NationStates Jolt Archive


Isles of Mara Unified Space Command

Me li
23-05-2006, 03:34
Isles of Mara Unified Space Command

This is a Tech Thread for the Melii and Allies...if you post be helpful. We are currently exploring Future Techs. Most of our systems will lean towards Bio-Synth-Mythic mergers. Oh yeah...It shall be a little rough around the Edges until it is not.

Be Honourable and True! Make your own cool toys! It is half the fun of being an Armchair God. The Melii are moostly peaceful...send us a telegram if you have questions. If you have OOD HELPFUL IDEAS then POST if you want to be and ASS go play with yourself somewhere else!

That being said.

Welcome! You Eat Yet?

Before I get too many troubles about the World Tree. The Melii are mostly Nomadic! We have civilzed systems, but most of our Population lives in Space.

Melii World Ships are heavily influenced by the inspiration of the Mythic Bodhi World Tree...Tree of Enlightenment, the Yssdgril World Tree, Tree of Life...etc...so on and so forth. All of the Trees protect, comfort, nurtures, and teaches us. So this is just an application of that idea.

The basics of the World Tree System is not that far in advance. Essentially it is a complete system intergrating a Ground based Elevator/tether and a Space Habitat. The Habitat will be able to ship down to the ground the captured solar energy via the tether. Supplies and parts can move both ways. Eventually the Habitat will become self-supporting and can break away. It becomes a Seed Habitat. If Drives are put on it...it becomes a Seed Ship. Depending on the Drive it can become a sub-light generation ship or an ubber FTL space-ship.

ooc: TO EVERYONE OUT THERE!! PLEASE! If you have a radically different train of thought then go ahead and post another note. I just don't want to clutter this place too much. Thanks.

Allied Houses:
House Commonii
House Garandi
House Soloriel (http://forums.jolt.co.uk/showthread.php?t=486213)
House O'Niell
Me li
23-05-2006, 03:40
Table of Contents
Me li
23-05-2006, 03:42
WORLD TREES OF EDDAS
Yggdrasil World Tree Sapling Asgard Class (http://forums.jolt.co.uk/showthread.php?p=11102825#post11102825)
Yggdrasil World Tree Seedling Jotunheim Class (http://forums.jolt.co.uk/showthread.php?p=11102836#post11102836)
Yggdrasil World Tree Seed Niflheim Class (http://forums.jolt.co.uk/showthread.php?p=11102842#post11102842)

Battleships

Heavy Battle-Cruiser Locust Class
Length: 4.0 km
Width: 2.5 km
Height: 2.0 km

Crew: 7,000 minmum. 21,000 normal. 42,000 optimal
Power supply: Hel Singularity
Drives
Primary: Quantum N-Space Drive
Secondary: Hyperactive Trans Warp & Wormhole Tunneling
Tertiary: Sub-light Gravitonic Impulse Drives
Max STL: Speed: 80 PSL
Emergency: Ion Drives & Chemical Thrusters

Defences
Multi-Phased Cloak
Regenerative Multi-Phased Temporal Shielding
Regenerative Crystaline-Organic Armored Hull
Point Defense: Lightening Fields
Space Broom Ion Cannons
Transport Jammers

Armaments:
Primarily Energy-Beam Based Weapons
Secondary FTL Missle barrages
Fighters Several hundred

Cruisers

Cruiser Cricket Class
Length: 1.5 km
Width: 750 m
Height: 600 m

Crew: 5,000 minmum. 15,000 normal. 30,000 optimal
Power supply: Hel Singularity
Drives
Primary: Quantum N-Space Drive
Secondary: Hyperactive Trans Warp & Wormhole Tunneling
Tertiary: Sub-light Gravitonic Impulse Drives
Max STL: Speed: 90 PSL
Emergency: Ion Drives & Chemical Thrusters

Defences
Multi-Phased Cloak
Regenerative Multi-Phased Temporal Shielding
Regenerative Crystaline-Organic Armored Hull
Point Defense: Lightening Fields
Space Broom Ion Cannons
Transport Jammers

Armanments:
2 Fenris Moon-Eaters
10 Nogods Hordes launchers
1,000 Horde Battle Drones
2 extreme ???
10 heavy
10 medium
50 light

Orbital Bombardment: Thor’s Hammers

Fighter Hangers & Ship Bays
500 meters long and 250 meters wide
1 Fighter Hangar Bays: 3 Star-fighter Wings
1 Fireflies Wings
2 Mosquitoes Wings



Destroyers
Frigates
Corvettes
Me li
23-05-2006, 03:43
Star Fighters
Note: SW is used because well it is everywhere and a decent standard to compare the ships. When I get around to it perhaps someone will design the way the ship looks to better reflect the spirit of the ship design. I am feeling lazy but if anyone has a neto idea feel free to post it...we can discuss it.:D Or if you want to draw one that would be cool too.

