs at four times the rate of a standard warhead; the detonation energy is channelled through the initiator within 10-7 seconds and energizes the emitter, which imparts a tension force upon the vacuum domain. As the vacuum membrane expands over a period of 10-4 seconds, an energy potential equivalent to at least 50 isotons is created. This energy is held by the chamber for 10-8 seconds and is then released by the controlled failure of the chamber wall.

The propulsion and guidance systems of the quantum torpedo also represent improvements over the standard photon. The computer system is based around bio-neural gel packs, allowing more efficient data processing and so improved guidance capability.

Fabrication of the quantum torpedo initially proved difficult, since they contain many parts which are non replicatable. As a result the quantum torpedo was issued to relatively few vessels.4 Over time this problem has gradually been overcome, and the quantum torpedo is now becoming available on a much wider scale.

The Cardassians are known to have developed a version of the quantum torpedo which equips their Dreadnought type heavy penetrator.2 It is known that the design schematics of the quantum warhead developed by Starfleet were scanned by unauthorized personnel at least once during the development of that weapon, and it is now thought that an operative of the Obsidian Order was able to copy this data and escape with it. The Cardassians have apparently encountered considerable problems with the manufacture of quantum weapons, and their version of the torpedo is significantly less reliable than the Starfleet model. As a result the central command considered the quantum torpedo unsuitable for use as the primary torpedo armament of a fleet vessel, hence its role as the short range defence system of a device like Dreadnought.

The Cardassians were almost certainly working on creating uprated quantum torpedoes similar to Starfleet's weapon, but during the war with the Klingons many of their main weapons research and production centres were destroyed, most with the loss of all personnel. Although details are unclear, this seems to have all but eliminated the Cardassian's ability to fabricate these weapons. Certainly the Dominion showed no signs of using quantum torpedoes during their war with the Federation.

Most quantum torpedo launchers are simple modifications of photon launchers. The first model introduced on the Defiant was a quantum version of the Pulse fire torpedo tube, which can fire an average of one torpedo per second. The Sovereign class introduced a quantum burst fire tube - a variant on the type 4 photon burst fire model capable of launching a dozen torpedoes simultaneously.

Also introduced on the Sovereign class is the rapid fire turret; this allows torpedoes to be fired directly at a target, rather than having to manoeuvre toward it after launch - a measure which cuts down the torpedo flight time against targets at short range. The Sovereign turret is capable of firing four torpedoes per second, a rate of fire higher than any other model of torpedo tube in service.

See link for quantum torpedo pics:
http://www.ditl.org/index.php?daybody=/picweapon.php?16.1&1

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PostSubject: Re: General Info and Q&A   Tue Nov 06, 2007 1:22 pm

Q & A on Federation starships

Q: Has Laser fire any effect on Federation starships?

A: No it has no effect on the ships, as between 2255 and 2265 lasers where replaced in Starfleet service with the much superior phasers. Today lasers are not a significant ship-to-ship weapon, as the navigational shields of a Federation starship are immune to this form of energy.

Q: Okay, what is are then the navigational shields?

A: In Star trek they call it Navigational Deflectors, and here is how it works.

While by most standards space qualifies as 'empty', in fact there is a significant amount of material of one sort or another within the interplanetary and interstellar medium. Most of this material is of atomic size, but a small fraction is comprised of micrometeorites and other such debris. All of this represents a potential danger to the unprotected vessel travelling at high relativistic or any warp speed; the kinetic energy of even a one gram object at 0.25 c is in excess of 2.8 TeraJoules, sufficient to vaporize over a cubic metre of tritanium.

The navigational deflector is designed to protect a ship from this hazard. An offshoot of tractor beam technology, the navigational deflector uses graviton polarity source generator to feed a subspace field distortion amplifier in order to project a 'force beam' ahead of the ship. This is sufficient to deflect most material out of the path of the vessel well before impact would occur.

The navigation deflector is usually one of the largest components of a vessel, most especially so as it is usually combined with a large sensor cluster. On Federation starships the deflector is usually a large flat or concave area located to give it a clear line of sight ahead of the vessel - usually at the front of the engineering section. The deflectors are typically steerable to some 7o from the normal line of sight.

Subspace field coils are used to split the deflector output into two components. First, a series of five nested parabolic shields extend nearly 2 km ahead of the ship. Very low power, these shields are sufficient to deflect stray hydrogen atoms of the interstellar medium as well as any sub-micron particles than may have escaped the deflector beam. While the vessel is at warp speed any particles hitting these fields will travel rapidly across the surface of the shields, passing through the ships warp field. This causes them to fluoresce, creating a 'rainbow streak' effect as they pass the ship. These streaks are bright enough that the uninformed often mistake them for passing stars!

The navigation shields also posses another intriguing property; they are immune to attack from laser weaponry. This is due to the trans-static flux effect which occurs as a by-product of the deflection process; when laser light impinges on a deflector field, the effect creates a small portal into subspace, causing the laser beam to pass harmlessly into this domain. As the beam is not subspace encased, it will re-emerge into normal space within a few milliseconds, putting it several hundred light seconds away. Since the beam never actually impacts on either the deflector shield or hull the power of the attack is irrelevant to the effect. This process is not regarded as a serious defensive measure, since laser weapons are considered obsolete by most major powers.

The second part of the navigational deflector system is a powerful tractor / deflector beam that sweeps thousands of kilometres ahead of the ship. This pushes aside larger objects that may present a collision hazard.

See link for some pictures of it:
http://www.ditl.org/index.php?daybody=/picscitech.php?9.1

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PostSubject: Re: General Info and Q&A   Thu Nov 08, 2007 2:14 pm

Federation Phasers
The phaser is the standard Federation beam weapon system. The Federation divides weapons into Type classifications; a Type 1 phaser is a small weapon which fits into the palm of the hand, a Type 2 is a larger hand-held variant, while a Type 3 is a rifle style weapon. Phaser hand weapons came into service c.2260, replacing the laser pistols then in service. Larger version had been in service on board Starships for at least ten years before this. Phaser is an acronym for PHASed Energy Rectification, a term which referred to the original process by which stored or supplied energy was converted to another form for release toward the target without any need for an intermediate energy transformation. Although this term is something of a holdover, it remains true in modern phaser systems.

Phaser energy is released by the rapid nadion effect. Rapid nadions are short lived subatomic particles which can liberate and transfer strong nuclear forces within a class of crystals called fushigi-no-umi.

Phasers have various distinct effects on the target. At low settings the beam causes pain and loss of consciousness in most beings. At higher levels a great deal of thermal energy is imparted to the target, causing significant heating - phasers can heat rock to 8,000oC. Phasers can also be set to nuclear disruption, and phaser beams can carry physical objects such as nanoprobes. Phaser weapons can be set to fire narrow beams, wide beams, long pulses, or short pulses - the latter can even be set to proximity blast if required. Federation phaser weapons are enourmously powerful - even a small hand unit is capable of blasting the whole side off a building. Various models have been used over the years; several designs allow a Type 1 unit to be plugged into a handgrip to form the Type 2. In early models the large phasers carried by starships were mounted as single element weapons, known as a phaser bank. More modern weapons group weapons into multi-element arrays. These use force coupling to allow the energy of one emitter to be transferred almost instantly to another - a process which can be repeated along arrays of almost limitless size. The effects of a Federation Type 1, 2 and 3 weapons are according to a 16 level scale. Settings 1-3 cover stun effects; at levels higher than 7 the majority of phaser energy is in the form of nuclear disruption. A large portion of the target is simultaneously vaporized and transitioned out of the continuum, a process which is instantly fatal. The higher power settings available with Type 3 phasers (setting 9+) cause severe damage over a wide area. These settings are rarely used because of the relatively high power consumption; a single setting 10 discharge uses more than twenty five times as much energy as a setting 7 discharge, while a setting 16 discharge uses over three hundred and fifteen times as much.


Type 1
This is a small hand unit, approximately the size of a pack of cards. They can fire up to Setting 8, which causes total vaporization of humanoids as 50% of affected matter transitions out of the continuum.

Type 1 images: http://www.ditl.org/index.php?daybody=/picweapon.php?11.2&1


Type 2
This is a larger hand unit. Early models of the type 2 phaser used a type 1 phaser clipped into a pistol grip, but modern weapons seem to have little in common with the smaller model. The modern type 2 phaser can fire up to setting 16, which causes the destruction of some 3,900 metric tons of rock per 0.28 second discharge.

