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		<title>Technical Journal: FTL Travel - Revision history</title>
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			<title>Terl obar:&amp;#32;Created page with '&lt;div style=&quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&quot;&gt; Top:Star Frontiersman main page  | Up: Star Frontiersman Issue 4 main index | Up: [[Technical Jou…'</title>
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Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 4]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [[Andrew Modro]]&lt;br /&gt;
&lt;br /&gt;
Travel between star systems at speeds greater than light&lt;br /&gt;
is a staple of science fiction. Without the ability to transcend&lt;br /&gt;
the speed of light, travel between even the closest&lt;br /&gt;
stars takes years. In a place like the Frontier, FTL&lt;br /&gt;
(Faster-Than-Light travel) is absolutely essential.&lt;br /&gt;
&lt;br /&gt;
The STAR FRONTIERS game treats FTL in a very abstract&lt;br /&gt;
manner, especially in the Alpha Dawn rules. Knight&lt;br /&gt;
Hawks attempts to add a bit of flavor, but also confuses&lt;br /&gt;
the issue when compared to Alpha Dawn. The purpose of&lt;br /&gt;
this article is to examine interstellar travel and to provide&lt;br /&gt;
flavor options for Alpha Dawn and Knight Hawks games&lt;br /&gt;
that can be used without altering the rules as presented.&lt;br /&gt;
&lt;br /&gt;
==The Vast Deep==&lt;br /&gt;
Space is big -- ask any Douglas Adams fan how big it is&lt;br /&gt;
for an entertaining answer. Light, the fastest thing in the&lt;br /&gt;
cosmos, takes years to traverse the cold dark between the&lt;br /&gt;
stars. Galaxies are tens or hundreds of thousands of&lt;br /&gt;
light-years across, and lie millions of light-years apart.&lt;br /&gt;
The observable universe itself is many billions of light years&lt;br /&gt;
wide.&lt;br /&gt;
&lt;br /&gt;
Science tells us that nothing can travel faster than light.&lt;br /&gt;
To travel from one star system to another would take&lt;br /&gt;
many years. Even with incredibly powerful futuristic rockets,&lt;br /&gt;
a slower-than-light ship would spend years&lt;br /&gt;
accelerating ever closer but never completely up to the&lt;br /&gt;
speed of light, then more years turning over and decelerating&lt;br /&gt;
after the halfway mark. The &amp;quot;Inhibitor Universe&amp;quot;&lt;br /&gt;
novels of Alastair Reynolds and Vernor Vinge's &amp;quot;A Deepness&lt;br /&gt;
in the Sky&amp;quot; present excellent views of space opera in&lt;br /&gt;
which light speed is never broken, and the consequences&lt;br /&gt;
of that limitation.&lt;br /&gt;
&lt;br /&gt;
But many are willing to believe that a way can be found to&lt;br /&gt;
circumvent this cosmic &amp;quot;speed limit&amp;quot;. Science fiction is full&lt;br /&gt;
of faster-than-light travel of many wondrous varieties,&lt;br /&gt;
from &amp;quot;warp speed&amp;quot; and &amp;quot;hyperspace&amp;quot; to &amp;quot;space folding&amp;quot;,&lt;br /&gt;
&amp;quot;wormholes&amp;quot; and &amp;quot;slipstream drive&amp;quot;. Eventually we may&lt;br /&gt;
discover a real-world method for getting around the limitation&lt;br /&gt;
of light speed. In the meantime, we can dream.&lt;br /&gt;
&lt;br /&gt;
The STAR FRONTIERS game touches on FTL only in brief.&lt;br /&gt;
The Alpha Dawn rules only mention how fast FTL is, and&lt;br /&gt;
do not describe how it is achieved. The Knight Hawks set&lt;br /&gt;
does offer an explanation -- a unique method invoking the&lt;br /&gt;
Void -- but does not sit easily with the Alpha Dawn explanation.&lt;br /&gt;
This is more of an opportunity than a difficulty,&lt;br /&gt;
however. Each GM is free to explain, in as much detail as&lt;br /&gt;
she wishes, just how FTL is achieved in the Frontier.&lt;br /&gt;
&lt;br /&gt;
==FTL in Alpha Dawn==&lt;br /&gt;
Alpha Dawn is quite specific about FTL. The rules state&lt;br /&gt;
that travel between star systems takes one day for every&lt;br /&gt;
light year of distance -- and that's all they say. What&lt;br /&gt;