I want the ships to look more alive! More bio-crystally...pretty, shiny, jewel colors! Know what I mean?

Banshee (http://insd.swcombine.com/insd/Ship_files/Tiephan.jpg)
Designation: Space Superiority Assault Fighter
Length: 16 meters
Crew: 2
Cargo Capacity: 1 metric ton
Consumables: 1 week
Hyperdrive Multiplier: x3
Speed: 160 MGLT
Hull: 30 RU
Shields: 95 SBD

Special Features:
Temporal Multiphased Cloaking Device.
<various configurations>

The Banshee is essentially the Confederation’s version of the famous Imperial TIE Phantom. The only modifications to the design was the utilization of Melii’s regenerative bio-crystalline hull, and the further miniaturization of the stealth unit, and upgrade of the powerplant. These improvements increased the survivability of the fighter and lightened it’s mass. Thus, this somewhat improved acceleration and maneuverability. All an all, the Banshee is more of a mk4 refinement of the original models rather than a radical new design. There are always at least one wing of these stealthy craft within a moderate-sized Confederation Task Forces to perform those “quiet” missions.



Fireflies

Fireflies (http://insd.swcombine.com/insd/Ship_files/TIEDEF1.JPG)
Designation: Space Superiority Starfighter
Length: 8.5 meters
Crew: 1
Cargo Capacity: 100 kilograms
Consumables: 1 week
Hyperdrive Multiplier: x1.5
Speed: 175 MGLT
Hull: 25 RU
Shields: 100 SBD
Weapons: 4 Light Cannons, 2 Medium Cannons and 2 General Purpose Launchers.

These are the current workhorses of the standard Confederation Fleets. They are an adaptation of the Imperial Defenders design. You will however note that the ridiculous solar panels have been replaced with bio-crystalline hull armor. The reduction is size of the Fireflies hul has made it’s engines rather oversized for it’s small frame. It is primarily utilized as an space superiority starfighter.


Mosquitoes
Designation: Short Range Superiority Fighter
Length: 3.75 meters
Crew: 1
Cargo Capacity: 25 kilograms
Speed: 150 MGLT (120 MGLT with attack positioned wings)
Hull: 12 RU
Shields: 12 SBD
Special Features: Adjustable Attack Wing design.
Weapons: 2 Medium Cannons 1 Light Cannon

Stripped down version of the Fireflies...cheaper...less well shielded or armed. It is affectionately and traditionally called the MiG. Why they are called MiGs we are not sure. The Mig Mosquito is a very fast and highly manueveerable craft.

Fleas Class (http://insd.swcombine.com/insd/Ship_files/decimator.jpg) Multi-Role Light Vessel
Used for orbital insertions and extractions under heavy fire or where translation is not possible. Also used as pickets.

Ticks
Driods of the Melii...
Mites Variations
Designation: Short Range Interceptor Fighter
Length: 2.5 meters
Crew: AI
Cargo Capacity: 25 kilograms
Speed: 125 MGLT (100 MGLT with attack positioned wings)
Hull: 12 RU
Shields: 12 SBD
Special Features: Adjustable Attack Wing design.
Weapons: 2 medium Cannons

SHUTTLES
Hydra Class (http://insd.swcombine.com/insd/Ship_files/ESCSHT.JPG)Diplomatic Shuttle

Cherry Blossom Class Shuttle
Lotus Variant
Dimensions: ?Lotus?
FTL Warp Drive Factor 4.5?
Sub-Light Impulse Engines

UNARMED, Extremely Lightly Armored & Shielded Shuttle. Design has remained essentially unchanged since its commission. The Lotus Cherry Blossoms see widespread use in Local Systems. Newer models of the Lotus varients utilize more advance materiels but remain true to the overarching Ideals of the delicate craft. This craft is Ideal for simply exploring a system at your leisure.
Me li
23-05-2006, 03:44
Harvesters

Repairers
Tree Dryads
Multiple models generally based on Insects.
Most common dryads are the Ant and Termite varieties. The Roots belong to the the Worms...which chomp through the crust and mantal. The Ants/Termites have multiple configurations for its generalist utilization: from farming and storage to defence and surveys. The repairs of the Tree are usually left to the Anansi Spiders. The Spider range from 3 cm to 30 m in size. The larger varieties are used in large spacial construction and repairs.

