
Credits: This GIF is created by Ian David Britton and Edward I Gee (Philadelphia
Amiga Users Group), and it is converted and uploaded by Ted Summersett.
This Gif was found at the HoloDeck 3 Site.
If a ship goes to the speed of light, the ships systems will have to make sure of 3 things:
1. Time: The faster one goes, time slows down.
2. Force: G-Forces are strong forces that will flatten any object. (Inertial Dampners are used!)
3. Mass: Mass of any object is increased greatly.
NOTE: These are references heavily with the Star Trek: The Next Generation Technical Manual by Rick Sternback and Michael Okuda.
IDS (Inertial Damping System) : This system generates a series of forcefields that absorb the inertial forces of high speed spaceflight. Basically it is the future in Safety Belts. This system works with SIF (Structural Integrity Field) that keeps the ships structure in place while going in high speeds. See the Voyager episode: Year of Hell where Voyager goes into warp without the field and parts of Voyager are taken apart.
The Warp Drive System : Using matter/antimatter reaction assembly to generate the energy output needed to bring a ship to speed. The output is measured in Cochranes. (Based on Zefram Cochrane - Star Trek: First Contact. Warp Factor 1 is equal to 1 Cochrane. Warp 2 uses 10 Cochranes. Initially Warp 10 is the ultimate speed, which according to a Voyager episode and the book Vendetta by Peter David - Warp 10 will bring an object at that speed to be everwhere at once. The speed of the Enterprise in Where no one has gone before, the Enterprise was calculated to be going at Warp 9.9999999996. (Reference the Technical Manual to confirm) The matter/antimatter power is transfered through conduits that carry the energy plasma from the reaction chamber to the warp engine nacelles. This power is then used by the warp engine nacelles to create a subspace field that will take the ship into warp. This power can be accessed to non-propulsion systems by using the EPS (electro plasma system) taps.
The Buzzard Ramscoop (The red structure on a warp nacelle) : This collects low-grade interstellar matter through a series of high energy magnetic coils. The interstellar matter can be used as fuel. It can also be used to take out matter, as in the episode Night Terrors where Hydrogen is brought out.
The Transporter System : There are four stages to run a transporter. One, the target is scanned and lock on coordinates is programmed. Two, Energizing and De-materializing molecules into a realtim quantum-resolution pattern image. When energizing, the phase transition coils convert the subject into a debonded matter stream. Three, the matter stream is held in a pattern buffer to compensate for the Doppler shift (compensating for the different speeds between the ship and the destination). The pattern buffer can also keep the patterns from a certain amount of time before the degrade, even though Captain Scott was able to keep the degradation by keeping the transporter's diagnostic circuits into a continuous cycle (Relics). Four, the matter stream is transmitted.
HoloDeck (HoloSuites here in DS9): This system has OHD (Omni-directional holo diode), a device that can project full color stereoscopic (3D?) images and forcefields. OHDs used subtle forcefields in order to have the "feeling" effect on objects. Other inanimate objects can be created using the replicator matter conversion. Forcefields are also used in order to give the imagery of backgrounds the experience of distances. The forcefields can create a "treadmill" effect so one can conver great distances even though the background is really scrolling by.
Replicators: Compared to the transporter, replicators uses digital image data at the much more limited molecular-level resolution. This limitation is in order to not replicated actual living beings.
Phaser Settings: The phaser settings are based on the Phaser type II personal phasers:
Setting 1: Light Stun; Causes temporary central nervous system impairment. Subjects are concious for up to five minutes.
Setting 2: Medium Stun; Subject is uncouncious for 5-15 minutes.
Setting 3: Heavy Stun; Subject is uncouncious for 1 hour, resistant lifeforms possibly 15-30 minutes.
Setting 4: Thermal Effects; Subject experiences temporary central nervous system impairment and EM trauma. Structural materials show visible thermal activity.
Setting 5: Thermal Effects; Subject tissue experiences burn effects only on surface of skin. Simple forcefields can be penetrated after 5 seconds.