Type 2 images: http://www.ditl.org/index.php?daybody=/picweapon.php?11.3&1


Type 3
The type 3 is a rifle version of the phaser weapon. The standard model as used in the mid 2360s used a somewhat similar ""business end"" as the type 2 then in service. It had 16 beam settings, with a fully autonomous recharge system. The weapon was gyrostabilised and had multiple target acquisition capability. Compared to the type 2 the weapon had a 50% greater energy reserve, but was no more powerful.

By 2373 the type 3 had been fitted with a modified targeting unit.

Compression Phaser Rifle : The compression phaser rifle was in service in the early 2370s. When the Dominion threat became urgent in late 2370, Starfleet decided to issue its forces with a new class of heavy rifles to increase the firepower available to them. The Modern Phaser Rifle project would evaluate two competing designs, the Heavy phaser rifle and the Compression phaser rifle. Both would be rushed into service as fast as possible.

The Compression rifle concentrated on simplicity. The LiCu 521 discharge crystal was doped with arsenic atoms and trisilinate molecules in order to restrict the phaser energy discharge. The doping materials diverted a small part of the discharging energy to re-establish the charge barrier between the discharge crystal and the Sarium kelleride power crystal, limiting or compressing the beam to a maximum of 200 picoseconds of firing. This would fire the entire energy discharge in a beam of only 6 centimetres length, greatly increasing the intensity of the energy and so enhancing the effect on the target.

Although it was by far the simpler of the two weapons, great difficulties were encountered during the development of the compression rifle. Most of these centred around thermal damage to the discharge crystal resulting from the very high energy intensities flowing through it. Average firing lifetime of an emitter crystal in the first model developed was only 9.6 nanoseconds - 48 discharges - a far from acceptable figure. Redesign of the shape of the emitter boosted this figure to 28 nanoseconds, still not sufficient for a field weapon. The solution arrived at was to install two high capacity cooling systems, one mounted on either side of the rifle. This boosted the emitter crystals lifetime to 600 nanoseconds, or 3,000 discharges. Starfleet deemed this just about acceptable and rushed the compression rifle into limited service.

The weapon was never satisfactory - although the cooling systems worked reasonably well they made the weapon heavy and difficult to use properly at long ranges. The emitter crystal was also rather sensitive to adverse environmental conditions, and if not treated carefully cracking could occur - a breakdown which would lead to a thermal explosion on the next discharge. Although it was issued to some ground forces units and to the four units of the Intrepid class Starship then in service, several thermal explosion accidents forced Starfleet to withdraw the compression rifle shortly after it entered service in 2371. None now remain in use.

Type 3b : This weapon was based on research done in connection with the Sovereign class starship. It incorporates the first true transitional-phase pulse accelerator, a field-replacable deuterium plasma generator, twelve stage plasma accelerator, and a five stage cascading prefire chamber. The weapon is capable of firing either beams or pulses. The 3b also has a new seeker/tracker, which is capable of both passive and active EM and subspace detectors.

The weapon has been produced in at least two variants; one with duranium alloy metal stiffening on the barrel and one without.

Type 3 images: http://www.ditl.org/index.php?daybody=/picweapon.php?11.4&1

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PostSubject: Re: General Info and Q&A   Sun Nov 11, 2007 2:21 pm

Starfleet medical technology

The rapid rate of advance of medical technology today means that no static reference work such as this can hope to catalogue every form of equipment in use in a modern hospital. This section will therefore attempt to briefly detail only those examples which are in the most widespread use in Starfleet medical.


Hypospray
The Hypospray is a simple and effective method of delivering substances intravenously to a patient. The device consists of a spray head which can deliver drugs painlessly through the skin, and even through clothing. Attached to this is a swappable vial which contains the drugs to be delivered. The Hypospray has several major advantages over the syringe; since the skin is not broken by the spray, there is no contamination of the hyposprays tip during an injection. The device can therefore be used repeatedly without any need for sterilization of the tip. The hypospray is also completely painless, which has helped to make the widespread fear of injections a thing of the past.

Link: http://www.ditl.org/picscitech.php?8.2


Biobed
The hospital bed is, of course, one of the most important items to be found in any medical facility, as it is here that the patient will spend most of their time. Early beds were simply that - a place where the patient could rest in comfort. As technology progressed the hospital bed began to become more flexible and it was only a matter of time before routine medical systems began to be incorporated as standard, leading to the early versions of the device which has come to be known as the Biobed.

Today, the Starfleet biobed is designed to provide the medical staff with a wide range of basic information on the patient. Inbuilt sensor systems allow the biobed to constantly monitor factors such as heart rate, respiration, temperature, etc. These are displayed on a permanent basis, usually on a panel located at the head of the biobed, so as to present the information in the most clearly and easily accessible manner possible. As a backup to the visual presentation, biobeds can be set to give audio information, including normal functions such as heartbeat or automatic alarms should any body function fall outside a pre-set range.

The use of biobeds essentially means that every hospital bed today is equivalent to - or in fact, superior to - the "intensive care" beds of centuries ago. However, it is simply not resource efficient to include every type of medical device on every biobed. While the goal posts have shifted, then, even the most modern medical facilities still maintain a relatively few "high technology" beds supplemented by a much larger number of standard biobeds.

Link: http://www.ditl.org/picscitech.php?8.3


Laser scalpel
The laser scalpel is one of the simplest instruments used in the modern medical facility. This device uses a laser beam rather than a physical knife in order to cut the patient; this allows a greater degree of control over the incision, and by eliminating physical contact between instrument and patient reduces the risk of transmitting infections.


Cortical Stimulator
The Cortical Stimulator is a small device which is used to elevate the activity in the cortex of a patient. The stimulator is typically a small device which is attached to the cranium; it is used on patients who have reduced or damaged brain wave patterns.

Link: http://www.ditl.org/picscitech.php?8.5


Physio
The physiostimulator is a system designed to elevate metabolic functions in an impaired individual. The unit is typically a small handheld device. In 2267 Doctor mcCoy used a physiostimulator to bring Captain Kirk out of a deep coma which had been used to fool the Romulans into believing that he was dead.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?8.6


Autosuture
Handheld unit used to heal reasonably mild wounds to the skin. Autosutures can be used to close incisions, heal knife wounds, etc. In 2369 an autosuture was used to heal a stab wound received by Captain Jean Luc Picard.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?8.7


Neural Caliper
A small device used to cause the patient to loose consciousness. The Neural Caliper is often used as part of the preparation for surgery.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?8.8


Gentronic replicator
An advanced medical system designed to scan damaged organs on the quantum level and replicate living replacements which can then be transplanted. The system was created by Doctor Toby Russell, an expert in spinal injuries. The Federation refused Dr. Russell permission to test the device on a patient on three separate occasions, on the grounds that the risks were unacceptable. In 2368 she used the device on Lieutenant Worf, who had been paralysed after an accident on board the Enterprise-D. The Gentronic replicator succeeded in creating a new spine, but Worf died on the operating table. Fortunately, his Klingon physiology allowed him to be revived and make a full recovery

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?8.9


Dermal regenerator
The dermal regenerator is used to repair damage to the skin of the patient, including bruising and lacerations. The device is handheld; the doctor holds it over the damaged area and moves it slowly back and forth. The treatment typically lasts only a matter of a few seconds.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?8.10


Defibrillator
The defibrillator is a device used to restore sinus rhythm in a patients heart after it has gone into cardiac arrhythmia. Modern defibrillators are portable handheld devices which are placed into contact with the skin directly over the heart; when triggered a computer controlled shock is delivered to the heart.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?8.11


Subdermal scalpel
The subdermal scalpel is used for making incisions beneath the skin without breaking the skin itself. It therefore allows purely internal surgery to be performed, reducing the risk of infection and the need for instruments such as dermal regenerators.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?8.12


Tissue scanner
This tissue scanner is used to measure the rate of cellular decay. It can run scans at the molecular level, and is capable of picking up tetryon particles. The sensitivity can be boosted with an enhanced resolution mode, and can adjust the scan field as needed. The unit interfaces with remote computer systems which can be used to control all functions.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?8.13


Neural bridge
The neural bridge can be used to stabilise the neural functions of a patient with heavy brain damage. It allows the brain of a normal person to be used to support a damaged brain.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?8.14


Cardio-Inducer
Device which is used to treat heart conditions in artificial hearts.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?8.15


Micro-Tone
A device which can be used to make extremely precise cuts. A microtone was used to sever Worf's spine when his spinal column was replaced in 2368.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?8.16


Optial Scanner
The optial scanner is used to perform diagnostics on the visual receptors. It can detect phase variances and alterations in the surrounding dekyon field.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?8.17

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PostSubject: Re: General Info and Q&A   Mon Nov 12, 2007 6:08 am

Shields in the Gemini system

There are a number of shields in the Gemini system, below is a list of terms that are related to the shields in the system. It is important to note that most shields only stop one sort of attack effectively, as such most ships are forced to carry two or three different types of shields.

