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Post by Cybermortis on Aug 20, 2013 13:14:59 GMT
Trials and Tribble-ations, The DS9 episode made to celebrate the 30 year anniversary of Trek. Sisko said something about how the crew of the Defiant would have been the first to know if they had changed the time line. The reply from the temporal investigators was along the lines of 'why do they always say that?' and 'we could be living in an alternative time line and not even know it'. The term 'temporal cold war' was coined for Star Trek Enterprise and did not appear either by name or implication in the TNG era. The closest would be TNG's 'Captains Holiday', where time travellers came back in time to try and get their hands on a super-weapon. But this wasn't an attempt to change the past - beyond possibly trying to stop Picard from destroying the weapon. 'Year of Hell' on Voyager did have deliberate changing of the time line, but this was overt and only involved one species trying to tamper with the time line. All other occasions of time travel in TNG era were accidental. Per canon, it doesn't matter if the Temporal Cold Wars were mentioned in TNG or later series. It was used on screen in Enterprise, which precedes all the other series, timeline wise and thus is applicable to all the series. But in reality, it is one of the contradictions with canon to which I was referring. If you think about it the term 'temporal cold war' being used on Enterprise but not in shows set after this date is not surprising. At the period Enterprise was set time travel was considered impossible*, and they certainly lacked the technology to even detect its use on their own ship. By Kirks time they knew that time travel was possible, and had even worked out a crude (and dangerous) way to do it themselves** By TNG era they not only knew that time travel was quite possible, had the ability to detect temporal disturbances both natural and man-made (and it seems were able to tell the difference on occasion) but they had experienced it so often they had an entire branch of their Government to investigate its use*** For the time-traveller who wants to change history, going back to a period in which they can detect your arrival and will investigate makes no sense. At the very least you are making things a lot harder for yourself, and may well end up running into someone who not only knows you come from the future**** but would very much like to get their hands on the advanced technology they assume you are carrying. (*Something they had T'Pol tell us at every opportunity.) (**The first time Kirks Enterprise went through time it was accidental. The second time it was deliberate - they were sent back to conduct historical research. They then used time travel to 'save the whales' in Voyage Home.) (***Temporal Investigations, who appeared in Trials and Tribulations (DS9). We are not told how long TI has existed, but clearly it has been around for quite some time by TNG era. In fact the line about 'Kirks file being the longest in history' could imply that they have been around since TOS if not longer. It might even have been created at the end of the ENT period, as the first President of the Federation was one Jonathan Archer. Since he ended up getting involved in more time-travel incidents in four years as captain of the Enterprise than anyone else who commanded a ship by that name. It would make sense for him to set up an agency who's role was to investigate any instances - even if the Federation didn't have the knowledge or technology to time travel itself at that point.) (****It is more or less stated by Janeway and Chakotay on Voyager that Temporal theory was a required course at Starfleet academy by TNG era - probably since before this in fact as they mention a professor. So a time traveller could reasonably assume that the officers on any Starfleet ship they encountered is going to be educated to the point they are not going to be easy to con - and quite possibly be able to mess up any plans you might have to change history.)
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Post by User Unavailable on Aug 21, 2013 13:41:56 GMT
Excellent points!
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Post by Cybermortis on Aug 21, 2013 14:36:38 GMT
Thank you.
What I find so remarkable about Trek is how well it holds up to its internal logic, considering the number of people who wrote for it over the course of some 30 or so years. (Leaving out the more recent films as they exist outside TOS onwards) And of course they don't seem to have had anyone keeping track of what had gone before - as I said they didn't even remember that the Enterprise D was meant to explore 'strange NEW worlds' as they did this exactly once in seven seasons*. They also forgot that Voyager was meant to be struggling to survive without access to Federation and Starfleet resources**, or that half the crew were technically criminals***.
Sure, there are problems with continuity - in TNG era they often forgot that they had used the main deflector to solve a problem similar to the one they faced only two weeks earlier. But a lot of this can be explained or forgiven given the needs and limitations of TV****.
(*TNG, season 2's last episode 'Shades of Grey' - aka the lame clip show - was the only time they visited an entirely new and unknown world. The rest of the time they were boldly going where someone else had gone before.)
