Dive-Drive Engines are a type of starship engine that enable efficient intrastellar travel across
Tau Elpis. The engine's basic principle involves subjecting a refined
Thaumium crystal to a carefully modulated electric field. This exploits the metaplanar properties of the crystal and creates a
nullfield bubble around the ship. Once given momentum and set on its course, the vessel is allowed to "sink" into
lower dimensions . This allows it to cross a much shorter amount of space without breaching relativity.
Function
Dive-Drives envelop a vessel in a
nullfield bubble, allowing it to submerge into a lower dimension where spacial distances scale geometrically. A ship must first build momentum in real-space, then initiate the drive to sink below the dimensional "surface". Once submerged, the vessel glides at its chosen "depth factor", its course set by the dive vector and unalterable. When the drive disengages, the ship surfaces back into real-space, where conventional thrusters decelerate and stabilize the ship's approach.
Navigation requires precision and skill, and a skilled navigator will know to combine classical orbitals, gravity wells, and dive-drive routing in her calculations. Ships depend on
astrometric modules. Charts of dimensional currents and graviometric anomalies called
sectoral rutters are also published to assist navigation.
During a dive, ships enter a state of comms and sensor silence, as subspace conditions scatter and disrupt electromagnetic signals. Observers in real-space may be able to spot the tell-tale red-shifted or blue-shifted ghost of a diving ship, thus inferring a ship's trajectory and real-space speed.
Diving is risky and requires a sturdy dive-drive assembly. Disrupting the bubble can cause
metaplanar incursion, as can diving too deep, which effectively implodes the bubble and destroys anything within it. Each dive weakens the crystal, which must be replaced after a set amount of uses or time spent diving. Specialized weapons called interdictors also exist. Whilst usually too weak to outright implode a nullfield bubble, they will force a ship to surface back into real-space and may cause system damage.
A few conspiracy theories suggest that the lower quality of dive-drives in Tau Elpis (compared to the highly performant, FTL-capable drives of the Pyxis Globula) is behind the resurgence of
Psionic Metadisease.
Homebrew gameplay article : Navigation & Charting a Course
Travel Speeds
Realspace travel speed
Out in space, the unit of choice for realspace travel is the
Kilo-Knot (KKn) (also known as
Klik or
Klunk). The conversion is thus :
1000 KKn = 0.0017c
(for reference, 1 KKn = 0.514 km/s = 1150 mph)
Most ships have maximum orbital realspace speeds of about
20 KKn or
23000 mph. Nothing but a ship's energy reserves and the condition of its thrusters can stop it accelerating beyond that, but ship crews tend to slip into hyperdrive the moment their ships exits the nearby gravity exclusion zone, for the ship will also need to decelerate upon arrival.
Hyperspace travel speed
Due to the faster apparent speeds achieved in hyperspace, the favoured unit becomes the
Dive Factor - which represents how far the ship dives, and thus how fast it appears to go in realspace terms. Hyperspeed is expressed as
a ratio of Vf, the speed of a ship travelling at
Dive Factor One (or 2550 KKn)
As a rule of thumb (if you must forget everything else) :
A ship at Dive Factor 1 will take one sideral day to cross one Astronomical Unit.
A ship at Dive Factor 0.5 will take twice longer.
This factor is quite handy, as most vessels travel at speeds approximating
Warp Factor 0.5. A light ship, barely laden, with a fresh drive and the best technology available in Elpis will travel at a speed just slightly below
Warp Factor 1.
Type of Ship | Dive Factor achievable |
Skybarge |
0.1 Vf (10x slower) |
Heavily-laden cargo vessel |
0.25 Vf (4x slower) |
Frigate or heavier armoured vessel |
0.4 Vf |
Lightly-laden cargo vessel |
0.5 Vf (2x slower) |
Cruiser or lighter armoured vessel |
0.75 Vf |
Fast courier vessel - reference speed |
1 Vf |
Travel Times
Thus here are some example trips and the time it would take different ships - without any heroics, such as slingshot manouvers, gravometric anomalies and the like :
Journey | Distance (AU) | Travel time at Factor 0.5 | Travel time at Factor 1.0 |
Elpis - Nevael |
0.7 |
~ 33 hours |
~ 16 hours |
Elpis - Nufano |
0.87 |
~ 40 hours |
~ 20 hours |
Elpis - Hakaria |
0.92 |
~ 2 days |
~ 23 hours |
Elpis - Embassy |
1 |
~ 2 days |
~ 24 hours |
Elpis - Aistanar |
1 |
~ 2 days |
~ 24 hours |
Elpis - Planetfall |
1.32 |
~ 2 days 12 hours |
~ 31 hours |
Elpis - Hestia |
6.3 |
~ 2 weeks |
~ 6 days |
Elpis - Zindra |
11.2 |
~ 3 weeks |
~11 days |
Elpis - Nyx |
31.1 |
~ 2 months |
~1 month |
Elpis - Hepera |
37.2 |
~ 2 months, 2 weeks |
~1 month, 1 week |
Embassy - Aistanar |
2 |
~ 4 days |
~2 days |
Hakaria - Aistanar |
0.1 to 1.92* |
~ 4 hours to 4 days |
~2 hours to 2 days |
Nufano - Aistanar |
0.13 to 1.87* |
~ 4 hours to 4 days |
~2 hours to 2 days |
Aistanar - Hestia |
5.3 to 7.3* |
~ 10 days to 2 weeks |
~5 to 8 days |
Aistanar - Zindra |
10.2 to 12.2* |
~ 3 to 4 weeks |
~10 to 13 days |
* - As bodies shift throughout their orbital cycle, the distance between planets can change dramatically, which has impacts on local economies, astrometrics, etc.
Maths for rough estimates
For the more formula minded, this is what the math looks like :
An ideal ship will travel at a Warp Factor of
1 and thus achieve this apparent realspace speed :
1Vf =
2550 KKn =
0.0044c (0.44% of the speed of light)
Many ships will travel at a Warp Factor of
0.5 - twice slower. Thus we can estimate their realspace apparent speed to be :
0.5Vf = 1275 KKn = 0.0022c
And a handy formula that roughly estimates the time required to cross from two points of the Elpis system, negating any external gravometric effects and assuming ideal momentum at the point of diving is :
Δt = AD * wVf
where
Δt is the travel time in days,
AD is the realspace distance in astronomical units, and
w is the Warp/Dive Factor, with 1V
f the Dive Constant, equivalent to 0.0044c or 2550 KKn.
In addition, the estimated distance between two points in space can be roughly calculated using Elpis as a reference star (so long as somebody knows the average, or even better true distance between Elpis and both points, it can be triangulated)
ADmin(A→B) ~ | ADavg(Elpis→A) - ADavg(Elpis→B) |
ADmax(A→B) ~ | ADavg(Elpis→A) - ADavg(Elpis→B) |
Thus resulting in this rough calculation :
Δt(A→B) = | ADavg(E→A) ± ADavg(E→B) | * wVf
...or you can consult astrometrics tables and local astrometric condition , then simply have your onboard computer do it all for you as you plot your course and file your flight plan, with proper up-to-date data and all variables accounted for beyond the scope of this quick article.
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