method are the starships using? Is it classic hyperspace?&lt;br /&gt;
Space-time warping fields? Extra dimensional wormhole&lt;br /&gt;
tunneling? Quantum foam sliding? We are not told. This&lt;br /&gt;
leaves the door wide open for the GM's imagination and&lt;br /&gt;
personal tastes. A few options are examined here.&lt;br /&gt;
&lt;br /&gt;
===Hyperspace===&lt;br /&gt;
[[File:VoidTravel.png|300px|right]]&lt;br /&gt;
The most classic FTL method in all of science fiction,&lt;br /&gt;
hyperspace invokes a set of dimensions lying &amp;quot;parallel&amp;quot; to&lt;br /&gt;
our physical universe. In this different space, distances&lt;br /&gt;
between locations are warped or condensed, allowing a&lt;br /&gt;
ship to traverse great distances in the real universe while&lt;br /&gt;
moving much less in hyperspace, much like a grand cosmic&lt;br /&gt;
&amp;quot;shortcut&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Hyperspace traditionally touches all points in our physical&lt;br /&gt;
universe, but access can be limited by such things as&lt;br /&gt;
gravity wells around large bodies like stars or giant planets,&lt;br /&gt;
or by the necessity for powerful &amp;quot;jump gates&amp;quot;&lt;br /&gt;
containing machinery much too large for starships to carry&lt;br /&gt;
in their hulls.&lt;br /&gt;
&lt;br /&gt;
Many variants of the hyperspace concept exist. For example,&lt;br /&gt;
in some hyperspace concepts, ships can roam&lt;br /&gt;
freely within the extra dimensional space, while in others&lt;br /&gt;
they are restricted to prescribed routes due to navigational&lt;br /&gt;
hazards (gravity wells, fluctuating distortion rates,&lt;br /&gt;
strange alien inhabitants...) In some variants, &amp;quot;hyperspace&amp;quot;&lt;br /&gt;
is a kind of infinite void in which nothing exists&lt;br /&gt;
outside the ship.&lt;br /&gt;
&lt;br /&gt;
Examples of science fiction using hyperspace are too numerous&lt;br /&gt;
to encompass. The most famous is, of course,&lt;br /&gt;
Star Wars, in which ships can cross an entire spiral galaxy&lt;br /&gt;
in mere days.&lt;br /&gt;
&lt;br /&gt;
Using hyperspace with Alpha Dawn is simple. The &amp;quot;one&lt;br /&gt;
day per light-year&amp;quot; rule becomes an average cruising&lt;br /&gt;
speed for ships in hyperspace. Some ships could be much&lt;br /&gt;
faster, such as couriers and powerful small military warships.&lt;br /&gt;
Some could be slower, such as heavy freighters or&lt;br /&gt;
old junkers. Alpha Dawn games would likely use a version&lt;br /&gt;
of hyperspace in which ships generally ply well established&lt;br /&gt;
routes. Deviating from these explored courses&lt;br /&gt;
could be possible, but would require great computational&lt;br /&gt;
power and a lot of courage.&lt;br /&gt;
&lt;br /&gt;
===Space Folding===&lt;br /&gt;
[[File:SmallStarship.png|300px|right]]&lt;br /&gt;
This concept turns hyperspace on its ear. Instead of traveling&lt;br /&gt;
through an extra dimensional space just as it would&lt;br /&gt;
through normal space, a ship using folding tech breeches&lt;br /&gt;
space-time to connect two distant points, making a temporary&lt;br /&gt;
bridge with no real distance at all!&lt;br /&gt;
&lt;br /&gt;
This concept is related to the idea of wormholes. Wormholes&lt;br /&gt;
are a kind of &amp;quot;space subway tunnel&amp;quot;, slipping&lt;br /&gt;
through dimensions outside our own normal&lt;br /&gt;
space to bridge two different points.&lt;br /&gt;
Space folding can be considered a kind&lt;br /&gt;
of controlled wormhole generation.&lt;br /&gt;
&lt;br /&gt;
Examples of science fiction&lt;br /&gt;
using space folding are Frank&lt;br /&gt;
Herbert's &amp;quot;Dune&amp;quot; novels, in&lt;br /&gt;
which powerful psionics&lt;br /&gt;
bend space-time to jump&lt;br /&gt;
great heighliners across&lt;br /&gt;
interstellar distances, as well as&lt;br /&gt;
the classic Americanized Japanese animation series &amp;quot;Robotech&amp;quot;.&lt;br /&gt;
The first series of &amp;quot;Robotech&amp;quot; even shows us&lt;br /&gt;