(**Although they loved to talk about their limited supplies, the ship and crew spent seven years in pristine condition, managed to somehow replace all their TNG phasers with DS9/film versions and were even capable of refitting part of the ship with an advanced astrometrics lab.)
(***Remember that Chakotay was leading a group of terrorists, some of whom had gone AWOL from Starfleet? Yeap, the writers forgot about this after the second episode as well.)
(****Which is why the CSI franchise has forensic scientists carrying out interviews and Bones conducts autopsies on a raised platform in the middle of a huge open room. It looks good, and allows the story to remain focused on the main cast. This is also why Kirk and Riker insisted on beaming down with most of the Enterprises command crew every week...because nothing helps the ship more than putting those people best qualified to run it as far away from the bridge as you can manage)
The 'warship' argument is one example. While it is stated that Starfleet is definitely not military*, this does not preclude them from deciding to design ships with combat applications in mind - even if those ships were not fitted out as warships or used as such outside wars.
(*The earliest mention of this in the time line was at the end of Enterprises second season when Archer decides to take MAKO's aboard they are specifically identified as being the military, while Starfleet was not.)
In the case of the Akira class, a large hanger does not mean that the ships were intended to be used as 'carriers' in a battle group. Around the same time as the Akira was being developed Starfleet was clearly in the process of designing the Danube Class Runabouts. This was a large shuttle that could be modified quickly and easily to fill multiple roles - from science missions to combat roles*. The large shuttle bay on the Akira would have allowed that class of ship to carry a large number of these craft, which in turn would have allowed a (relatively) small ship incredible flexibility in terms of what missions it could undertake, how many (multiple runabouts would allow the ship to carry out several missions in several different places at the same time) and how quickly it could reconfigure itself to deal with new situations - expecting a fight? Refit the runabouts for their tactical role. That the Akira seems to have used dedicated fighters during the Dominion War means nothing in this context. It would presumably be cheaper and quicker to build dedicated fighters for a war than to try and produce the more complex Runabouts.
(*It is noted in at least one episode of DS9 that O'Brian was converting all three of the stations Runabouts to a tactical role for a mission. The indication was that the craft had been designed to be as modular as possible, and presumably only taking as long as it did because the crew were not used to having to do this for all three craft at the same time.)
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Post by User Unavailable on Aug 21, 2013 15:55:43 GMT
Actually, the Danube class were far larger than "shuttles" and were a separate class of ship altogether.
Even an Akira wouldn't have been able to carry "many" of the Danube class, as they were 76 feet long, 45 feet wide and 18 feet tall. Even if you allow for some being shorter than others due to which pod is configured, they are still far larger than the typical shuttles we are used to seeing on the various series.
Heck, from what we have seen on screen, just cockpit area is larger than most "shuttles" and the rear passenger area, which we saw on TNG was even larger.
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Post by Cybermortis on Aug 21, 2013 17:57:20 GMT
That is roughly the same size as an F-15 fighter.
The fighters used by the Federation during the Dominion war were Peregrine class vessels. These ships were used by the Marqis and seen fighting against Runabouts on DS9 where they appeared to be of very similar size if not larger than the Federation craft. Even if you assume that the 'pure' fighter was a smaller version of the one seen on DS9 they would still not be all that much smaller than Runabouts. So presumably you could carry almost as many Runabouts as Peregrine fighters.
The shuttles we get to see in the series were short-ranged craft, and in fact the main reason we only tended to see the smaller versions was that they were easier and cheaper to build for TNG. They intended to have a much larger 'executive' shuttle on TNG, but they couldn't afford to build a life sized version for the hanger bay. The largest of the shuttles we get to see next to the cast was the type 6, which was a redress of the Shuttle made for STV.
