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Okwa — redesign DeSCa-TransGateNetwork

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Published: 2021-01-09 10:16:11 +0000 UTC; Views: 5039; Favourites: 19; Downloads: 0
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Before I continue with the last topic of 2020 next week, the overviews for the space fighter, there is an additional redesign: the TransGateNetwork (TGN).


In the original conception, the gates of the TGN were more or less replicas of the Ori Supergates that the Tau'ri had made. I have never been satisfied with this concept and to this day I am not satisfied with it.

The ability to build a Stargate is, in my opinion, a unique selling point for the most advanced races in the Stargate universe. For Example, the Asgard once declared that there are areas of knowledge of the Ancient that even the Asgard never fully understood, and how a Stargate is built is one of those puzzles. Which shows that even the Asgard were a relatively young and thus primitive people compared to the Ancient.


In my opinion, on the series, only the Ori, the second branch of the Alteran people, and the Nox, a people at least as old as the Alteran people, if not older than the Alteran people, had the knowledge to build their own Stargates. (the Tollan could only build their own Stargate with the help of the Nox)


And so, even with the help of the Asgard database, it should take more than 350 years for the Tau‘ri and the other races to be so advanced that they can build their own Stargates. Not to mention the Supergates.

In the original concept I tried to compensate for this problem by forcing the Tau‘ri to build huge space stations around their Supergates in order to be able to supply these gates with energy and to control them. These space stations should also require a large number of crew members (several thousand per Supergate space station). In retrospect, that was a very bad solution to this problem.


Thanks to the combination of Stargate and Battlestar Galactica (TRS) in this crossover, however, I now have completely different technical options.


To make this concept and its differences to a normal Supergate more understandable, I have always explained the difference between the hyper-flight drive from the SG universe and the hyper-jump drive from the BSG universe with the following comparison:


I'm in a very large room with a very high ceiling. A factory hall or something similar.

I am now supposed to throw a ball at a target from a fixed position with the ball going through a ring first. In this comparison, the hall stands for hyperspace, the ball for a spaceship, the ring for the hyperspace window, i.e. the passage into hyperspace, and I am basically the engine.

The hyper-flight drive from the SG-universe is like throwing the ball straight through the ring at the target.

The hyper jump drive from the BSG universe is as if several hooks are screwed to the ceiling of the factory hall.

Now I get a strong rubber rope that I can attach to one of these hooks and to the ball. Of course, the rubber rope accelerates the ball much more than I can throw. The disadvantage, however, is that I have to use more force to tension the rubber rope. And I can't aim directly at the target, because the rubber rope pulls the ball towards the ceiling, where it ricochets and only then flies into the basket. Therefore I have to "calculate" the trajectory "beforehand".


The new concept now follows the following scenario in my head canon:


After the Tau‘ri and the Twelve Colonies made the first contact, the Tau‘ri scientists also came into contact with Galactica's hyper-jump drive system. Of course, from this point on there were attempts to combine the advantages of the hyper-flight drive system, standard drive in Avalon and the hyper-jump drive system, standard drive in Astraeus.


Since the hyper-jump drive was ultimately developed by the residents of Kobol from the hyperdrive of the Alteran, both drives are technically basically the same.


The differences are, among other things, is the area of hyperspace in which the ship moves forward. The further the spaceship goes into hyperspace, the higher its FTL speed is compared to normal space. With hyper-flight drive, the ships fly in the area "near" normal space.

Here, depending on various factors (exact technology, area of hyperspace, density of star population), the ships only reach relatively low speeds (examples of the maximum speed of spaceships in 350 years within a galaxy: Ha'tak = 97.600c, Daedalus-Class = 105.195c, maximum speed outside a galaxy: 1.753.200.000c).

As an advantage, the sensors of spaceships that use this area of hyperspace can scan normal space from hyperspace, even rather poorly performing sensor systems can detect large gravitational sources from hyperspace.

An exit from hyperspace into a planet core or even a star is almost impossible.


The hyper-jump drive takes the ship much further into hyperspace. Since a spaceship with this drive does not actually fly through hyperspace, but uses hyperspace like the "rubber band of a slingshot" because such a spaceship reaches an area of hyperspace from which it is immediately pushed back into normal space, but in this breakneck maneuver, the ships "reach" speeds billions of times the speed of light for an extremely short time (a really strong rubber rope )


The Tau‘ri wanted to combine the advantages of hyper-flight (low energy consumption, extremely long range, relatively low risk) with those of hyper-jump (high flight speed, high robustness against sources of interference) in a single spaceship drive.