If you come up with a different idea for a shield system, go ahead and implement it. These are examples of things you will find, but not necesarily everything you will find.

Magnetic - Magnetic shields serve only one purpose in this system. They keep atmoshperes (or lack thereof) from coming into contact. All docks and hangars use them. Some ships use them in place of windows or in conjuction with windows. The cruise ships that sail Makara use these shields. It is important to note that these shields do not stop any sort of mass or energy. They do disperse heat to a small degree, but only by retaining atmosphere.

Layering - Many ships used layered shields. Layered shields occur when more than one type of protection is needed by a ship (Typcially Energy and Heat shields, sometimes mass shields, as well). The most common is when Magnetic shields are used in conjunction with other types of shields to protect a hanger or dock.

Hexagonal shields - Rather than relying on one solid shield, larger vessels in the Gemini system usually employ a hexagonal shield structure. Essentially it is a system composed of hundreds of smaller interlocking shields. These shields may be turned on and off individually. Some are capable of resistence swapping. The more advanced ships use this system double or even triple layered.

Resistence Swap - Some advanced shields are capable of of resistence swapping. Essentially, the shields can be changed from Heat, to Mass, to Energy. They have to be changed before battle, usually, it takes about a half hour to polarize properly after reprogramming.

Heat - Shields designed to disperse heat. Normally, the hull of a ship protects from heat well enough, but extremely intense heat (such as a plasma weapon) requires heat shielding. Does not stop mass or energy efficiently.

Mass - Mass shields repel the momentum of anything that holds mass. Energy or heat pass right through. Although it holds Plasma weapons at bay, the close proximity of the heat, will still likely cause hull damage.

Energy - Defends against any form of pure energy attack. It also stops mass to a small degree, but only enough to repel small objects, easily penetrated by heat and mass weapons.

Hard Shield - A Hard Shield is an energy barrier that actually contains some mass, usually using a form of energised gas. It works similar to other types of shields, but presents an actual physical barrier. They are far more effective than normal shields, but they require a lot of energy to run.

Feedback - Feedback Shields protect against energy attacks, but also react to being hit by emiting a pulse of energy that can damage any ship in range. Few ships make use of Feedback Shields because of the damage it can do to allies. Those ships that do use them, are usually Battleships that go into battle alone. These shields do not stop mass or heat.

Absorbtion Field - Absorbtion fields works similarly to normal Energy Shields but rather than simply deflecting energy, an Absorption Field will literally drain the energy from an attack to increase its own power. Absorbtion Fields cannot be penetrated by normal energy attacks. Mass and Heat are utterly unaffected by Absorbtion fields.

Hull Polarization - While not commonplace, an alternative to shields are Polarised Hulls. Hulls may be energized to have the effect of shields, this is a lot cheaper, but it is also a lot less effective. The Nivek corporation is well known for building discount ships that use Polarised Hulls. Polarised Hulls may be used in conjunction with normal shields.
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PostSubject: Re: General Info and Q&A   Mon Nov 12, 2007 2:44 pm

Force Fields on Federation Starships

Forcefield technology is one of the most massively useful technological advances ever made. Initially prophesied by science fiction in the early 20th century, this is one of those technologies which has developed along almost lines almost identical to those forecast by those early "imagineers". The first forcefield technologies were developed during the mid 21st century by the team working under Doctor Cochrane as part of the warp flight project. Since these early pioneering days, forcefield technology has diversified to the point where there are literally thousands of different types of field, each with properties carefully designed to fulfil a specific range of functions. Below is a listing of some of the more common types of forcefield currently in use.


Inertial Damping Field
The Inertial Damping field is one of several types of forcefield which makes space flight practical. Essentially, a modern inertial damping system is a network of variable symmetry force fields which serve to absorb the inertial forces involved in space flight; even interplanetary craft routinely accelerate at hundreds of gees, and without this protection a person within such a ship would experience an apparent weight equivalent to many tons.

Most damping systems operate under the direct control of the ships main computer systems, which allow it to anticipate the forces which will result from use of the engines. The degree of fine control which this allows is such that it is virtually impossible to tell from within that a vessel is accelerating at all, let alone to feel any discomfort.

However, when the forces on a vessel are generated by an external source - such as weapons fire for example - it is a slightly different story. In this case the system can only react rather than anticipate, and this leads to a small lag between the action and reaction. This is manifested by a certain leakage through the IDF field, resulting in a noticeable effect on the passengers. Ensuring that this effect remains within safe limits is one of the primary concerns of all Starship designers.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?4.2


Structural Integrity Field
The structural integrity field (SIF) is another of the basic requirements for any modern spacecraft. This field is projected through the structure of a vessel,essentially turning the material into a cross between matter and forcefield. This increases the strength and rigidity by orders of magnitude, allowing the materials to withstand the stresses associated with both normal and combat operations.

The Structural Integrity Field of Starfleet vessels can also serve as a secondary backup to the ships main shielding system if required; when run at above normal capacity the system is capable of protecting a vessel from even multiple direct hits by heavy weapons. This makes the SIF a key component in the protection of a starship.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?4.3


Shields
The shield system provides the modern Starship with its principle protection against both violent natural phenomena and enemy weapons fire. Most shield systems are composed of highly focused spatial distortions which contain an energetic graviton field. The shield itself is projected by a set of transmission networks located on the hull of the ship; when matter or energy strikes the shield, field energy is concentrated at that point to create an intense localized spatial distortion.

The shape of the field can be varied at the discretion of the tactical officer - the most common configuration is a set of curved fields which interlock to form a large bubble over vessel, although some users prefer to make the shields closely match the ships hull. In the former case shield burn-throughs are more likely, as the shield must enclose a somewhat greater volume. However, in the latter case those burn-throughs which do occur are much more damaging as they are directly adjacent to the hull. Most of the information on this subject is highly classified, but since even individual vessels are known to utilize both configurations, it appears that bubble shields are preferred under certain tactical situations, conformal shields under others.

Shields are carefully tuned to create windows which allow matter and energy to pass through under certain specific circumstances - for example, visible light is allowed to pass through unhindered. This allows the crew of a vessel to see out whilst the shields are up - or more importantly, to use visible light sensor systems. This window renders the shields invisible to the naked eye under normal circumstances. Other windows exist to allow sensors and weapons to operate through the shields.

Impacts on the shield cause Cerenkov radiation to be released, often perceived as a flash of colour which "lights up" the shield, rendering it briefly visible. To an observer it appears that the intruding object bounces off the shields - in fact the spatial distortion becomes so great that the path of the object is radically altered, and to an zero dimensional observer on the incoming object it appears that it is the starship which has suddenly changed location while his/her course is unchanged.

For over a century after the invention of the shield it was impossible to use transporters to beam to or from a shielded location, but to an extent this limitation has now been circumvented. In general sensor and weapon windows are insufficient to allow beaming; whilst technically there is nothing to prevent a ship opening a window in its own shields of sufficient size to allow transport, in practice such windows are almost always large enough to be detected and exploited by enemy vessels and it is far simpler just to drop the shields briefly altogether. The more modern Starfleet shield designs have now reached a point at which transporters can be operated via a large wide frequency window which is briefly opened over the hull emitters. This gives greater flexibility in using the transporter during high threat situations, but it remains a somewhat risky proposition - should an enemy score even a near miss on such a window the effects on the ship would be considerable.