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Post by User Unavailable on Aug 21, 2013 19:05:53 GMT
That is roughly the same size as an F-15 fighter. The fighters used by the Federation during the Dominion war were Peregrine class vessels. These ships were used by the Marqis and seen fighting against Runabouts on DS9 where they appeared to be of very similar size if not larger than the Federation craft. Even if you assume that the 'pure' fighter was a smaller version of the one seen on DS9 they would still not be all that much smaller than Runabouts. So presumably you could carry almost as many Runabouts as Peregrine fighters. The shuttles we get to see in the series were short-ranged craft, and in fact the main reason we only tended to see the smaller versions was that they were easier and cheaper to build for TNG. They intended to have a much larger 'executive' shuttle on TNG, but they couldn't afford to build a life sized version for the hanger bay. The largest of the shuttles we get to see next to the cast was the type 6, which was a redress of the Shuttle made for STV. True, that is similar dimensions of today's fighters, even similar dimensions to today's carrier based fighters*. However, the shuttle bays/flight deck of an Akira is limited solely to the saucer section and not the full length of the ship. Today's carriers have the benefit of flight deck and hanger service bays that run the full length of the ship and aircraft that are designed specifically for space saving abilities on board the parent vessel. From what we know of the Akira, with shuttle bays/flight deck, even being full length of the saucer section, with associated maint , service, weapons storage bays, possibly encompassing parts of 7 decks of the saucer section, it is going to be pretty darn close quarters! Though I suppose "many" craft of that size could be carried. *Carrier based fighters tend to be slightly shorter, length wise than similar ground based fighters and carrier based fighters have some provisions to lessen their overall width when on ship.
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Post by Cybermortis on Aug 21, 2013 20:41:04 GMT
True - for comparison the F-14's dimensions are significantly smaller than the F-15's.
What is missed about modern day carriers however is that you have to have a long flight deck for landing the aircraft, plus you also need to have extra room so you can physically move the aircraft around.
In the Trek universe however they have anti-gravity devices and tractor beams, and this would change the way a 'carrier' would need to be designed. For one thing you don't have to worry about a runway for take off or landing as the craft are VTOL by their nature - and even if the craft has no working engines the tractor beams can duplicate this. As long as the hanger is tall enough to allow it, which based on the height of the Enterprise D's hangers they are and then some, all you need is a large enough bit of flooring to set down on and don't have to worry about moving craft around when you want to launch them as they can take off over the top of anything that happens to be in front of them.
In fact this would hold for a space craft even if you didn't - or rather especially if you don't have - artificial gravity or tractor beams. Modern carrier aircraft can only be moved around and launched in two dimensions. But in space you have the option of moving 'shuttles' around the bay in three dimensions*.
(*Just think how many aircraft one of the big US Carriers could carry if they could store them vertically on the hanger deck....)
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Post by User Unavailable on Aug 21, 2013 21:19:40 GMT
The vertical stacking/storage may not be all that practical, even in the Trek universe. Sure, you could use tractor beams to stack/unstack, but all that shelving is going to take up a lot of room as well, which would further restrict your flight deck space.
In the use as a carrier, the straight through concept is most important, as it allows ships to come in for repairs/re-arming and then back out quickly, to support continuous flight operations.
If you think about a "pure" fighter being built in the Trek universe, I think you could make them considerably more compact than you might think. You really would only need to be capable of crewing 1or 2 crew.
If intended as "carrier based", they don't even need a warp core or warp nacelles taking up more room. They would only need fusion reactors and impulse engines/Manuvering thrusters to fully carry out their role as carrier based fighter craft.
They wouldn't require any living spaces, replicators or cargo areas or transporters.
All they would require is hull, armor, power, communications, shielding, limited sensors for combat, weapons and engines. Evacuation could be handled by an ejection cockpit.
Yes, you could make a fighter pretty compact.
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Post by Cybermortis on Aug 21, 2013 22:34:44 GMT
My bad, I meant imagine how many fighters you could store on the hanger deck of a modern carrier if gravity wasn't an issue.
The real point about zero gravity (or anti-gravity) in the Trek context is that you have more space in which you can move craft around in. On today's carriers a great deal of care and attention has to go into where you put every aircraft, since the last thing you want is for an inoperative craft to be blocking the passage of an operational one. Without gravity however this is no longer an issue, as you can simply fly the operational craft over the top of the non-operational one. All you need is a boxed off area large enough to place a craft and no longer have to worry about keeping part of the hanger clear so you can roll craft into it.
The turn around rate for a Starship would be at least equal to modern ships, and depending on the width of the door quite probably a lot better.