Several of the larger capital ships carry repair yard facilities. The bio-crstyalline armored hull of most Melii ships will repair itself if given enough time and materials. But sometimes you just don't have the time to wait. Thats when you need a repair ship/droid and/or a mobile drydock.

mobile drydock
2.25 km by 1.75 km by 1 km.

defensive radiation shield
space broom deflector
no real offensive weapons
Crew 25,000 optimum

N-Space Drive
Impulse Drive 0.3

Seeds
Spores
Gejigrad
23-05-2006, 03:46
[ "
10000 Pixie Swarm launchers
10,000,000 Swarm Battle Drones
1000 Nngodg Hordes launchers
1,000,000 Horde Battle Drones"

Good luck with that. ._. ]
Me li
23-05-2006, 03:48
[ "
10000 Pixie Swarm launchers
10,000,000 Swarm Battle Drones
1000 Nngodg Hordes launchers
1,000,000 Horde Battle Drones"

Good luck with that. ._. ]
:D LOL THIS IS AN EXAMPLE OF NOT HELPFUL!!!!
yeah...like i said its experimental...now if the swarms were only a meter or so? Plenty of room...just have to figure out how to dump the excess heat...magical pocket universe? <shrug> Besides I haven't fully figured the dryads all out yet. These are space based droids...I need to think about some ground ones. <shrug> Or give up and join the Star Wars Trade Federation!;)

CURRENTLY in RL, Satelittes are all packaged up, and unfold when deploy. Hmm...If I package them into large packages...MIRV them then it would deploy 'em pretty damn fast. Nope! No logical incositancy. They Pop out of enclosed casings after clearing the World Tree. Then they Spread out. Besides in extended battles...or campaigns the ship will need replacements. Sometimes they will need them even faster than the Factories can produce them. So therefore, it makes sense to keep a small inventory.
TheBlackLotusSociety
23-05-2006, 03:59
Ahem, since I just moved to the ilses of mara at Me li's invite, I guess i should post what I have.

1 cherry blossom class shuttle, Lotus varient. Completly unarmed, and undefended.
Me li
23-05-2006, 04:17
Masters of Orion (http://www.moo3.at/moo2/technologies.php)
The Best Game Ever. Well MOO2 was! The others err not so much. Galactic Civilization 2 is the true MOO3!
I played this ages ago. The tech tree is burned into my soul. I love those little two dimensional custom ships!

Encyclopedia Galactica of Orions Arm (http://www.orionsarm.com/eg/topics.html)
This website by far is the best resource that I have found. It delves into PMT and FT after the Singularity Events.

Yup I caved partially to the SW...mainly because it was the easiest path with the most resources.
Imperial Navy Ship Database (http://insd.swcombine.com/insd.htm)
RPG Gamer website (http://rpggamer.org/main.php?page=updates.html)
Stardestroyer website (http://www.stardestroyer.net/)

Foundation
Duneverse
Farscape
Babylon 5
Star Trek


Oh yeah then there is all of those Histories and those Religion, Myths, and Fables. ANIMES, Mangas, Comic Books, & Crazy Rock & Roll, MUZICKA, etc...AND Countless Other books

ooc: TO EVERYONE OUT THERE!! Gots any Ideas?
Me li
23-05-2006, 07:37
Missle Techs

Utilizes FTL missle barrages...
Me li
23-05-2006, 09:03
Beam Techs
Me li
23-05-2006, 09:04
Specials Tech

Doctor Device (http://en.wikipedia.org/wiki/Dr._Device) v 2.1 Molecular Disruptor Torpedo
Me li
23-05-2006, 09:05
armor & shield techs
PERSONAL SLOW SHEILDS
weight: 0.5-2.0 kg
size: 2-4 cm in diameter
Duration:
6 Universal Hours standard civil models
36 Universal Hours standard military models
Power Supply:
<rechargable with basic power cell modules>
appearance:
is usually intergrated directly into armor, clothing, or ornamental jewelry.
diffused bubble approximately 3 m from

standard price:
civil : 1 million Universal NS credits
military : 10 million Universal NS credits

History

The introduction of Me Li personal shields poses to revolutionize ground combat for many PMT/FT nations. The personal shields essentially offer complete protection from most ground based high velocity projectiles and energy weapons. The mechanisms for the shielding are closely held secrets. The results, however, are easily observed and the properties well known. The personal sheilding's energetic reinforcement is logarithmically autocontrolled against nonrelativistic-velocity projectiles. As the round comes closer to a penetrating angle, the deflection energy increases logarithmically. Energy based weapons such as a terawatt lazer will eventually overheat the shielded area if it is concentrated for more than a few deca-seconds. This near invulnerabilty, however is offset by several shortcomings. The shield generators prevent projectile fire from BOTH sides of the shield. Flicker fields commonly used on Melii capital ships and facilities are generally too bulky and prohibitively expensive for a standard shield model.

For the cost of a few capital ships, however, one or two customized personal shields could be made...as of yet there is little demand for such a specialized shield generator.

The system has reintroduced to the Duneverse a more personal touch. Essentially, when combating Melii shielded warriors high velocity rounds and high energy explosives most commonly employed by most enemy Houses did not work very well. It became accepted that this invention had necessated a return to combat with archaic personal arms i.e. swords, spears, and arrows re-entered the battlefield. After a time countermeasures were developed by all sides. Tactical application of these systems as in any ground based system is predicated on the control of space. Orbital bombardment renders the possession of a molten wasteland moot. These personal shields may be the turning point in many conflicts.
For centuries, the House Me Li has hoarded the modified generaters before finally relenting to their further dessemination into the NSverse. The Enclave agreed that Honourable combat was to be encouraged rather than remain the sole domain of a single House.