But it turned out that this goal was not achievable in this way. Because even if both drive systems basically work according to the same "physical” principles, the technical differences are so extreme that you cannot combine the two drive systems


During this development phase of "Operation Tau'Ri-Gate", the lead scientist Dr. John Ronon (J.R.) McKay, a genius like his father, socially competent like his mother, and his team fortunately came up with a brilliant solution. They no longer tried to combine the advantages of the two types of engine in a single engine, but instead divided the advantages into two independent components, which, however, can be used "together" by a single ship. (as if you could attach helicopter rotors to a jet if necessary)


So Dr. J.R. McKay and his team developed the concept of hyper jump gates.

The prototype of a hyper-jump gate was originally just a frame in which a hyper-jump drive core of the twelve colonies of Kobol, the same model with which the Battlestar Galactica was equipped, was mounted. This drive has been modified so that it doesn't go into hyperspace itself, but instead creates a hyperspace window in free space, just like a hyper-flight drive.

This prototype, however, continued to open a path into exactly the same area of hyperspace that the ship-based hyper-jump drives use by default, rather than the "lower" areas of hyperspace used by the Milky Way's engines.


The later production version was equipped with three hyper-jump drive cores, which are triangular to each other and form the hyperspace window at the intersection of this triangle, the so-called jump trio. This triangular formation of the three drive cores and the cooperation of two hyper-jump gates improves the stability of the jump process and increases the range of the hyper jump. (Like using four rubber cords instead of a single rubber cord: three rubber cords throw the ball away from the start, the fourth rubber cord is attached to the target and guarantees that the ball hits the target)


The gate itself was designed in such a way that this construction significantly increased safety. Because the respective jump gates are of course equipped with sensors and can thus check the area within the gate for obstacles.

When a jump sequence begins, the start gate sends a request to the destination gate approx. 1-2 s before the actual jump, depending on the distance between the gates. If an object is detected within the destination gate, for example another spaceship, an abort command is sent back to the start gate.

This replaces the possibility that spaceships with hyper-flight drives have during the flight through hyperspace, namely the possibility of being able to scan the target coordinates from hyperspace.


Hyper-jump-gates have the advantage over Stargates, including Supergates, that due to the technical and physical basis for the technology of the gates there can only ever be one single functioning gate per solar system.


Since hyper-jump-gates are based on the technology of a conventional FTL spacecraft engine, as many hyper-jump-gates can be built in a solar system as the population of a solar system deems necessary and/or can pay for.

For example, the Atonnefer-System (aka the Sol System) alone, as one of the trading centers of the IUSP in general and especially in intergalactic trade, is equipped with more than 75 hyper-jump-gates.

Of these jump-gates, four jump-gates are used exclusively for the route Tau'ri ← → Chulak, another four-jump gates are used exclusively for the route Tau'ri ← → Hebridan and another four jump-gates are used exclusively for the route Tau'ri ← → Teyel (New Athos) (Milky Way ← → Pegasus Galaxy).


In addition, the energy requirement of a hyper-jump-gate is very, very much less than that of a Supergate. Even hyper-jump-gates for intergalactic distances are powered by conventional fusion reactors and energy storage cells, instead of a black hole.


The disadvantage of hyper-jump-gates is that Stargates can connect to any other Stargate if there is enough power and the Stargate address for the connection.

Hyper-jump-gates, even the most modern Mk III-version, with a maximum number of 3x3 jump drive cores, can only be set to a maximum of 12 fixed destination coordinates. (4 destination coordinates for each so-called jump trio)


And like the regular Stargates, Supergates can remain permanently active for up to 38 minutes.

Since theoretically a spaceship can pass a Supergate every 3 seconds (see Battle of P3Y-229), up to 760 spaceships can pass a Supergate in the 38 minutes. (very theoretical number, needs a lot of good pilots)

Hyper-jump-gates only execute individual jump sequences, that is, only the ship or the ships directly in the center of the jump-gate jump to the destination.

Then the next spaceships must first fly into the center of the jump gate and then a new jump sequence is activated again. This takes time.

A jump-gate also only has enough energy reserves in the energy storage cells to carry out 15 jump sequences in a row. For another 15 jump sequences, the energy storage cells then have to be charged through the fusion reactors for 10 minutes. Depending on their size, a different number of ships can jump at one time. Nevertheless, a maximum of 30 to 60 ships can use a single jump gate in 38 minutes (depending on how good their pilots are (space fighters are not included, I had forgotten them in this calculation).