Consider that modern carriers have to use catapults to launch fighters, and typically only have four catapults fitted to them at most. With the time needed to reset the catapults this lowers the number of craft you can launch in a given period. As for landing, well you can only have one craft landing at a time on a carrier, and once it does set down you have to physically move it out of the way and reset the arrestor wires before the next one can land.
On our Starfleet carrier the only limit to the number of craft you can launch at a time is how many you can safely get out of the door because there is no catapult system to slow things down. Likewise you can land as many fighters as can fit through the door. In the case of the Enterprise D's main hanger* you could probably manage to fit a dozen craft through the door at the same time - remember that they have advanced computer systems that could run the traffic control system you'd need without denting their processing ability in the slightest. Hell, you could probably run the entire system on a tricorder without problems.
So in terms of continuous flight operations our Starfleet carrier would be capable of launching and landing more craft in a given period than a modern carrier, and do so without even trying.
(*The main hanger on the Enterprise D is seen once, in Cause and Effect. This is a HUGE area that contained enough air to push the entire ship when vented. Off the top of my head the hanger was seen with about 30 shuttles in a single row and with a huge amount of space between the craft and a large gap between the row and the doors. Even accounting for their larger size it would appear that you could stick over 40 runabouts in there without any trouble.)
Nemesis showed us such a fighter, although that was a Romulan/Reman design not a Federation one.
The Federation version has a much larger crew than that, it seems that the flight crew consists of at least three people - pilot, tactical officer and engineer - and could be far more than that.
The problem with having sublight only fighters on a warp capable ship is that if the carrier has to withdraw it will lose its entire fighter wing in the process. While some races in ST would consider this a minor inconvenience, the Federation seems to place a higher regard on the life of its personal* and is unwilling to sacrifice them in such a fashion. Which makes sense, as a lot of time must go into training personal.
(*Personal apparently doesn't include children, who are welcome on Starfleet ships no matter how likely it is to get involved in a battle.)
Giving your fighters warp capability, however limited, allows the carrier to withdraw while giving the fighters a chance to escape themselves. It would also allow the fighters to do more than just support the carrier in battle - a warp capable fighter can patrol a larger area, and therefore allow the carrier to project its force over a wider area. It may also allow them to be launched when the carrier is at warp, meaning that when a ship drops out of warp to fight it already has its fighter screen in place. The alternative is opening the large doors while being shot at and running the risk of a shot hitting the hanger deck - in the case of the Akira, with its forward facing doors, this would be a major consideration as it would have to lower its shields to launch or recover fighters.
The decision would seem to be how much value you place on the crews of the fighters, and how much flexibility you want them to have. If you want craft that are capable of doing more than just fighting, and that give the crew a good chance of survival, then adding a warp drive makes sense even if it costs more*
(*Yes, there is no money as such in Trek** - or at least in the Federation. But cost in context means the amount of resources that are needed to produce a craft, keep it in service and the time needed to design and build it.)
(**Although that does raise the question as to why the Federation has trade agreements with other races...or how you can have a trade agreement when you have no way to pay for goods. Methinks someone didn't think that through....)
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Post by User Unavailable on Aug 22, 2013 0:01:45 GMT
Ah, the Akira has rear doors for recovery as well and we have to assume, that just like today, the "carriers" would be protected within the fleet and the Fly Through design, means she has the rear doors, that would be protected by the rest of the ship. So, no need to open the front doors if not warranted. Also, there is nothing that says the doors have to be facing incoming fire when open. We also don't have to assume that the fleet would drop out of warp right at engagement range. The fleet could drop out of warp, outside of engagement range, deploy fighters and engage at impulse speeds with the best formation for the situation at hand, which actually makes more sense, as it has been demonstrated, several times on screen, that dropping out of warp into the engagement area is a bad idea, as it seems sensors at warp are not all that great when at warp. (It has also been demonstrated that dropping out of warp is the best approach for getting thorough sensor readings) or they could drop out of warp at a safe distance, deploy fighters and assume a defensive posture with over lapping fields of fire and really hammer the enemy as they approach in the attack. Though the Akira does (per the design) have enough fire power and armor to slug it out, along with the rest of the fleet, while recovering her fighters, prior to going to warp. You would not send an Akira, acting as a carrier, into battle without a fleet to support her. That's the stuff of Admiral Adama and BSG, Slugging it out alone, while recovering your fighters, before making the jump to FTL. Though I do grant you, having at least limited warp capability does make some sense, but is not completely necessary. Other shuttle or Danube class ships could perform longer range recon and destroyers or frigates could project longer range firepower and be more effective at doing so than fighter sized craft. Agree that the whole monetary and trade agreement thing, doesn't seem to have been thought completely through. Though "credits" have been mentioned off and on since TOS. Federation CreditsWe also can't forget that the Ferengi economy seemed to be highly reliant on Latinum as well as other forms of currency from different species they traded with. Various mentions of currency in the Trek universe
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Post by Cybermortis on Sept 2, 2013 22:14:50 GMT
Full impulse in the trek universe during TNG era is one quarter the speed of light - some 46,000 miles per second.