Setting 6: Disruption Effects; Subject and structures show comparable peneration and molecular damage.
Setting 7: Disruption Effects; Subject life processes are disrupted and will spread until death.
Setting 8: Disruption Effects; Subject will vaporize.
Setting 9: Disruption Effects; Medium alloy and ceramic materials can be vaporized.
Setting 10: Disruption Effects; heavy alloy structural materials absorb or rebound energy - delay in vaporization.
Setting 11: Explosive/Disruption Effects; ultradense alloy structure materials - delay in vaporization. Light geological displacement.
Setting 12: Explosive/Disruption Effects; ultradense alloy structure materials - no delay in vaporization. Medium geological displacement.
Setting 13: Explosive/Disruption Effects; Shielded matter begins to heat. Medium-heavy geological displacement.
Setting 14: Explosive/Disruption Effects; Shielded matter experiences moderate heat vibrations. Heavy geological displacement.
Setting 15: Explosive/Disruption Effects; Shielded matter experiences heavy heat vibrations. Heavy geological displacement.
Setting 16: Explosive/Disruption Effects; Shielded matter exhibits light mechanical structural damage. Very heavy goelogical displacement.
More to Come: Next - Photon Torpedoes.
Promenade Directory: The Promenade Directory is in Klingon, Vulcan, Bajoran, and Federation English. Some sites to see on DS9: Andorian Fast Food, Berman's Dilithium Supply, Curry's Martial Arts Training, Garak's Clothiers, Gocke's House of Mirrors, Infirmary, Pancho's Happy Bottom Riding Club, Quark's Bar, Schoolroom, Chez Zimmerman.
Enterprise sickbay Medical display: One little joke that cannot be seen watching is that there is a status indicator labeled Medical Insurance Remaining
Warp Drive differences (TOS to TNG) explained : "Old" and "New" Warp 1 is the same. The "Old" Warp 6 is about Warp 5 on the new scale. The amazing speed of 14.1 in TOS, is works out around Warp 9.7 which the new ship achieved while fleeing from Q during "Encounter at Farpoint."
1. Alternate realities: do they still exist if I go in the past and change it? (good example is "Parallels" - TNG) I always wondered about that old thought about if I would be able to go back in time to kill my grandmother (heaven forbid the thought), would I still exist? "Parallels" does tell that those realities will still exist, but somewhere else. I also read a book in which there was an addition to this phenomena, what if I carve my initials onto a tree, then kill my grandmother, will the initials still be there. According to the story that I read, yes. I also have thought about how if I do kill my grandmother, and I go back into the past, I will still be in MY past and see that my grandmother did NOT die. But in another reality, she is dead and I was never born. HMMMMMMMM.
2. Wormholes: Space AND Time are affected According to an astrology class that I took, we argued that wormholes are effecting not just space (from alpha to gamma quadrants) but also time (which was indicated in the Voyager episode - "Eye of the Needle"). Of course, the wormhole near DS9 is artificial, so maybe time is nonexistant. (Also realize that the "entities" in the wormhole do not use linear time.
3. The First Phase: Remember this episode? One of the things that I thought about as I saw this episode, was the fact that they were able to walk on the floor! How ya do that? If one is truly "phased" then both Geordi, Ro, and that one Romulan could fly out to space, it would be like being in Zero G Force (that could be a problem since the Enterprise was traveling at some speed - they would stay at the same place, while the Enterprise was moving! OOps). To the writers: great story but physics concepts had to be thrown out in order to make this story work.
4. Transporter/Replicators: Atoms or bits? The Physics of Star Trek had argued what was being used for transporting an object. If it would be bits (or bytes), the problem would be how much information would a person use? Also another question arose, what about the person's mind or soul? If atoms would be transported, what level of transport would that be? Is it purely atomic or smaller than atoms? (i.e. proton, neutron, and electron) It was argued that heat/energy would be used to make this occur and to transport. Do I feel hot in here!!