what can happen when space folding goes wrong.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn can also make use of space folding quite easily.&lt;br /&gt;
The time of one day per light year becomes applied to&lt;br /&gt;
the incredibly complex computations required to plot the&lt;br /&gt;
&amp;quot;fold jump&amp;quot;. No mere organic mind could possibly hope to&lt;br /&gt;
complete the computations for a single light-year jump in&lt;br /&gt;
less than a lifetime.&lt;br /&gt;
&lt;br /&gt;
===Catapult===&lt;br /&gt;
A major twist on the hyperspace concept, a hypercatapult&lt;br /&gt;
literally flings a ship through extra dimensional space on a&lt;br /&gt;
carefully-plotted route. The ship cannot control its flight&lt;br /&gt;
until it reaches the end of its journey and re-emerges into&lt;br /&gt;
normal space.&lt;br /&gt;
&lt;br /&gt;
The requirement for a stationary device to fling a ship&lt;br /&gt;
across the light-years poses interesting restrictions beyond&lt;br /&gt;
the normal hyperspace concept. What happens if a&lt;br /&gt;
ship arrives at a point where there are no catapults to&lt;br /&gt;
send it back? Can catapults be carried with ships and&lt;br /&gt;
constructed on-site? Can catapults be &amp;quot;aimed&amp;quot; or are they&lt;br /&gt;
linked in pairs? Can ships be &amp;quot;armed&amp;quot; with catapults that&lt;br /&gt;
they can use to fling other ships away?&lt;br /&gt;
&lt;br /&gt;
The use of catapults in Alpha Dawn games introduces an&lt;br /&gt;
element of complex uncertainty that the core game does&lt;br /&gt;
not normally include. GMs wishing to keep the game light&lt;br /&gt;
and simple will probably not want to use this technology,&lt;br /&gt;
but those looking for deeper flavor may wish to investigate&lt;br /&gt;
all of the possibilities.&lt;br /&gt;
&lt;br /&gt;
===Jump Gates===&lt;br /&gt;
Or JUMP POINTS or FIXED WORMHOLES: These variants&lt;br /&gt;
are notable more for the idea of a fixed and controllable&lt;br /&gt;
&amp;quot;entry point&amp;quot; than for the actual method of FTL. In each&lt;br /&gt;
variant, ships must journey to a set location to make use&lt;br /&gt;
of the FTL technology.&lt;br /&gt;
&lt;br /&gt;
Jump gates, such as those seen in &amp;quot;Babylon 5&amp;quot;, and jump&lt;br /&gt;
points, such as in the &amp;quot;Starfire&amp;quot; military space opera novels,&lt;br /&gt;
offer fixed points of entry into hyperspace. Entry into&lt;br /&gt;
hyperspace may (B5's more powerful ships) or may not&lt;br /&gt;
(ships in the Starfire universe) be possible outside of&lt;br /&gt;
these fixed points. Jump gates are actual constructions&lt;br /&gt;
which tear open a hole into hyperspace, while jump points&lt;br /&gt;
are natural rifts in space.&lt;br /&gt;
&lt;br /&gt;
Fixed wormholes, such as those in David&lt;br /&gt;
Weber's &amp;quot;Honor Harrington&amp;quot; novels&lt;br /&gt;
(which also use &amp;quot;normal&amp;quot;&lt;br /&gt;
hyperspace), provide fixed&lt;br /&gt;
points of entry into instantaneous-&lt;br /&gt;
transit&lt;br /&gt;
wormhole &amp;quot;tubes&amp;quot;. They&lt;br /&gt;
resemble jump points,&lt;br /&gt;
except transit through them&lt;br /&gt;
is usually instantaneous.&lt;br /&gt;
&lt;br /&gt;
==FTL in Knight Hawks==&lt;br /&gt;
In contrast to Alpha Dawn, Knight Hawks presents a concrete&lt;br /&gt;
and rather unique method of FTL. The basic concept&lt;br /&gt;
revolves around the Void, an infinite gap of nothingness&lt;br /&gt;
through which ships may move at incredible speeds. The&lt;br /&gt;
difference in KH's FTL method lies in how the Void is accessed.&lt;br /&gt;
&lt;br /&gt;
In KH, ships achieving one percent of light speed (0.01c,&lt;br /&gt;
or 299,792.458 meters per second) cross over from the&lt;br /&gt;
physical universe into the Void, where their effective&lt;br /&gt;
speeds are multiplied because the distances between&lt;br /&gt;
points are contracted. Slowing below this speed drops a&lt;br /&gt;
ship back into normal space.&lt;br /&gt;
&lt;br /&gt;
We are not told how this happens, however. KH tells us&lt;br /&gt;
this is a &amp;quot;unique reality of space&amp;quot;, and nothing more.&lt;br /&gt;