Warp one in all periods is equal to the speed of light - some 186,000 miles per second.
Clearly this discrepancy makes sub-light fighters useless unless you are defending a static target - such as a space station or a planet. If you try to deploy your fighters at a safe distance it will take days for them - and you - to get to your target. Plenty of time for your opponent to call for reinforcements and prepare, or carry out hit and run raids to weaken your fleet long before you can hit them.
Try to deploy within a more practical range and if your opponent has any warp capable ships they can dart in and hit you before you can launch the fighters - that is hit the carriers while the doors are open and their shields are down.
You would also have problems in deploying your fighters in battle, since even a short warp jump by an opposing fleet or ship will take them well outside the combat range of your fighters, and quite possibly put your ship(s) between your fighters and your opponent. Basically your fighters would spend the entire battle trying to catch up to the big ships.
What is more practical, and indeed seems to what and how fighters were used on DS9, is to have warp-capable fighters. They may not be able to outrun the big ships, but even a low warp speed makes warp based hit-and-run attacks ineffective. It also allows you to deploy fighters from much further away, and advance much more quickly on a target or fleet - or as was the case on DS9 pursue a fleeing enemy without having to stop and pick the fighters up first.
The only (known) sublight fighters in TNG era were those used by the Bajoran resistance during the Cardassian occupation. (The Romulan fighters in Nemesis *might* be warp capable.) In the case of the Bajoran's they were attacking and defending a 'fixed' target, and probably couldn't have afforded warp capable fighters anyway. In the case of the Romulan fighters it is not made clear if they were intended for space combat, or if they were really intended to be used to provide air support for an invasion force on the ground.
'Power-projection' is not just about the size of your guns or their range. It is about the area you can patrol and 'see' what is going on as well as being seen, to remind the locals that someone with very big guns isn't all that far away. For example a frigate circa 1800 had guns that could at best hit a target at about a mile or so's range and which could itself see some 20 miles in good weather. However by careful use of its boats it could extend the range it could 'see' by at least twice that - and by doing so effectively project power over that area as any enemy found it harder to avoid notice. The ships boats also allowed these frigates to attack targets (at least stationary ones) far outside the range of its guns.
In Trek terms sub-light fighters would not be able to extend the range the mother ship could extend its influence - a ship in TNG era could scan other (uncloaked) ships from about 5 light years away. It would take a sublight fighter several years to extend this range even if it was moving at full impulse all the way.
So if you are producing 'fighters' for space combat or patrols warp capability would be a requirement unless you only intend to attack or defend static targets - or at least those that can't go to warp.
Trek never seems to have worked this out, as they used ships and names more on the 'what sounds/looks cool' principle than the 'what would be practical and realistic for the technology'. Of course they tended to do the same thing for the battles themselves....
Slight aside; The problems and areas in which Trek clearly didn't think things through is something I've recently started to muse on for a number of reasons. Oh, if only I was working in TV land or at least in a position to pitch ideas to studios....
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Post by User Unavailable on Sept 3, 2013 2:02:22 GMT
Excellent read and thought provoking post, Cyber!
It made me realize I was limiting the fighters abilities in my Trek thinking, by limiting their use of technology available and only partially utilizing the advantages of carrier Bourne fighters today.
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Post by Lokifan on Sept 3, 2013 6:51:42 GMT
Whatever happened to the "Picard Maneuver"?