Beaming through an opponents shields is an altogether more difficult proposition, but this can be accomplished successfully if the transporter operator has a detailed knowledge of the shield configuration s/he is attempting to beam through. A notable example of this is the occasion when the USS Enterprise managed to beam a crew member on board the USS Phoenix whilst that vessel was engaged in unlawful operations within Cardassian space, or the Defiant's use of the transporter to board the Constitution class USS Enterprise whilst that ship was modulating its shields for sensor operation. Such operations remain the exception rather than the rule, however - and against the unknown shield configuration of an enemy vessel, beam through remains impossible.

The most recent advance in shielding systems is the Regenerative shield. This system was employed by the Dominion in the planetary defence network around Chintaka. The regenerative shield allows a portion of the enemy fire to be diverted through the shield generator to reinforce the shield layer - the amount of damage that a weapon impact does is thus greatly reduced. The effectiveness of the reinforcement depends on the shield generator design, but typically the effectiveness of a shield will be increased several fold by the addition of regenerative capacity.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?4.4


Containment Field
The Containment Field has become the standard method of confining objects and isolating them from their surroundings for a wide variety of purposes. Some of the main applications common on board the modern Starship are listed below :

Many medical applications of containment fields exist. Typically these are designed to contain samples such as viruses which cannot - usually - attempt to physically force their way out of a container.

Engineering applications include the storage of material samples collected via transporter. This generally requires higher strengths, since the samples collected can include the likes of high temperature plasmas or highly radioactive materials.

A step up from these levels of field are those used in the shuttle or cargo bays of a starship in order to contain the atmosphere whilst allowing vehicles to pass through relatively unhindered. The atmospheric containment field of even a small cargo bay must hold against a force of over half a million Newtons, whilst the field used on the main hangar bay of a Galaxy class starship must withstand some two hundred and fifty times this.

Probably the biggest use of the containment field on board a starship is in the field of security. These are generally used to block corridors, or keep prisoners contained within the brig whilst allowing visual checks on their condition to be made.

Starships by their very nature must employ ultra strong fields in a few selected locations. Whilst these fields can be many times stronger than even the ships main shielding system, this is usually gained by generating the field over a very restricted volume and projecting it directly within the generator network itself. Such fields are used to contain the matter-antimatter reaction within the warp core and power transfer conduits which permeate a starship.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?4.5

-------------------

Armour what is on the Defiant

Ablative armour
Ablative armour was originally developed for the USS Defiant; the Borg had proven their ability to penetrate Federation shields with ease during their encounter with the Enterprise at system J-25, and the Defiant designers wanted the ship to have a degree of protection even if the shields should be overcome in the expected future encounters.

The value of the armour was proven when the Defiant came up against Dominion forces. Like the Borg, the Dominion were able to penetrate Federation shielding systems relatively easily in the first years of hostility between the two powers, and the Defiant's ablative armour allowed the ship to withstand attacks that would have otherwise caused significant damage.

Recently there has been a massive revolution in this technology with the appearance of the ablative armour generator. This device was given to the crew of the USS Voyager by a future version of Admiral Janeway, who travelled back in time to the ship in order to assist them in returning home from the Delta Quadrant. The generator involves a series of devices placed onto the hull of a vessel; when activated these replicate a layer of armour over the surface of the ship. The effectiveness of armour is considerable. The system Voyager employed was able to withstand a simultaneous attack by several Borg cubes. One of the most useful features of this system is that as it can be materialised and dematerialised as needed, even weapons systems can be covered over when they are not actually in use. This gives a much greater degree of coverage than any standard armour protection which must leave permanent apetures to operate such systems through.

At time of writing Starfleet had had relatively little time to asses this technology, but it was simple to adapt it for use on Voyager without spacedock or any outside support, indicating that it should be reasonably easy for the remainder of Starfleet's ships to create ablative armour generators for themselves. This should multiply the hull strength of the fleet massively at a single stroke.

Link: http://www.ditl.org/index.php?daybody=/picscitech.php?1.1

Link 2: http://memory-alpha.org/en/wiki/Ablative_armor

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PostSubject: Re: General Info and Q&A   Sat Nov 17, 2007 7:22 am

An Question to be answered.

As we have planets, how long is a day on them?
Just 24 hours, or shorter or longer?

Also how about those starbases? (starships have there own time, i guess. The Defiant is working with the 24 hour time setting)

Answer:

----
KenseiKitsune: Might as well interject some other stuff, such as Mass, climate and rotation stuff as well, since I'm on the subject.

Solas planets

New Eden possesses a 24 hour day/night cycle, and it is remarakably similar to earth in all respects of climate, mass and rotation. Except that its massively over-populated and full to the brim with pollution and covered in a gigantic city.

Damoroth has a 22 hour day/night cycle. It has a slightly higher mass than earth, but is comparable in climate. It possesses a reverse rotation from that of earth.

Vesperr has a 5 hour day/night cycle. Being a gas giant, the planet rotates uniquely. The midsection rotates clockwise and the poles rotate counter clockwise.

Makara has a 30 hour day/night cycle, but has significantly less mass than earth, but is larger overall. Its atmosphere makes the planet very warm. Makara does not appear to rotate in the traditional sense of the word, the day night cycle is based on ocean currents, more than anything else.

---

Nemesis planets

Tetran has a long day/night cycle of 1643 hours. It rotates very slowly. Its axis appears to shift randomly as well. It has a little more mass than mercury.

Ecu has a day/night cycle of 3085 hours. It rotates extremely slowly. It has comparable mass to Mars.

Philos has a 63 hour day/night cycle. Its mass is about that of Mars.

Arcave has a 149 hour day/night cycle and has a little less mass than Earth.

Alrighty then. I may come back here with days in a local year... don't get your hopes up though. :p

Edit: Space Stations, unless otherwise noted, run on a 24 hour cycle.

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PostSubject: Re: General Info and Q&A   Sat Nov 17, 2007 8:26 am

Some more technology info

Cloaking Device
A cloaking device is a form of stealth technology that uses selective bending of light (and other forms of energy) to render a starship or other object completely invisible to the electromagnetic spectrum and most sensors. It has been encountered in varying forms over the centuries.


The Federation and the cloak
Ever since the Enterprise's encounter with the bird-of-prey in 2266, the United Federation of Planets has had a strong interest in cloaking technology.

In 2268, the Federation learned that the Romulans had developed a new and improved cloaking device; one that even tracking sensors could not pick up and that posed a threat to the security of the Federation. On stardate 5027.3, Starfleet Intelligence sent the Enterprise on a covert mission across the Romulan Neutral Zone to acquire the new cloak. The mission was a success, and Starfleet was presumably able to develop a way to penetrate the new cloak. The Federation also presumably acquired a cloaking device from a captured Klingon bird-of-prey, dubbed the "HMS Bounty", in 2286

For reasons not entirely clear, Starfleet apparently did very little to develop cloaking technology. Then in 2311, with the signing of the Treaty of Algeron, the Federation explicitly agreed not to develop cloaking technology . The Bajoran Provisional Government also outlawed cloaking devices, stating that the possession of such a device is highly illegal.

Following the outbreak of hostilities with the Dominion in late 2370, the Romulan Empire allowed the use of one of their own cloaks aboard the USS Defiant, although this was originally limited to usage within the Gamma Quadrant. Captain Benjamin Sisko chose to ignore this limitation on occasion. In order to ensure that the cloak was used correctly, Subcommander T'Rul was assigned to the Defiant initially, during the ship's first mission with the cloak. In exchange, Starfleet had to provide all the intelligence it received on the Dominion.


Mechanics of a cloak
In order to function, a cloaking device needs to be tied into a ship's deflector shield grid.

Components
• projection matrix
• tetryon compositor

tetryon compositor
The tetryon compositor is part of a Romulan-designed cloaking device. Damage to the compositor can prevent the cloak from working.


Penetrating the cloak
Ever since the original encounter with the cloaking device, there has been an ongoing technological race between the galactic powers; as organizations like the Federation try to develop new ways of penetrating the cloak, those who use the cloak continually devise ways to render it impenetrable.

The first method of penetrating a cloak was developed in 2152, when Daniels provided Enterprise with 31st century quantum beacons so they could locate a Suliban stealth-cruiser. These devices also proved effective against the Romulan cloaking devices used on mines but were ineffective against the, presumably more advanced, bird-of-prey cloaking devices.