Temporal Multiphased Shielding
affectionately called flicker fields by the Melii

Well I have to adapt it some so far inspiration has come from Masters of Orion 2--the best game ever!

Stardestroyer (http://www.stardestroyer.net/Empire/Tech/Shields/Nature.html) has discussion on the nature of shielding.
Me li
23-05-2006, 09:06
FTL & STL DRIVES

Quantum N-Space Tunneling Drive
Primary Melii FTL Drive
Fold Space engine with dimensional & temporal modifcations

Slipstream
Hyperspace
Transwarp

Heim Field Sub-Light Gravimetric Impulse Drive
Primary Melii STL Engine
Think Star Trek. the ship moves by falling towards the gravity feild...may cause an acretion of particles and units in the gravity field.

ML STL drive <sublight>
Heim Drive (http://en.wikipedia.org/wiki/Heim_theory)




ENERGY TECHS

Hel Singularity
Primary Power Source for Most Melii Capital Ships. Draws energy from Planck's Quantum Foam. HEAVILY shielded and controlled. Sometimes the drive is unstable... occasional implosion of micro-wormholes will release unexpected results. Usually, there is no ship left behind to salvage after a Core Breach.

Antimatter/Matter Reactors
Secondary Power Source. Anit-matter matter annihilation. Also have Emergency Fusion reactors. Some star ships even have a fission plant. Is usually primary source of power for most Melii vehicles/devices other than starships.

Twisted-Bottles or molecular cosmic string
Tertiary Power supply. Smaller bottles--power supply provided by vibration of cosmic string. Currently experimential minizuartion underway.

FREE ENERGY aka Alternative Energy Sources
Harvested from Solar Arrays and naturally occuring energy sources ie SUN. Hydropower, Geothermal Wells, Ocean turning, Biological Energy Solutions. These methods are primarily used when a seed or spore has taken root. They usually provide very inexpensive and sometimes renewable and substainable source of energy. Many of the Technologies have not really changed much since the Exodus. They were developed in the late 20th and refined in the 21st. Since then we have refined them further with enhanced material.
Nevertheless, the underlying tech is essentially Unchanged since the 21st Century!!
Me li
23-05-2006, 09:07
Random stuff

Table of Organization

A VERY RARE Great Hunt is TWO or more Hunting Groups
PLUS Escorts...<grin> have to get around to making more of them. note equals means more than equals!
All Task Forces have varying numbers of other Escort Ships/fighter wings/shuttles/docks/etc for their branch specializations

One Hunting Group
1 unnamed unknown World Tree design -something stupidly crazy!
2/2 Yggdrasil World Tree Sapling Asgard Class
6/6 Yggdrasil World Tree Seedling Jotunheim Class
12/12 Yggdrasil World Tree Seed Niflheim Class
One Hunting Group equals two demi-Hunting Groups

One demi-Hunting Group
1/1 Yggdrasil World Tree Sapling Asgard Class
3/6 Yggdrasil World Tree Seedling Jotunheim Class
6/12 Yggdrasil World Tree Seed Niflheim Class
One small Hunting Group equals three Branches

One Branch
One Seedling Jotunheim Class
Two Seeds Niflheim Class
One Branch equals Three Roots

One Root
It has a complement of 12 capitol ships.
3 dreadnoughts/battleships/carriers
6 heavy-battle cruisers Locust class or equivalent
9 light cruisers Cricket Class or equivalent
ONE Root equals Three Limbs

One Limb
1 dreadnoughts/battleships/carriers
2 heavy-battle cruisers Locust class or equivalent
3 light cruisers Cricket Class or equivalent
ONE Limb equals Three Twigs

One Twig equals
One Cruiser
And her Escorts
destroyers frigates fighters drones etc...

Splinters
anything smaller than a twig with a ship

Wings
mostly fighters and maybe cutters and corvettes havent figured them out yet
Me li
23-05-2006, 09:11
MARA MARINE CORPS!
Black Sheep
Death to Oppression!
Me li
23-05-2006, 09:22
Droids

Droids
Wil'O'Wisps Swarms
3cm long. 12 Wil'O'Wisps per Swarm. Recon Range is 5500 m. Electro-tasers are effective 1-3 m.
They resembled little fireflies. Bright little lights darted around and blinked slowly in several different colors. The advanced Diffused Nodal-AI Net allowed the swarm to operate almost independently of central human command. Each Wil'O'Wisp is tied into an encrypted intranet-imaging array of various detectors, capable of real-time, video-frame-rate imaging.

The multiple onboard: chemical, thermal, and ultrasound packages allow the Pixies to quickly located and identify both organisms and multiple chemical compounds. This gives the Pixies a diverse area of utilization; they are used from urban and country security to environmental monitoring.