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Post by Cybermortis on Sept 3, 2013 11:56:20 GMT
Excellent read and thought provoking post, Cyber! It made me realize I was limiting the fighters abilities in my Trek thinking, by limiting their use of technology available and only partially utilizing the advantages of carrier Bourne fighters today. Thank you. One of the common problems writers often have when developing sci-fi shows and films is in failing to consider the ramifications of having particular types of technology. Trek is one of the worst offenders, mainly because most of the technology was written specifically for the needs of the script that week*. The other problem Trek often has/had was in inventing technolobabble to explain how the technology worked, which seems to have caused writers to concentrate on that rather than think about how it would really be used in day to day life. (*The Transporter for example was 'invented' because they couldn't afford to build a shuttle, or afford to film footage of it taking off and landing each week. That the transporter could and was used at least twice to reverse ageing was likewise 'developed' for specific scripts (one on TOS the other on TNG), and it was never realised that doing this effectively gave people a form of immortality.) The TV shows Babylon 5 and the (re-imagined) Battlestar Galactica both decided to go the other way, in that they spent less time working out exactly how the technology was meant to work (little or no technolobabble on either show) and instead figured out what they needed it to do, then worked scripts and stories around that. In essence the technology was developed as part of the overall setting rather than for specific stories*. (*Ironically Star War's did the same thing, even though like Star Trek they tended to 'invent' things based on what looked cool rather than what what was practical or 'realistic' - a lightsabre is a wonderfully cool weapon as long as you don't have to deal with someone who brings out a grenade or flamethrower) The reason for the difference is really than these two shows were character driven - they were low budget shows that couldn't afford to spend anything close to what Trek did on special effect shots*. Trek, even though it showed us a lot of the crew, tended to be less about the people in their daily lives and more about the problem of the week. You never see Picard or Sisko having to negotiate with a room full of angry dock workers, or facing off against Star Fleet for trying to charge them rent for their quarters. When you have shows that deal with the day to day life of the characters, and the daily annoyances they have to deal with, you start to consider how the technology would affect that life - and as such get a lot more careful in what technology is available, what it can do and how it would be used. (*Ironically B5 used more special effects shots, and certainly more impressive ones for the time, on several of their episodes. This was because they were using the then new CGI technology, which Trek ended up adopting - in fact they ended up using the same company as B5) They woke up and realised that it shouldn't have worked. Seriously. After the Picard Manoeuvre first appeared fans spent a lot of time and effort trying to work out ways to counter it - the simplest way being for the Enterprise to just go to warp and get out of range. However what all the fans I heard from totally missed was that such a 'warp-hop' should be totally and utterly ineffective against a fully operational warp capable ship - that is the Enterprise D. It might work against a badly damaged ship - which was what the Stargazer was facing when Picard used this trick for the first time. The reason is simple. A ship that can go faster than light using a warp drive would need to have sensors that could scan ahead of the ship using energies that themselves moved faster than light. Not only that but the speed of the sensors would have to be a hell of a lot faster than the top speed of the ship. Why? Well if the sensors were slower than the ship you'd have no way to see what was in front of you, so by the time you see that planet you're about 10 miles below its surface. The ships sensors presumably work at the same speed as the sub-space communications systems - which is roughly warp 9.999998 (compared to the top speed of the Enterprise D, Warp 9.9) Which using TNG warp scale would make sub-space communications several thousand times faster than any ship. Now the Stargazer was performing a warp jump at factor 8 - about a million or so times slower than the sensors. So unless someone helpfully turned the FTL sensors or the computer off the Enterprise should have been quite capable of telling exactly where the Stargazer was without all the 'compressed interstellar gas' nonsense. As I noted above, the ship the Stargazer was facing when the tactic was 'invented' was damaged, and presumably not using FTL sensors, and that is why the trick worked. So it is a tactic that will only work in very specific situations. *Edit* Thinking about this, the fact that none of these fighters were deployed during the battle against the Enterprise E - which couldn't go to warp - would seem to imply that the fighters were not intended for space combat but planetary assaults.