The cloak used by the Romulan bird-of-prey that crossed the Neutral Zone in 2266 was less than perfect, allowing a starship to pick up a blip on its motion tracking sensors. This blip was not accurate enough for targeting of weapons and only appeared when the vessel moved, but it was enough to help the Enterprise locate the enemy vessel. By 2268, advances in Romulan technology had removed the problem, forcing Starfleet to steal a model of the new cloak.

Versions of the cloak used by the Klingons in the late 23rd century also had their flaws. Visible energy distortions were detectable while cloaked and prior to decloaking, and in 2293, the Enterprise-A developed a method of using a torpedo to track the plasma exhaust of a cloaked ship.

In the 24th century, the Federation protected its borders from cloaked Romulan incursion by a gravitic sensor net. In 2368, Geordi La Forge developed a technique called the tachyon detection grid that used tachyon beams transmitted between different points to expose cloaked objects. Soon, this had been implemented on the Federation's border outposts as well as in Klingon space.

It is less commonly known that cloaked ships radiate a slight subspace variance at warp speeds. These variances typically vanish once the vessel drops out of warp. If a cloaked ship exceeds its maximum propulsion capacity, it will not be able to fully cloak, and will appear on navigational sensors as a sensor echo.

Using modified cloaks, a combined fleet of Romulan and Cardassian warships attempted to conduct a sneak attack on Founders' homeworld in 2371. They determined that as long as their fleet traveled under the speed of warp 6 their warp signatures would remain undetected, even while under cloak. This modification, however, did not prevent the fleet from being detected by the sensors aboard Deep Space 9. In this case, the cloaked fleet appeared as high concentrations of tetryon particles.

The Dominion, as well as the Cardassians, also possessed many methods of breaking through cloaking fields, including a long-range tachyon scanner and an antiproton beam. However, these methods were not always effective as Thomas Riker was able to partially counteract the antiproton beam scanning method by adjusting the cloak's resonance frequency.

For more info look here: http://memory-alpha.org/en/wiki/Cloaking_device


Note: When the ship is cloaked it can’t have there shields raised also, as it asks allot of power + firing cloaked isn't also possible.

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PostSubject: Re: General Info and Q&A   Sat Dec 22, 2007 3:15 pm

Nautical terms

In the nautical tradition of Earth, the various service organizations throughout the galaxy engage in the usage of nautical terms to apply traditional sea-going references to modern starship operations.


Sections of a ship
• Bay: A stowage facility for auxiliary vessels, consumables or goods such as "shuttlebay" or "cargo bay".
• Beam: The widest part of the ship or a point alongside the ship. (eg, Worf; "Probe is standing abeam" meaning the probe was steady alongside the Enterprise.)
• Bow: The forward section (or fore) of a ship.
• Bridge: The main command center of a ship where course is set and essential operations of the ship is monitored.
• Brig: A secure area where prisoners are held.
• Deck: A floor or level of a ship usually oriented horizontally. Often used to describe the walking surface of floors within a ship or the outermost habitable section of a ship.
• Dorsal: refers to the topside of a body and the term is commonly used in defining the top of a starship. This nomenclature is necessary while functioning in the three dimensions of space.
• Engineering: (or Engine Room) area that contains the ship's engines and power generators.
• Head: The bathroom facilities on board a ship.
• Port (side): The left side of a ship from the perspective of a person standing on board and facing the bow of the ship.
• Port (opening): An opening in a hull or bulkhead. Not to be confused with the left side of a vessel.
• Port (dock): A berthing for a vessel. A launching or arrival point for a vessel usually where goods and personnel are transferred.
• Quarters: Sleeping area(s) for the crew.
• Sickbay: The ship's hospital. Called an infirmary on planet or base-side facilities.
• Stern: The rear section (or aft) of a ship.
• Starboard: The right side of a ship from the perspective of a person standing on board and facing the bow of the ship.
• Ventral: refers to the underside of a body and the term is commonly used in defining the bottom of a starship. This nomenclature is necessary while functioning in the three dimensions of space.

-------

Key Personnel of a Ship
• Boatswain or Bosun: A member of a crew who is responsible for mooring, berthing and gangways and decorating them accordingly upon visitation of a high-ranking official or VIP. He/she is also responsible for a formal greeting upon such an arrival by which the crewman will blow a specialized whistle in a stylized manner.
• Captain: Typically, a ship's commanding officer responsible for overseeing the overall operation of ship and crew.
• Chief Engineer: Crew person responsible for the physical components and operational systems of a ship including and especially that of propulsion.
• Chief Medical Officer: (also called Ship's Doctor, "CMO" or Ship's Surgeon) Crew person responsible for the health and physical well-being of the crew.
• Dock Master: An officer directly responsible for managing the comings and goings of vessels in his/her assigned berth.
• First Officer: The officer second in command of a ship directly beneath the Captain. Often referred to as "Number One" "Executive Officer" or simply "Exec." or "XO". The First Officer is responsible for ensuring the Captain's orders are carried out to his/her specifications and could be considered the chief pilot of a vessel as navigation orders generally are relayed through the First Officer.
• Second Officer: Third in command of a ship beneath the First Officer and the Captain.
• Steward: A manager of goods and functions aboard a ship.
• Yeoman: An assistant to senior officers. The position of Yeoman seems to have been phased out sometime between 2293 and 2371.

-------

Direction and Navigation
• Bearing: The direction of an object in relation to the ship's heading. The ship's direction is automatically assumed to be zero and the vector of the other ship's angle is calculated in a 360° arc.
• Heading: The direction of the ship in relation to the center of the galaxy broken down into a 360° arc on the X axis (yaw). Another 360° arc is the direction separated by saying "mark" which is the Y axis (pitch). For example, if a commander of a starship wanted a heading of 180 mark 0, he'd want to turn the ship to the southernmost section of the galaxy while keeping the Y axis of the ship parallel to the plane of the galaxy.

Sometimes a crewman reports the Bearing of a ship or object or the Heading of the ship with inconsistent numbers, like "heading 12 mark 820", which is an overlooked error by the writers of the show.



Graphical representation of
Pitch, Roll and Yaw

• Pitch:The orientation of a ship's bow and aft ends respectively (up and down).
• Roll: The orientation of the ventral and dorsal sides of the ship respectively.
• Yaw: The orientation of the port and starboard sides of the ship respectively (side to side).

The Starfleet evasive maneuver described as "Pattern Delta" is maneuver that involves rocking a starship hard, from port to starboard, to shake pursuing vessels.

-------

Functions of a ship and crew
• Battlestations: ship's crew report to their assigned combat duty stations, can also refer to the location where a particular crewman reports for combat duty.
• Berth: A docking space for a ship.
• Captain: The standing commanding officer regardless of officer's actual rank.
• Damage Control: the act or task of performing emergency repairs to parts of a ship damaged by combat or accident.
• Dock: To place the ship into a facility for repair, service or rest.
• Flank speed: the fastest speed a ship is capable of, pushing its engines to their maximum output.
• Hail: To call, invite or beckon.
• Hand: A crew member; An able-bodied individual capable of tending to ship's services or operation.
• Leave: An approved absence from duty usually for rest and relaxation or convalescence.
• Moor: To attach the ship to a bulkhead to prevent drifting.
• Sir: A superior officer regardless of gender.
• Stow: To secure goods or belongings.
• Watch: A duty shift.
• Under way: the condition of a ship moving under its own power.

-------

Miscellaneous
• Shore: Dry land.
• Shore leave: Time away from duty usually on a base or planet.


"Abandon ship"
"Abandon ship" was an order for all hands to evacuate via transporters or emergency escape pods due to an imminent catastrophic event which threatens to destroy the ship.

"Aye/Aye, aye"
An acknowledgment of an order. One "aye" for the acknowledgment. Two "aye"s for acknowledgment and carrying out of order. Commander Riker believed that only one "Aye" was sufficent for both, however.


"Steady as we/she go(es)"
A request by a commander of a vessel to maintain course and speed without deviation. More precisely, when the captain of a vessel is satisfied with its course and speed, he calls to the crew, "Steady as we/she go(es)." By this, he communicates that the ship should maintain its course and speed, until and unless he gives a different command.


(source: http://www.memory-alpha.org/en/wiki/Nautical_terms)

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PostSubject: Re: General Info and Q&A   Wed Jan 09, 2008 8:59 am

Ah just a couple of communications notes.