The sensors include a novel, highly efficient source of high-power, tunable ultrasound radiation suitable for remote imaging in air. Together with millimeter-sized, highly sensitive ultrasound detectors and high-gain transceivers, these advances make possible the centimeter-resolution imaging between 100 m and 500 m.
Commonalitarianism
23-05-2006, 12:01
If this is a true world tree, it will have roots that are very deep. Mining drones for collecting metals, core tap lava energy generators, deep shelters if the world tree falls.
Me li
23-05-2006, 12:58
If this is a true world tree, it will have roots that are very deep. Mining drones for collecting metals, core tap lava energy generators, deep shelters if the world tree falls.

THIS IS AN EXAMPLE OF HELPFUL!!!

Yes!!! This is the general idea. In the near Future, the World Tree concept will be restricted to a skyscraper/space habitat. The Roots will extend deep into the Crust eventually even to the Mantel. From their liquid heavy metals are plentiful...just a bit HOT. We tap the "mine-well" ERRR Volcano? And draw up the resources for processing...it could be processed anywhere from source point to until the orbital sections.

That assuming you bother to seed a planet with a liquid mantel...if you have a solid/frozen planet...the roots system will have to draw the needed materials. Tree Dryads shaped as worms, ants, termites? will facilitate the digging. The Repairs will also be helped by the Dryads...ants...termites centipedes and spiders.

:eek: IF THE TREE FALLS? IF it Falls and it is a MATURE TREE the World is ROYALLY SCREWED! Hide as Deep as you want event the Core Roots would be affected by an Asgard Class World Tree "falling." From GEO or even LEO the damn thing will have a HUGE footprint. Byby at least 60 miles diameter from the ship alone. The wave will bounce even to the roots...Darnit! How am I going to deal with earthquakes?

Anansi's system...I'll work on it some more. Hmmm...I'll mock up a bare-bones World Tree/Arcology without the heaviest weapons or drives it will be able to house millions. The Norse are the warships. The Asiatics are were everyone lives! The Bodhi Class!!! lol

OH and WELCOME ALLY...do you want to work up an AI-Package for the Dryads?

IN the FUTURE the WORLD TREE will be a WORLD SHIP!!!
Me li
23-05-2006, 13:50
Terraforming and Stellar Construction

MEGASCALE CONSTRUCTION (http://www.aleph.se/Trans/Tech/Megascale/index.html)
Terraform Mars (http://spot.colorado.edu/~marscase/cfm/articles/biorev3.html)

Melii Canopy Plant Link (http://forums.jolt.co.uk/showthread.php?p=11011242#post11011242)


Sandworms of Arrakis

Salamaders
Me li
23-05-2006, 13:55
Me Li World Tree: Banyan Class
<no posting please. TG me questions. will make up a good plausable story>

Banyan Class World Tree (http://forums.jolt.co.uk/showthread.php?p=11102703#post11102703)
Average Tree (http://www.orionsarm.com/gallery/Orwood_Forest.jpg)
Young Tree (http://www.orionsarm.com/civ/dysontree.jpg)

These trees are inspired by the Mythology of RL Terra. The practical application of the tree was independently discovered by Me Li prior to our discovery of other Dyson's Trees. The Melii Trees are genetically engineered organisms that employ bio-nanotech. They have been created to function as a biological space habitat. We have found that this idea was first proposed by the Ancients but has been attributed to the famous physicist Freeman Dyson in the early Information Age of Holy Terra.

A fully grown Free Flloating World Tree is a spherical structure up to several hundred kilometers across. They generally consists of 5-7 trunk structures growing out from a Planetoidal Nucleus. Usually, they can also be rooted in any manner of spacial bodies. The Branches grow from the top of each trunk and intertwine and merge with each other to form a single structure. The trunks and primary branches are hollow and contain a breathable atmosphere and symbiotic ecology as well as a space adapted ecology on their exteriors. Numerous organisms have been bio-engineered to survive at a variety of distances from a star and under various wavelengths.

The Melii Trees can generally found at distances ranging from .7-5 AU around stars in the G, K and M class.

Growth and Seeding
Growth of a new World Tree begins when a suitable comet/oort body is diverted into a closer solar orbit and a seed is planted on it. Over several decades the seed extends a root system into and around the comet/oort body, and then begins the growth of the primary trunk systems. Depending on the material supply in the comet/oort body and the distance from the star, full growth may take up to a century. However, most trees are ready for initial habitation within 15 years of planting.

Average tree lifetimes run to millenniums even without life-extension bio-nano, and may support a population in the tens of millions. Larger varieties planted on small moons will be able to support hundreds of millions. Life-extension bio-nanos can theoretically maintain bio-systems indefinately.

Ancient Sacred Forests
In systems where the trees have been long established entire 'orbital forests', consisting of hundreds of trees spread across millions of cubic kilometers, may be found in the most desirable orbits. Ancient Forests are essentially a class I Dyson's Sphere. The population of Sentients in a fully mature Melii Forest would number beyond the Trillions.