While this is perfectly acceptable for a light, simple space&lt;br /&gt;
opera, it won't take long before inquisitive characters --&lt;br /&gt;
and players -- begin poking their noses into the matter.&lt;br /&gt;
As well, GMs can always use more options, and an examination&lt;br /&gt;
of the situation provides many possibilities.&lt;br /&gt;
&lt;br /&gt;
This section deals purely with Knight Hawks, the Void, and&lt;br /&gt;
the &amp;quot;slip&amp;quot; that occurs at 1% of light speed, giving possible&lt;br /&gt;
explanations for why the slip occurs and what can be done&lt;br /&gt;
with it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%; padding: 0 5px; float:right; margin:0 0 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
Editor’s note: It always bothered me that in Alpha Dawn&lt;br /&gt;
rules, any ship traveling at .01C was instantly transported&lt;br /&gt;
to void-space. What about photons? They&lt;br /&gt;
travel much faster, yet remain in this reality. This article&lt;br /&gt;
is an excellent discussion on the topic, and I’m&lt;br /&gt;
curious how YOU handle FTL in your campaigns. Send&lt;br /&gt;
me an email and I’ll post your methods in the Questions&lt;br /&gt;
&amp;amp; Answers article in an upcoming issue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strange Physics===&lt;br /&gt;
This basic method utilizes the assumptions presented by&lt;br /&gt;
KH and does not go beyond them. The &amp;quot;slip&amp;quot; is an unknown,&lt;br /&gt;
almost totally unknowable event that will continue&lt;br /&gt;
to baffle physicists forever. Ships reaching 1% of light&lt;br /&gt;
speed slip into the Void, and that's that.&lt;br /&gt;
&lt;br /&gt;
While this method offers little in the way of even technobabble,&lt;br /&gt;
it is undoubtedly the easiest of all possible&lt;br /&gt;
methods, and is still perfectly valid depending on the tone&lt;br /&gt;
of your game.&lt;br /&gt;
&lt;br /&gt;
===Void Engines===&lt;br /&gt;
This method comes close to altering the game, but also&lt;br /&gt;
provides a ready explanation for the effect as well as the&lt;br /&gt;
ubiquitous overhaul requirement for ships traveling between&lt;br /&gt;
star systems. Rather than a physical property of&lt;br /&gt;
the universe, this method implies the use of a special, expensive&lt;br /&gt;
and cantankerous piece of technology called a&lt;br /&gt;
Void engine.&lt;br /&gt;
&lt;br /&gt;
A Void engine bends and then breaks space-time, violating&lt;br /&gt;
understood physics to shift a ship from &amp;quot;realspace&amp;quot;&lt;br /&gt;
into the Void. It requires phenomenal power, meaning it&lt;br /&gt;
can only be mounted on a starship of a certain size, and&lt;br /&gt;
demands exquisite care in the form of overhauls. The&lt;br /&gt;
strange realities of the Void require that a ship be traveling&lt;br /&gt;
at least 1% of light speed before the Void engine can&lt;br /&gt;
push the ship out of realspace and into the Void itself --&lt;br /&gt;
the exact reasoning can be left up to you as a GM, if you&lt;br /&gt;
have a mind for technobabble.&lt;br /&gt;
&lt;br /&gt;
Void engines are expensive beyond the ability of any normal&lt;br /&gt;
PC to purchase. This enforces the STAR FRONTIERS&lt;br /&gt;
trope of characters requiring passage from system to system&lt;br /&gt;
instead of gallivanting about the Frontier on their&lt;br /&gt;
own.&lt;br /&gt;
&lt;br /&gt;
===Void Rifts===&lt;br /&gt;
Combining the &amp;quot;strange physics&amp;quot; explanation with the concept&lt;br /&gt;
of &amp;quot;hyperspace lanes&amp;quot;, this concept posits that certain&lt;br /&gt;
lanes of space-time between stars are weak. Ships traveling&lt;br /&gt;
along these lines can actually break through into the&lt;br /&gt;
void if they push hard enough, but they are restricted to&lt;br /&gt;
these paths. The physics of the Void still &amp;quot;kick out&amp;quot; any&lt;br /&gt;
ship traveling less than 0.01c. Perhaps the Void is misnamed&lt;br /&gt;
and isn't really empty at all.&lt;br /&gt;
&lt;br /&gt;