Most communications are carried out via radio waves in AtF (well, off planet, anyway. On planet, its usually satelite and land lines).

One of the reasons ships seldom travel to match light speed is because it interferes with communications. Indeed, most ships rely on Near Light engines. (Radio waves travel at the speed of light, so if a ship travel the same speed away from the source, it would never receive the meesage until it slowed down).

Other communications methods include but are not limited to:

Point to Point Laser

Used for secure communications networks, or when two ships need to be discreet about what they're doing.

All of the corporation (as well as the Department) maintain satelites that relay point to point lasers to allow them to work as long range communication.

Psi-Net

Psi-Net makes use of machines to process psionic energy to form a network for communications. It requires the use of living "servers" who themselves must be telepathic (there is one exception, see below)

While most servers are simply well meaning Psions who provide this service for their fellows (usually with pay), some do so to gather information.

There are also those that do so against their will, dubbed "Server Slaves".

Lastly, Coma patients are used as servers fairly often as well. Many hospitals "rent out" their coma ward to Psions who want a server. Coma patients are an exception to the rule, they can be anyone, and still be used as a server, it isn't really known why.

Edit: It should be noted, some genetic engineers have created ideal Coma-servers that are essentially just large balls of gray matter. These typcally are encased in a shell and supported by some external means. Some long ranging Psions keep them in their ships.

Any entering the Psi-Net essenetially enters a user constructed alternate world made of shared thoughts. This can be dangerous, but the benefits usually outweigh the dangers.

Servers must wear a crown that opens their mind up for use. Those logging in merely need focus on the server and dive in (rather like astral projection). Those who do not know where a server is located, or who are beyond the orbit of a planet must wear amplification helmets.

Ley-Networks

Ley-Networks make use of the naturally occuring mystical energy that crisscrosses the surfaces of the planets, and even reaches into space.

Using Ley-Networks is actually a pretty simple measure of meditating and allowing oneself to be lost in the waves of energy of the Ley-Line. Words spoken are swept away in the currents and find the intended recipient, provided they are on or near a Ley Line.

This is the primary means of long distance communication amongst Walkers and Magisters, but is seldom used by others.
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PostSubject: Re: General Info and Q&A   Wed Jan 09, 2008 2:43 pm

Subspace communication, used by the Federation

Subspace communication (sometimes called subspace radio) was the primary form of communication used throughout the Federation. By transmission through subspace rather than normal space, subspace communication permitted the sending of data and messages across interstellar distances faster than the speed of light. This made it much more practical than conventional radio. In fact, Starships rarely even monitored frequencies that traveled at the speed of light or slower.

Subspace communication was mainly used by Starfleet Command to transmit orders to commanding officers of starships on deep-space assignments. Likewise, the vessels' commanding officers used subspace communication to relay reports on their various missions back to Starfleet Command, to ask for suggestions, and/or to make requests.

Depending on the actual distance between a vessel and the nearest subspace relay beacon, real-time communication was possible. An example of this is when Starfleet Lieutenant Commander Reginald Barclay contacted the USS Enterprise-E, which was seven light years away from his location on the Jupiter Station, and spoke real-time to the ship's Counselor, Commander Deanna Troi.

Subspace communications had a varying degree of band frequencies, from upper (or high-band) to lower. For example, a diplomatic frequency used by the Vulcans was on a lower subspace band.

Vulcans had been utilizing subspace communications as early as the Earth year 1957, as their ships were outfitted with subspace transceivers.


22nd century uses
Earth had developed subspace communication as early as 2151. During this time, however, subspace amplifiers were required in order to maintain contact between Earth and Earth Starfleet vessels over long distances. Contact with these amplifiers were maintained with a single subspace antenna. If this antenna were damaged, a starship would only be capable of short-range communication.

Orders and reports were not the only communications to and from starships. Personal messages were also sent. The crew of the NX-01 Enterprise, for example, received personal messages from friends and family members back on Earth. Captain Jonathan Archer himself received recordings of water polo tournaments in what Trip Tucker described as the "subspace mailbag".

The treaty following the Earth-Romulan War was established entirely by subspace radio. No visual contact between Humans, the Romulans, or their allies was ever established. However, subspace communication was not available to all Earth ships during this period. The Horizon was not able to communicate via subspace when the ship made contact with Sigma Iotia II in 2168. Thus, their report was not received by Starfleet Command until 100 years later.

Before being destroyed, a group of Borg drones in the Alpha Quadrant sent a subspace message to the Borg in the Delta Quadrant in 2153. The message would have taken at least 200 years to reach its destination and, if received, may have been the way the Borg of the 24th century learned of the existence and location of Earth.


23rd century uses
By the 23rd century, subspace communication was in wide use throughout the Federation. During this time, a starship's communications officer was required to create subspace logs detailing all messages sent and received.

In some cases, marriages were performed entirely on subspace radio. Magda Kovacs and Ruth Bonaventure were married to two of the three miners on the Rigel XII mining colony via subspace radio in 2266.

After Fleet Captain Christopher Pike was injured upon being exposed to delta radiation, months of "subspace chatter" emerged regarding the accident. Later, in 2267, Spock fabricated a subspace message ordering the Enterprise to divert to Starbase 11 for the sole purpose of returning Pike, his former CO, to Talos IV where Pike could live out the rest of his days in comfort. During the subsequent court martial, Enterprise received subspace transmissions from Talos IV in violation of General Order 7.

Trelane of Gothos was able to block Enterprise's subspace communications using his mirror machine.

The Eminians employed a subspace transmission unit to keep in contact with the Vendikans during their computer-fought war. This unit was tied in with Eminiar VII's attack computers.


24th century uses
By the 24th century, subspace communications were handled through subspace relay networks, replacing previous networking methods such as subspace amplifiers. These networks were maintained, at least in part, by various relay stations.

A 24th century professor, Doctor Paul Manheim, was renowned for his work in perfecting subspace communications.

Even with the incredible speeds offered with subspace communications, a message traveling subspace over a distance of 2,700,000 light years would have taken over fifty-one years and ten months to reach Federation space in 2364.

Lore was able to communicate with the Crystalline Entity using subspace communications in 2364. However, a later encounter with the entity by the USS Enterprise-D required the use of graviton pulses for communication.

Unidentified subspace communications were detected by a class-1 probe that was sent to Nelvana III.


Source: http://memory-alpha.org/en/wiki/Subspace_communications

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PostSubject: Re: General Info and Q&A   Sun Jan 13, 2008 10:25 pm

Just some notes on unusual clothing techs...

Frictionless Fibers
Frictionless clothing (formed from special polymer fibers) are esily the most comfortable clothes available. Having even a lighter touch than silk, but potentially warmer than wool.

Hard-Carbon Weave
Hard-Carbon clothes are made of fibers that have been electrically charged and emit a counter-energy field. It isn't strong, but works like a bullet-proof vest. At most it will deflect/absorb on or two blasts from your typical hand laser weapon.

Heat-reactive fibers
These clothes are flame retardent, but in addition actually resist heat heat itself. When exposed to heat, the fibers respond by absorbing it on the outer-most layers, and releasing after circulations around the back. This weave is incapable of handling extreme heat as caused by heat based weapons, but it is often used by engineers to make their livces a little more comfortable.

Kinetic fiber
Kinetic fiber reacts to the introduction of kinetic energy by instantly hardening. Thus a normal shirt could deflect a bullet, if made of Kinetic fibers. It could not, however deflect more than a few.

Camo Weave
Camo weave is a threaded material theat bends light to create a mild blending effect. Normally, it only causes the clothes to blend colors with background (some call it fashionable), but some versions are capable of completely dissappearing, leaving only an after-image or sillouhette of the persons using it (think Predator)

Compostie weave
Clothes incorporating two or more of the above are called Composite weave, and are ecceedingly rare, because they require very creative threading techniques to maintain all their original properties.
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PostSubject: Re: General Info and Q&A   Sat Feb 02, 2008 5:52 pm

Technocracy Equipment

Technocrats, in their crusade to eliminate magic, have developed the technology to counter and even mimic the machinations of mages and magic users. Below are but a few of their tools.

Notes: Technocrats Nanites are particularly advanced, and capable of forming simple machines, or even creating energy reactions.