General Habitat
The "leaves" essentially are modified solar collector sails. The "roots" are primarily resource harvesters form minerals, rare and volitile elementals to power sources. In keeping with Melii humor the bio-nanite dryads are made to resemble insects of varying sizes from a few microns to a few hundred meters.

The younger trees further from the central worlds are generally lightly inhabited and lack the vibrancy and chaos of an established Enclave. The Eldest Forests of the Melii inner systems are heavily populated. They are usually surrounded by a dense swarm of shuttles, ships, and other vehicles which are constantly weaving amongst breaks in the foliage. The Trees are essentially self supportung worlds with the numerous docking stations, control towers, space manufacturing faculties, clusters of residential pods. Scattered amonst the Forests are water-filled carbonoid/diamond spheres that brillantly glows into the Voids like soft pearls. Other Spheres glow as vibrant green like lush little glades within the larger dyson forest.

There are also be cyborg and bioborg trees and sub-trees - half organic and half artificial - trees that incorporate nano- and meso-fog, and innumerable other combinations. Most of these tree sub-systems are also used in Melii designs. See [future links]
Me li
23-05-2006, 13:56
Dominion Diplomacy Ship: Isis Class

Isis Class Image (http://www.nada.kth.se/~asa/bilder/worldship.jpg)
Isis Class (http://forums.jolt.co.uk/showthread.php?p=11011232#post11011232)

This ship class was designed during one of the realitively more peaceful eras of the Imperium. The Melii generally used these large vessels in long-term Memetic Engineering Projects. It is mainly a diplomatic vessel used in facilitating cultural exchange, and trade with Barbarian Tribes. It is also used when dealing with Civilized Star Nations as well. The internal biospheres have multiple climate zones, which are regulated using advanced chaos control and a subtle utility fog.

The average Isis class are big, expensive to run and maintain, and are generally only sent to favoured or strategically important polities. Lesser important polities may get a visit from a smaller ship like a cruiser, corvette, or even a small shuttle. If they are strategically or economically important enough to qualify, perhaps a linelayer corps of engineers might establish a stargate in their system.

Weapons systems are hidden... the ships can be used as capital ships if pressed to in hostile territories. This rarely is necessary, as they are not usually deployed until the initial contact and risk assessment has been made.

They are more often used as spacial platforms, induatrial, commercial, and cultural centres. The cultural modules of these vessels are ostentatious, sumptous, often they are even called decadent. Nevertheless, The Isis are Arks of several worlds. The ships are unique worlds upon themselves. They collects interesting specimens and artifacts from throughout their journeys. They often initiate fledgling polities that have reached space into the Imperium.

It is not uncommon that native Habitats to grow rapidly around the Isis class. This phenomena happens regardless of whether the Natives are hostile or friendly to the Melii. It points to both the success of the Melii design, deployment, and doctrines.

Average Stats:
10km elongated eggshaped vessel
1.000,000 permanant citizens


Most Common First Contact Craft:
modified Cricket Class Cruiser
1.5 km long
150,000 permanant citizens

White Raven Corvettes
vaguely bird/ray shaped
100 m long
200 m wide <wings extended>
50 m diameter <wings folded>
15 citizens

Orions Arm Version of Isis Idea (http://www.orionsarm.com/ships/Empire_Ship.html)
Me li
23-05-2006, 13:56
Yggdrasil World Tree Sapling Asgard Class
<no posting please>

Dimensions
Length 60 km
Height 20 km
Width 25 km

AI: Asgardhr Raven Tengu

Midgardhr Crew: 75,000 minimum; 215,000 normal; 750,000 optimal
Power supply: Hel Singularity
Drives
Primary: Quantum N-Space Drive
Secondary: Hyperactive Trans Warp & Wormhole Tunneling
Tertiary: Sub-light Gravitonic Drives
Max STL: Speed: 80 PSL
Emergency: Ion Drives & Chemical Thrusters


Armaments of Alfheimr
5 Ragnarok Star-Busters
10 Fenris Moon-Eaters

Niflheimr Dryads
10000 Pixie Swarm launchers
10,000,000 Swarm Battle Drones
1000 Nngodg Hordes launchers
1,000,000 Horde Battle Drones

25 extreme ???
150 heavy
300 medium
500 light

Orbital Bombardment: Thor’s Hammers

Fighter Hangers & Ship Bays
2500 meters long and 1750 meters wide
10 Jotunheimr Capital Ship Docking Bays
2 Vanaheimr Support Bays of same dimensions

10 Muspellheimr Fighter Hangar Bays
6 Star-fighter Wings each
20 Fireflies Wings
40 Mosquitoes Wings

Defences
Multi-Phased Cloak
Regenerative Multi-Phased Temporal Shielding
Regenerative Crystaline-Organic Armored Hull
Point Defense: Lightening Fields
Space Broom Ion Cannons
Transport Jammers