GMs wishing to keep the simplicity of the basic KH explanation&lt;br /&gt;
while adding a bit of modern believability can easily&lt;br /&gt;
make use of this method.&lt;br /&gt;
&lt;br /&gt;
==Combining Alpha Dawn and Knight Hawks==&lt;br /&gt;
The most common setup used in games that combine Alpha&lt;br /&gt;
Dawn and Knight Hawks rules utilizes the KH&lt;br /&gt;
explanation that almost all the time required for a voyage&lt;br /&gt;
is spent accelerating and decelerating. This directly contradicts&lt;br /&gt;
the AD explanation that voyage time is based on&lt;br /&gt;
distance, however, because KH states that only a few seconds&lt;br /&gt;
are spent in the Void and it would always take the&lt;br /&gt;
same amount of time to accelerate to 1% of light speed&lt;br /&gt;
for a given ship.&lt;br /&gt;
&lt;br /&gt;
Reconciling these two contradictory setting elements requires&lt;br /&gt;
some creative tap-dancing, but is not impossible.&lt;br /&gt;
&lt;br /&gt;
===Warped Time===&lt;br /&gt;
The simplest reconciliation between the two is that while a&lt;br /&gt;
Void jump takes only a few seconds for those aboard the&lt;br /&gt;
ship, in normal space the jump takes the stated Alpha&lt;br /&gt;
Dawn time of one day per light-year. This presents a&lt;br /&gt;
great advantage in shipping time-sensitive things like&lt;br /&gt;
wounded or perishable foodstuffs, but does nothing for&lt;br /&gt;
those waiting in realspace for the ship to arrive.&lt;br /&gt;
&lt;br /&gt;
===Be Prepared===&lt;br /&gt;
In this variant the nightmarishly difficult calculations for a&lt;br /&gt;
Void jump take days, even for the most powerful computers.&lt;br /&gt;
Every light year adds many hours to the&lt;br /&gt;
necessary calculation time for a safe jump. These calculations&lt;br /&gt;
are begun well before the ship begins its acceleration&lt;br /&gt;
and are usually completed just as the ship reaches &amp;quot;slip&amp;quot;&lt;br /&gt;
velocity.&lt;br /&gt;
&lt;br /&gt;
===Hop, Skip and Voidjump===&lt;br /&gt;
In addition to the torturous hyper mathematics necessary&lt;br /&gt;
to plot a Void jump route, it could be that a single Void&lt;br /&gt;
jump isn't nearly long enough to take a ship from system&lt;br /&gt;
to system. Each jump could cover as little as a light-year,&lt;br /&gt;
and calculations for each jump would have to be made &amp;quot;on&lt;br /&gt;
the fly&amp;quot;. The ship would spend most of its time on the&lt;br /&gt;
route in normal space, hanging between the stars and&lt;br /&gt;
cruising, making calculations for its next hop through the&lt;br /&gt;
Void.&lt;br /&gt;
&lt;br /&gt;
==Inspirational Materials==&lt;br /&gt;
The author recommends the following for those interested&lt;br /&gt;
in various presentations of FTL travel in science fiction:&lt;br /&gt;
* Babylon 5 (Jump gate hyperspace)&lt;br /&gt;
* Star Trek (Space-warping allowing FTL motion)&lt;br /&gt;
* Star Wars (Classic hyperspace, including laborious calculations)&lt;br /&gt;
* The &amp;quot;Honor Harrington&amp;quot; novels by David Weber (multilayer hyperspace and wormhole tech)&lt;br /&gt;
* The &amp;quot;Starfire&amp;quot; military space opera novels by David Weber and Steve White (jump point-reliant hyperspace)&lt;br /&gt;
* Robotech (my introduction to the &amp;quot;space fold&amp;quot; idea)&lt;br /&gt;
* Angelmass, by Timothy Zahn (my introduction to the hyperspace catapult)&lt;br /&gt;
* The &amp;quot;Inhibitor Universe&amp;quot; novels by Alastair Reynolds (no FTL; an attempt to achieve FTL goes horribly wrong; cryosleep and time dilation ahoy!)&lt;br /&gt;
* A Deepness in the Sky, by Vernor Vinge (more non-FTL space opera)&lt;br /&gt;
* A Fire Upon the Deep, also by Vernor Vinge (an odd universe where FTL is possible only if one travels far enough away from the galactic core; technically the same universe as Deepness)&lt;/div&gt;</description>
			<pubDate>Fri, 12 Mar 2010 12:48:14 GMT</pubDate>			<dc:creator>Terl obar</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Technical_Journal:_FTL_Travel</comments>		</item>
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