Nanite Control Collar

All Technocrats, who have proven loyal to the ideals of the Technocracy have a cybernetic device installed around the collar bone, and extending into the brain. This collar allows the Technocrat to manipulate Nanite cubes (see below).

Nanite Cube

A featureless cube that all sufficiently ranked Technocrats carry. This cube is form solely of nanites, and at a whim may be reshaped into nearly any form (though its mass cannot chage), and may be used to emit/produce energy.

Simple machines, and even energy weapons are feasible.

Metaphysic Energy Detector

The quintessential Technocrat item, an item that detects the presence of Metaphysic particles (present in any magical reaction). Although typically built into a doorway (similar to a meta detector), more advanced models have been built into hand scanners, glasses, and even cybernetic eye-implants.

Grav-Sheer Grenades

A seldom used weapon, grav-sheer grenades produce a gravitational sheering effect within a radius of six feet (roughly 2 meters), that literally pulls matter apart. The effect last for a micro second, but it is usually enough.

Transport Wave

Very similar to Star Trek's transporter technology, Transport Waves are used on Technocrat ships in a very similar way. Accompanied by a clattering or chittering noise, waves of purple energy surround the intended target, who filters out of view.

Quickstep Device

Typically built into a belt, Quickstep devices allow the wearer to emit a localised Transport Wave focused on themselves, to anywhere within a ten foot distance. These devices must be used sparingly, they have none of the safety backups of the fullscale units, and prolonged usage can cause genetic damage.

Energy Emission Gloves

Though oft-used to emit a coherent beam of energy to attack, energy emmision gloves allow the user to emit a burst of various types of energy. Examples energies, are heat, electricity, ionic, and electro-magnetism.

Metaphysic Reactor

These realtively new devices absorb magical energy like a sponge and slowly release that energy as electricity. These imperfect devices burn out quickly, but clever Technocrats keep them sealed and use them more like grenades than as batteries.

---
There are many many more quirky devices the technocracy uses, and no one member is likely to have all of these.

There are also many niche Technocrat devices devised to counter specific spells.
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PostSubject: Re: General Info and Q&A   Wed Feb 06, 2008 4:49 pm

Holograms in the Gemini System

Everyone knows what a hologram is, so I have no need to describe that, below however are various ways they are used in the Gemini system, as well as technology related to it. Nothing is any particular order, so its kinda disjointed.

PHDA

Personal Holographic Data Assisstant. These personal hologram emitters function like an interactive personal computer. When activated they project a holographic avatar and interact personally with their envirionment and owner. Typically the hologram comes in the shape of a holographic pet, and the built in personality reflects this. The form emitted is able to be edited, or changed by the owner, with little effort.

Holo-Pet

Holo Pets are similar to PHDAs, except they have no other function than emitting a holographic pet. Though the hologram is just as intelligent (and possibly sentient) as its PHDA counterpart, these devices have no other use than for companionship. Oft times they are owned by those for whom real pets are a luxury they can't afford, or for children. Also, unlike the PHDA, these Holo-pets are almost always equipped with Hard Photons (if Zaibatsu made) or Fielded Photons (If Nivek made). The form and personality of the projection are not as easily edited as the PHDA, but it is possible to do so. Despite being far cheaper than the PHDA, these devices are actually far more likely to be truly sentient, as all system resources are devoted solely to the hologram.

Holographic Avatar

Ships, or computers with a sentient AI programs often have a representative Holographic projection to help ease interaction with crew or interfaced users.

Holocomm

Holocomms function as personal communication devices. Their use is extremely wide-spread and function in a manner similar to modern Cell-Phones.

Ship-to-Ship Communications

In addition to main screen communications, most ships use hologram communications.

Intra-Ship Communications

Many ships (such as the Dogoda) have holo-emitters built into terminals setup at junctions along the walls. These act as a means to contact others on-ship, should Holocomms not be available. The terminals also double as projection points for ship avatars.

Hard Photons

Produced exclusively by Zaibatsu. Hard Photons are specially projected photons that have mass, and thus are able to manipulate matter.

Fielded Photons

Produced exclusively by Nivek. Fielded Photons are holograms encased in a forcefield, built to manipulate matter.

Zaibatsu System Network

Though it should be listed under communications, the Z System Net works almost entirely by holographic representations.
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PostSubject: Re: General Info and Q&A   Mon Feb 25, 2008 9:12 pm

Celestial bodies, phenomena, and systems of note

Although true that then Gemini system is pretty well cut off due to lack of FTL travel, it is, infact, not the only inhabited area. Although continuous travel is not common there are other systems, planets and other celestial phenoma within a reasonable distance from the Gemini system. For sake of convenience, I will refer to these systems with "Stellar directions" to provide location reference.

I just felt it should be a good idea to flesh out Gemini's Celestial neighborhood, and I'd been meaning to get this info up for some time...

Systems

Two other systems are within a 100 light year distance from the Gemini system. For whatever reason, these are the closest systems within a range of 300 light years from Gemini's neighbrohood. These systems are known to not have existed before the fall, yet they are obviously quite older than 2000 years.

Potch

The Potch system is a very unremarkable yellow star with a single, close orbiting "hot" Jupiter, called Potch-1 that is roughly. It lies 80 light years Stellar North of the Gemini system.

There is a research station that orbits the system far from its star, with only about 400 people. They have not been heard from in some time.

Rommel

Rommel is a yellow star system that contains 5 planetary bodies and one asteroid belt. The system is 52 light years Stellar South of the Gemini system.

Rommel II and Rommel IV have somewhat successful colonies (each of some 300 thousand inhabitants), with smaller stations scattered about the system.

Rommel's Planets:

Rommel Prime - A non-descript rock, about the size of Earth's moon.

Rommel II - Rommel two is capable of supporting life, and has an Oxygen rich atmosphere. It is mostly covered by dense jungles and swamps, it has one gigantic landmass, and one massive shallow sea. Rommel II is roughly the size of Earth.

Rommel III - Rommel III is coated in gray dust, and has an atmosphere mostly composed of Nitrogen and Carbon-Dioxide. The dust is metallic in composition. Rommel III is twice as large as Earth.

Rommel IV - Rommel IV is a cold but comfortable world dominated by arboreal forests and tundra. It has two landmasses, and very deep seas. The atmosphere is roughly the same as Earth. It is somewhat (25%) larger than Earth.

Rommel V - Rommel V is a Gas Giant with a vibrant blue color, and is orbited by 16 moons.

Rogue Planets

Rogue planets are celestial bodies that have, for whatever reason been ejected from their systems. There are three within Gemini's neighborhood. At least one of which (Gartia) is expected to (within the next 300 years) enter into the Gemini system itself.

Andriva

Andriva is a ball of rock roughly the size of Mars. It is about half way between the Gemini and Rommel systems (29 light years Stellar South). It is used as a way station and has a colony of 50 thousand, with 100 thousand more transiory residents (heading for the Gemini or Rommel systems). Andriva is composed mostly of black rock and ice.

Gartia

Gartia is a Gas Giant with a dull brown color, twice the size of Jupiter. It has three small moons in orbit, and is 75 light years Stellar South-East of the Gemini system. it is traveling at a relatively high speed, and is estimated to reach the outter limits of the Gemini system within the next 300 years. It is believed the planet will merely skirt the outter edge of the system, but there is a possibility it will be captured in the gravity pull of the stars and take up a lazy orbit.

A very small group believes that Gartia will fling through the system, disrupting obits of the planets before crashing into one of the stars, but this is highly unlikely.

Lamius

Lamius is a massive ball of rock with a great deal of space debris and a number of asteroids trailing in its wake. It is half the size of earth. Lamius lies 87 light years Stellar East of the Gemini system. It is traveling at a rate of 1 light year every decade towards Stellar North.

Lamius has a three small City-ships that follows in its wake and mines for resources. The City-ships roughly equal out to some 200 thousand people.

Nebulae

There are two Nebulae within Gemini's neighborhood. They color the sky, and are often the topic of study or exploration. One of these Nebulae existed before the fall, the other did not.

Clot Nebula

The Clot Nebula is a nebula that lies 63 light years Stellar West of the Gemini sytem. It is deep-red in color, with multiple dark and light spots. It obscures a great deal of the sky in, and is believed to be some 700 light years in size.