Transportation system
Internal systems.
Translations
Shuttles

Other Equipment:
Svartalfheim Dryads
Factories and Repair Yards
Resources and Harvesters
12 Prefabricated Bases
15-25 years consumables

12 Interdictor Wells
24 Gravimetric Cutting Beams/Tractor Beams/Gyro-Destabilizers

Based from:
Norse Mythos (http://www.kheper.net/topics/Norse/Teutonic_cosmology.htm)
Me li
23-05-2006, 13:57
Yggdrasil World Tree Seedling Jotunheim Class

Dimensions
Length 30 km
Height 10 km
Width 15 km

AI: Advanced Skylark Tengu

Crew
35,000 minimum; 100,000 normal; 395,000 optimal
Power supply: Hel Singularity
Drives
Primary: Quantum N-Space Drive
Secondary: Hyperactive Trans Warp & Wormhole Tunneling
Tertiary: Sub-light Gravitonic Drives
Emergency: Ion Drives & Chemical Thrusters

Armament
1 Ragnarok Star-Busters
5 Fenris Moon-Eaters

1000 Pixie Swarm launchers
1,000,000 Swarm Battle Drones
100 Nngodg Hordes launchers
100,000 Horde Battle Drones

15 extreme ???
50 heavy
100 medium
150 light

Orbital Bombardment: Thor’s Hammers

Fighter Hangers & Ship Bays
2500 meters long and 1750 meters wide
3 Capital Ship Docking Bays
1Support Bays of same dimensions

2 Fighter Hangar Bays: 6 Star-fighter Wings each
2 Fireflies Wings
10 Mosquitoes Wings

Defences
Multi-Phased Cloak
Regenerative Multi-Phased Temporal Shielding
Regenerative Crystaline-Organic Armored Hull
Point Defense: Lightening Fields
Space Broom Ion Cannons
Transport Jammers

Transportation system
Internal systems.???
Translations
Shuttles

Other Equipment:
Factories and Repair Yards
Resources and resource Dryad Harvesters
2 Prefabricated Bases
15-25 years consumables

2 Interdictor Wells
6 Gravimetric Cutting Beams/Tractor Beams/Gyro-Destabilizers
Me li
23-05-2006, 13:58
Yggdrasil World Tree Seed Niflheim Class

Dimensions
Length 15 km
Height 5 km
Width 7.5 km

AI: Advanced Seagull Tengu

Crew
15,000 minimum; 55,000 norma; 150,000 optimal

Power supply: Hel Singularity
Drives
Primary: Quantum N-Space Drive
Secondary: Hyperactive Trans Warp & Wormhole Tunneling
Tertiary: Sub-light Gravitonic Drives
Emergency: Ion Drives & Chemical Thrusters

Armament
1 Ragnarok Star-Busters
2 Fenris Moon-Eaters

100 Pixie Swarm launchers
100,000 Swarm Battle Drones
100 Nngodg Hordes launchers
100,000 Horde Battle Drones

5 extreme ???
25 heavy
50 medium
150 light

Orbital Bombardment: Thor’s Hammers

Fighter Hangers & Ship Bays
2500 meters long and 1750 meters wide
1 Capital Ship Docking Bays
1Support Bays of same dimensions

2 Fighter Hangar Bays: 3 Star-fighter Wings each
2 Fireflies Wings
4 Mosquitoes Wings

Defences
Multi-Phased Cloak
Regenerative Multi-Phased Temporal Shielding
Regenerative Crystaline-Organic Armored Hull
Point Defense: Lightening Fields
Space Broom Ion Cannons
Transport Jammers

Transportation system
Internal systems.???
Translations
Shuttles

Other Equipment:
Factories and Repair Yards
Resources and resource Dryad Harvesters
1 Prefabricated Bases
15-25 years consumables

1 Interdictor Wells
3 Gravimetric Cutting Beams/Tractor Beams/Gyro-Destabilizers
Me li
23-05-2006, 13:59
Canopy Plants

Melii Canopy Plant Link (http://forums.jolt.co.uk/showthread.php?p=11011242#post11011242)
Orion Arm Canopy Plant (http://www.orionsarm.com/civ/Canopy_Plant.html)

1) Hardened seedpods are dropped from planetary orbit. They may be decelerated by parachute or by balloon cushion depending on the atmosphere of the target body.

2) Pods penetrate the surface or burrow down to their optimal depth.

3) Each seedpod begins to extend a root system through ground and a solar energy collecting canopy bud to the surface.

4) The plant extends its canopy, utilizing material mined from the air and ground. It sends up to three fast growing runners that are separated from one another by approximately 120 degrees. When they reach a preset distance they set down new root systems. The canopy membrane grows out from the taproot and the edges of the runners. As it grows it is initially anchored to the ground by temporary rootlets.

5) New root systems produce their own canopy buds and send out own runners until they begin to link up in a roughly hexagonal network according to local terrain.