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Post by c64 on Sept 4, 2013 21:35:46 GMT
The reason is simple. A ship that can go faster than light using a warp drive would need to have sensors that could scan ahead of the ship using energies that themselves moved faster than light. Not only that but the speed of the sensors would have to be a hell of a lot faster than the top speed of the ship. Why? Well if the sensors were slower than the ship you'd have no way to see what was in front of you, so by the time you see that planet you're about 10 miles below its surface. The ships sensors presumably work at the same speed as the sub-space communications systems - which is roughly warp 9.999998 (compared to the top speed of the Enterprise D, Warp 9.9) Which using TNG warp scale would make sub-space communications several thousand times faster than any ship. Actually, there is no need to "scan faster than light". Light and gravity of a planet may travel with the speed of light but can be picked up after millions of years travelling with the speed of light so you just need to pick up those emissions at the point where you are to know where the planet is. You don't need to use some kind of Radar to "see" a planet! And actually there is a theoretical method for communicating faster than light. This is done by "superstable standing waves". Disturb any point of the wave and the entire wave will change its pattern no matter how long it is, the energy level will remain the same, but the pattern change spreads faster than light. Informations are independent from the laws of physics - we just use physical effects to convey, store and process informations - so there is no reason that informations can't be transmitted faster than light if we find a method to represent them on something that isn't limited by physical laws.
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Post by Cybermortis on Sept 4, 2013 21:55:56 GMT
Nope, you'll see where the planet and/or star was x-number of years ago. Not where it is at the present moment. Star systems move remember...?
It also doesn't help you avoid smaller objects - such as meteors or even other ships - that might be in your path. While you might be able to detect such things their lower gravity means that you could only do so at a very short range - by which point you've just run into it. It would also be a nightmare to try and detect such things within a star system, where the gravitational forces from the star and planetary bodies could obscure your sensors.
In Trek the ships sensors must be capable of scanning space at FLT speeds, since they can detect other ships - even shuttles - that are moving at warp speeds. If you were using sensors that were limited to the speed of light you'd only be able to detect such ships when they dropped out of warp next to you. It is also noted that the Enterprise D was capable of detecting ships some five light years away - so unless the crew was placed in cryogenic suspension for five to ten years after Captain Picard ordered a sensor scan of nearby systems we can safely assume that the sensors in question work somewhat faster than light....
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Post by the light works on Sept 5, 2013 3:26:36 GMT
The reason is simple. A ship that can go faster than light using a warp drive would need to have sensors that could scan ahead of the ship using energies that themselves moved faster than light. Not only that but the speed of the sensors would have to be a hell of a lot faster than the top speed of the ship. Why? Well if the sensors were slower than the ship you'd have no way to see what was in front of you, so by the time you see that planet you're about 10 miles below its surface. The ships sensors presumably work at the same speed as the sub-space communications systems - which is roughly warp 9.999998 (compared to the top speed of the Enterprise D, Warp 9.9) Which using TNG warp scale would make sub-space communications several thousand times faster than any ship. Actually, there is no need to "scan faster than light". Light and gravity of a planet may travel with the speed of light but can be picked up after millions of years travelling with the speed of light so you just need to pick up those emissions at the point where you are to know where the planet is. You don't need to use some kind of Radar to "see" a planet! And actually there is a theoretical method for communicating faster than light. This is done by "superstable standing waves". Disturb any point of the wave and the entire wave will change its pattern no matter how long it is, the energy level will remain the same, but the pattern change spreads faster than light. Informations are independent from the laws of physics - we just use physical effects to convey, store and process informations - so there is no reason that informations can't be transmitted faster than light if we find a method to represent them on something that isn't limited by physical laws. that, of course, makes the assumption that your scanning systems are passive in nature rather than active in nature. I.E. a windshield will work in FTL travel. a radar set won't. (or will it - I remember FTL headlights being a common question at the old site.)