Also, the hyper-jump-gates are not fully automatic like the Stargates, but have to be controlled from a corresponding control space station.



In the picture above you can see a small "traffic junction" of the TNG of DeSCa. This consists of a first generation interstellar hyper-jump-gate on the far left, a third generation intergalactic hyper-jump-gate in the middle and a third generation interstellar hyper-jump-gate on the far right.


The interstellar and intergalactic jump gates only differ in the number of stabilization rings (green), they are otherwise identical in structure. These rings contain energy storage cells, the elements for generating a hyperspace window and the sensors for controlling the gate. Interstellar jump gates have six stabilization rings, intergalactic jump gates have eighteen stabilization rings.


As already mentioned, first generation gates have three jump drive cores in a triangular formation, third generation gates have nine jump drive cores (light blue longitudinal struts through the green stabilizing rings).

Otherwise all gates are set up the same way. 2161 m outside diameter, 1761 m inside diameter, the diameter of the actual area of influence (where the influence of the jump cores overlaps and thus has an effect) is 1124 m, the length is 2662 m.


In the jump gate on the left the jump sequence for a civilian freighter convoy is being initiated.

In the middle, a Daedalus-Class from IUSP and a Concorde-Class from the DeSCa are flying into the gate, while on the right an Asgard-Class and two Daedalus-Class ships are just leaving the gate.


In the foreground you can see the space station from which the jump gates are controlled and which also serves as a resting place for any crews who may have to wait. A Tel‘ame-freighter from the Jaffa Nation is currently docked at this space station.


To the left of the space station there is a so-called “courier gate”. These are only 826 m long and 676 m in diameter, the area of influence has 312 m in diameter. These gates are only available to DeSCa's courier ships and can only be activated with a special identification code. As a result, the DeSca has a fast communication network independent of Stargates, which are not available everywhere, and conventional FTL radio, which can be disturbed and also has a limited range.


To make one thing clear:
The technology for the hyper jump gates was developed by the Tau'ri. But since it is a relatively simple technology, 300 years later all major powers in the Milky Way and some beyond (e.g. the UTK) are able to build such gates.

The "traffic junction" shown here is part of the TransGateNetwork built by DeSCa. The DeSCa, a kind of interstellar UN, is building these gates in regions of the galaxy where either there are no inhabited systems or where the peoples there cannot afford the expensive construction and maintenance. The TGN is supposed to strengthen interstellar and partly also intergalactic trade and thus promote peace. In addition, DeSCa member fleets can be contracted faster in the event of an extra-galactic attack. Therefore, the TGN is directly subordinate to the Stargate Command and is operated by it.


But the individual powers, if they can afford it, build their own gate network independently of the TGN. Technologically and in terms of design, the TGN gates correspond to the gates built by the IUSP and the UTK. This can be seen in the stabilization ring, which is made of the same organic material from which the Cylon Basestars are "built". This hull material is optimized for the use of hyper-jump engines and makes the gates of the DeSca, the IUSP and the UTK the most efficient gates. However, this organic material is only "manufactured" by the UTK, so these stabilizing rings are produced on Kobol and exported exclusively to DeSCa and IUSP.


The other powers therefore use their own resources and designs. So no other power employs as many intergalactic hyper jump gates as the IUSP, for understandable reasons.Which definitely has its advantages.

So no other power employs as many intergalactic hyper jump gates as the IUSP, for understandable reasons.

The gates of the FJN and FJI, which are made of Naquadah alloys and are therefore much more robust and require much less maintenance.


Thanks to the powerful fusion reactor technology of the CLC, the gates of the Covenant can recharge their energy storage cells so quickly that their gates can be operated with almost no charging pause. In return, their gates require more maintenance and personnel.


And finally, the network of the Lucian Alliance mainly consists of a large number of many small gates, similar to the "courier gates" of DeSCa. The Alliance's gate network is primarily used for message transfer by courier ships.


Even smaller powers can build their own hyper-jump gates if they can economically afford it. But, at least most of the DeSCa member worlds forego this effort and prefer to use the TGN.

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Here is the same picture from a different angle, from which you can see the ships better: sta.sh/060aact037g

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Please excuse the long text. But it is very difficult to put your thoughts into the right words. And then translate it into a foreign language.

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Model made in: Sketchup

Rendered in: Twilight Render V2

Model:me

Background: www.deviantart.com/euderion/ar…

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