Blue Spider Nebula

The Blue Spider Nebula existed before the fall and lies 95 light years Stellar South-East. it spans 100 light years. It is composed of heavily Ionised gas that projects a mostly blue-white color, and expands into 7 tendrils or "legs" giving it a unique appearence, and thus its name.

Other

There are two other objects in the sky that don't fit into any categorey above.

Cornun's Object

Cornun's Object is a disc of Stellar material 45 light years Stellar North West. It is a bright aggregation of energy, and seems to do nothing but continuosly eject matter. Some believe this is a White Hole, but it does not behave as a typical one would.

Depthin's Devourer

Depthin's Devourer is a Black Hole of limited size and scope that lies 85 light years Stellar West, placing it within the Clot Nebula. It takes in nebula material at an abnormally slow rate, and does not behave as a typical Black Hole should. It is surrounded by a powerful magnetic field that dirupts the gravitational pull, so it is essentially a Black Hole slowed to a crawl.
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PostSubject: Re: General Info and Q&A   Fri May 02, 2008 8:50 am

Might start putting up a few models of android, mecha, and robots, for consideration. But, first, just one. A quickly sketched, crappy picture follows.

Nivek IX Mk 3 Guard-Bot

The IX-3 is a cheap, mass-produced humanoid guard unit created by the Nivek corporation. It is made of lightweight plastics and polymers, with a light metal skeleton. The IX-3 is not terribly durable, but the price of the unit makes it available to practically any buyer.

Unlike many robots in the Gemini system, the IX-3 is not a sentient or self-aware creature, though it is intelligent enough to handle most tasks that one might assign it. Aside from its face-plate (which displays an emoticon predominantly, based on its condition or task) it cannot communicate. They may be bought with, or without a wrist mounted blaster, though the blaster doubles its price. It may later be given any sort of rifle or pistol weapon, at its owner's descretion.

The initial model comes fully packed with a general assortment of programmed skills that most would consider useful, such as cooking, cleaning, or handling weapons. The IX-3 is also highly moddable, and groups of enthusiasts, often tinker with its programming to make it more capable of handling more specific tasks.

Nivek also offers an IX-3A and an IX-3B variation on the model, both of which are more expensive. Model A is equipped with a heavier nano-polymer making it far more durable in a scrape. Model B is a true AI, and comes equipped with a voice synthisizer to allow more complete interaction with its owners.

Picture: Upper torso, only...


The spike at the back of the head is a port-spike. IX-3 is capable of jacking into any ready made outlet in order to recharge, and also for programming. The spike can be detached (and often is for those assigned guard duty) and reattached later, as it is sensative and easily damaged.

Edit:

The Nivek Corporation makes healthy use of the expendable robots as a means to fill out its ranks in security. There, three are assigned to a guard team, in addition to two A models, and headed up by either a human officer, or a true AI. Note, that Nivek often uses much stronger security in addition to these easily destroyed things, these are just one of the more prevalent... meat grinder guards one might encounter.

Outside of Nivek, most factions avoid using the IX-3 for its inherent weaknesses. However, because they are so cheap, it is not uncommon to see them as a quickly assembled bodyguard group, or as stewards for the elderly, infirm, or children.

Other models

The IX-1 is considered ancient, and completely obsolete. Any still used are either kept in very good condition, or have degenearted to buggy messes, that can barely take orders anymore. Some are quite dangerous because of decayed programming. IX-1s use more metal than plastic and a much heavier for it. They are slightly more durable, though. IX-1s are the only IX models to not have a face-place emoticon screen. They had featureless blank metal faces, with a single glowing blue eye in the center. There were no special models.

The IX-2 is similar in design to the IX-3, but much heavier and slower. Its increased weight does not make it anymore durable. Though they are no longer sold, many still own them. They were sold with optional model A and B variance, as well. Distinguished by wider face plate.

The IX-4 (in the testing phase) looks to obsolete this design by being even lighter and cheaper to produce, but also by being more durable. Though not yet placed in mass production, early models are identical to the IX-3, but have see-through plastic casings, alowing easy viewing of the internal systems. Variable models are unknown at this time.

Edit II:

The statistics (Mark-3 model, others vary somewhat)

Height: 5' 6"
Weight: 50 lbs (mostly light weight plastics)

Strength: Equivalent to the average, non-augmented person.
Speed: Higher running speed than average person, able to run for hours without tiring.
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PostSubject: Re: General Info and Q&A   Thu Jun 26, 2008 9:08 pm

What I was saying, Perun represents itself as a sphere orbited by a pair of pyramid shapes
is there colors?
Light blue, filtered and see-through

Whats the Star Date Kotie?

Its appearence will flicker occasionally as well
that is this: 57021
When processing the pyramids orbit faster around the sphere
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PostSubject: Re: General Info and Q&A   Wed Jul 02, 2008 3:29 pm

most Juicers never think to disable their systems, at least partially, because... its very addictive to be a super-human


The Juicer system makes you feel like you can do anything


Most -never- want to give that up



Near the end of the run
Its not so much like that


When the final years start to count down, its pretty much as you've already described it
-near the end usually one suffers from a heart attack.

Removing the system is still hard to do
A Juicer fresh out of detox from a Juicer system feels weak and I mean extremely weak. Most become depressed at losing that strength and speed



Edited by Kensei Kitsune:

Ok, I should have posted about this ages ago. To note anyone familiar, yes, I stole Juicers from Rifts, though I have altered them somewhat.

Juicer Augment System

A Juicer Augment is a cybernetic system of tubes implanted under a person's skin. These tubes attach various areas of the body, all eventually connecting at a harness, which is typically an armored collar around the neck. Built into the collar is a system of machines and nanites that constantly synthesize and filter chemicals and hormones through the body. The end result is a person with near superhuman strength and speed. Although most Juicers can't compete with a Full-Conversion Cyborg's strength, they are usually much faster with much improved reflexes.

The drawbacks to the impressive gains the Juicer System gives, is the extreme amount of strain it places on the body. Most Juicers never live beyond 10 years of having the system installed. A Juicer will be wide awake nearly all the time, and at most requires only a couple of hours of rest each day. As time wears on the effects become more noticeable. The Juicer begins to look hagard and worn, may suffer headaches and memory loss.

In the end, a Juicer's body just gives up as he has a severe heart-attack, burst blood vessel, or suffers an aneurism.

---

De-Tox:

A Juicer can have the system removed, but few ever do. Over the years they become addicted to the solutions filling their veins, and many would rather die than go back to life as a weakling.

Those that do de-tox themselves, go through a slow and painful recovery, often one that is terrifying. Withdrawls are not pretty.

A former Juicer feels extremely weak, and depressed. A great many will turn right back around and get the Juicer Augment system again, death or not. Others, will become Full-Conversion Cyborgs.

Those that weather the process and recover can begin life anew, without the threat of death hanging over their heads.

----

Models

I'm not going to give a full rundown of the models available.
(This is logged from chat)

The different models are mostly stylistic
The most common is a simple collar
Then theres the armored collar
Theres also a backpack-like harness
They all work the same way, ultimately
Though, The armored is more expensive
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PostSubject: Re: General Info and Q&A   Thu Jul 03, 2008 1:12 am

The Ru wrote:

Whats the Star Date Kotie?

that is this: 57021
Your post appears to be a bit scrambled and I'm fairly sure that Kotie won't mind if I answer this.

But a Star Date in Trek is basically a writers caveat. It was originally used as a way to keep the official date ambiguous. They've since tried to give it a fairly linear and understandable progression but there have been some odd inconsistencies. Still, it's a staple of the series so having the Admiral and others monologueing with a Stardate preface in their personal or ships logs isn't out of character.
-J-
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PostSubject: Re: General Info and Q&A   Thu Jul 03, 2008 9:32 am

Well Jarod,

The stardate's i have used so far are calculated by this site:
http://www.ditl.org/index.php?daymain=/hedstardatecalc.php

As i wanted to keep them as real as possible for the star trek timeline after the last movie of Nemesis, when the Enterprise E is fixed.

stardate 57020.69 = Tue 8 Jan 2380, 12 : 44 : 27
stardate 57020.90 = Tue 8 Jan 2380, 14 : 35 : 08
stardate 57021 = Tue 8 Jan 2380, 15 : 27 : 50


If i use more stardates i shall update it here.

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