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Post by c64 on Sept 5, 2013 21:35:12 GMT
Actually, there is no need to "scan faster than light". Light and gravity of a planet may travel with the speed of light but can be picked up after millions of years travelling with the speed of light so you just need to pick up those emissions at the point where you are to know where the planet is. You don't need to use some kind of Radar to "see" a planet! And actually there is a theoretical method for communicating faster than light. This is done by "superstable standing waves". Disturb any point of the wave and the entire wave will change its pattern no matter how long it is, the energy level will remain the same, but the pattern change spreads faster than light. Informations are independent from the laws of physics - we just use physical effects to convey, store and process informations - so there is no reason that informations can't be transmitted faster than light if we find a method to represent them on something that isn't limited by physical laws. that, of course, makes the assumption that your scanning systems are passive in nature rather than active in nature. I.E. a windshield will work in FTL travel. a radar set won't. (or will it - I remember FTL headlights being a common question at the old site.) If you know where the planet was and how it is moving, you can compute the actual position quite easily. And if Mores law is still valid in the Star Trek universe, they ought to have a computer capable to do that. And for small objects, that's what the deflector shield is for, it deflects "small objects". Also, the ship itself moves with an ordinary speed inside the warp bubble. Anything which enters the warp field will turn almost stationary since the warp field works both ways of course. And if the warp field is big enough, there is decent space to steer around those stationary objects.
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Post by the light works on Sept 5, 2013 22:52:22 GMT
that, of course, makes the assumption that your scanning systems are passive in nature rather than active in nature. I.E. a windshield will work in FTL travel. a radar set won't. (or will it - I remember FTL headlights being a common question at the old site.) If you know where the planet was and how it is moving, you can compute the actual position quite easily. And if Mores law is still valid in the Star Trek universe, they ought to have a computer capable to do that. And for small objects, that's what the deflector shield is for, it deflects "small objects". Also, the ship itself moves with an ordinary speed inside the warp bubble. Anything which enters the warp field will turn almost stationary since the warp field works both ways of course. And if the warp field is big enough, there is decent space to steer around those stationary objects. Well, I know I do all my driving based on where stuff was, yesterday.
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Post by Cybermortis on Sept 6, 2013 0:08:52 GMT
Such calculations are effectively impossible over large distances as you simply can't account for all of the gravitational forces that are acting on star systems, further complicated by the interaction between stars as they move around. The worst problem is 'dark matter' objects - that is anything that isn't emitting energy you can detect directly. Not only could such objects affect the movement of star systems but you wouldn't know they were there until after you'd hit them. Even a fairly minor change in a stars course could put it several light years away from where you thought it should be - which would be a major hassle in terms of planning long range missions as you'd waste a lot of fuel and supplies having to correct your course. Things in our star system are fairly easy to work out as we can treat it as a self-contained system as far as navigation goes. On the interstellar scale however things get far more complex because of this. Small in this context means micrometeorites, not something the size of the moon or a small city which you have to alter course to avoid as the defectors are not going to help much when you hit several million tons of rock at several thousand miles per second And to be really pedantic it is the navigational defector that pushes objects out of the way - well ahead of the ship - not the main deflectors which are defensive and primarily intended to protect against energy Errm, no. Warp speed works by, well, warping space - compressing it in front of the ship and allowing it to expand behind it. The ship itself is moving at the same velocity as it had in normal space because, well from its prospective it IS in normal space. This is in fact what we tend to see happen on Trek when ships suddenly loose warp - they come out of warp and start drifting. It presumably makes navigation much more interesting when you want to come out of warp close to something, and would explain why in TOS and the first season of TNG dropping out of warp near a planet was considered a bad idea - if you miscalculate even slightly you'd slam into the atmosphere. An object that passes through the warp field (and survives the stresses of this, as it, like space, would be compressed) will retain its original velocity. For an object moving through space that is likely to be several thousand miles per second - more than enough energy to propel it right through a ship before anyone registers it is there. The Warp field itself isn't that large, just big enough to surround the ship - a rough estimate would be some 200-300 metres from the hull of the Enterprise D based on the effects shots. So an object that passes though the warp field will appear so close to the ship there would be zero chance of doing anything about it. *Edit* One other thing about trying to navigate at FTL speeds using light speed sensors is that this will badly limit what you could see and detect. Unless you are heading directly at something that is emitting energy you can detect you will not be able to see it at all, as the energy is either going to miss the ship entirely or be so badly 'warped' as to be useless. Imagine wearing a helmet who's eye slits are 1 millimetre in diameter, that is physically locked in place so you can't turn it unless you take it off. Now imagine trying to navigate through a major city in a Formula One car at 200 miles per hour while wearing that helmet - oh and the helmet can only be removed when the engine is turned off.
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