6) The canopy continues to grow from the vertices and runner edges until it covers an entire hexagon. The air pressure beneath canopy rises as atmosphere is processed, causing the canopy dome to inflate. Curtain membranes grow between canopy and runner, sealing each hexagonal cell from the others. Tailored biota and bionano are then introduced into the cells to further prepare the developing biome.

7) As ceiling height increases the curtain walls may be detached, creating ever-greater continuous space beneath the canopy. The canopy remains anchored to the surface by the original stems.

8) Atmospheric processing and terraforming may continue in the air outside of the canopy domes till the desired composition and pressure are achieved. Air pressure under the canopy may then be equalized with that outside, and the cell canopies rent to expose the cell interiors. The plant's biomass can then be recycled into the new environment. This can be done progressively if adjoining cells remain sealed off by the curtain walls and are kept under higher pressure.

The speed of Canopy Plant growth is dependent upon insolation and the composition of the regolith and atmosphere from which the plant draws material. Once the runner network is in place, needed feedstock may be transported through it to where it will be most useful. Sunlight can be augmented by orbital mirrors or magnifying solettas and required nutrients and volatiles may be imported if they are deficient in the native environment, unless slower growth or more limited coverage is not an issue to those in charge of the project. Under optimal conditions the area covered by canopy can double every six weeks and an Earth sized planet can be covered in as little as five years from an initial planting of 10,000 uniformly spaced seedpods.
Me li
23-05-2006, 13:59
salamaders
Me li
23-05-2006, 14:00
Active sensors

To detect small, widely spaced objects at a distance in three-dimensional space it is most efficient to emit a pulse of radiation and record the resulting reflections. Active sensors are phased-array radars or lidar systems (easiest and middle FT tech), hadron, meson or neutrino, (high FT tech.) They are used for hi-res target identification. Active sensors are used to track vessels whose drives are not active, and so are the primary sensors system at shorter ranges. The decision to 'go active' is a major tactical choice as the sensor system becomes visible at a considerably greater range that that at which it can detect targets. To avoid damage to important locations active centres should be bistatic- the expendable transmitters separated from the vital receivers and command centres.

Radar systems using microwave electromagnetic radiation require much less accuracy for aperture synthesis than optical sensors, so a common strategy is to deploy the emitters and detectors on sensor drones. This provides much greater resolution and also keeps the bright radio emission away from the controlling ship.

Lidar systems use shorter, often visible wavelengths and can be used to produce a holographic recording of all objects within a volume, say a solar system; the shorter wavelength the better, to detect dust-like nanoswarms- these can usually be distinguished by their pattern of movement. Doppler effects can determine relative velocity of objects.

Hadron or meson scanning, while of greater resolution again, require very high-energy output and pico- and femtotech equipment, and can easily be detected by an intelligent hull.

Neutrino scanning is stealthier and of lower energy, but generally of very poor resolution, and certainly not exempt from detection. It is also requires pico- or femtotech; femtotech in fact is necessary if one is to have halfway decent results. Receivers for neutrino scanning can be bulky, although may be hidden effectively on or in moons or planets.


Passive sensors

Active sensor emitters can be the target of EMP or other beam weapons; it is much more difficult to locate and destroy a widely spread cloud of passive sensors. In a civilised system, the chances are you won't be all that far away from enemy sensors; anything that has even the slightest interest in defence and the resources of a solar system will have the outer system seeded with millions (or billions or trillions) of passive sensor platforms which are very cheap, very stealthy and very good at spotting a ship that is radiating at all in any frequency.

Functional Characteristics:

* � Resolution
* � Sensitivity
* � Wavelength


Optical Telescopes Aperture Diameter /m Volume /m3
0.25 1.8
0.50 14
1.00 110
1.50 380
2.00 900
2.50 1800

The resolution of a sensor is given by �xr = R �s / ds where

* � R=Range
* � �s=Sensor wavelength
* � ds=Effective aperture


Passive sensor clouds for use in defended systems effectively rule out the use of active detection systems by exploring or hostile spacecraft. A spacecraft's passive sensor array often consists of a set of Telescopes or focal field arrays operating in the infrared to visible range. A global set of low-resolution, low-sensitivity scopes is used to track all possible targets (typically such an array can detect the waste heat of a fusion reactor several AUs distant). Target tracking and identification is carried out by a smaller number of larger telescopes (usually in the 50cm size range, but as large as 2m for major vessels; even larger for habitat cylinders). An OASIS (Optical Aperture Synthesis Imaging System) arrangement may be the range at which detailed target identification and imaging may be carried out. Vibrations caused by operating drive systems limits the use of OASIS to ships that are not accelerating. Spacecraft may deploy passive sensor clouds but they are liable to be detected by accidental radiation from their data communications or any attitude adjustments they might make.

On warships, there is a second type of important sensor: the X-ray Telescope. Operating fusion drives discharge plasma at a temperature of around a hundred million kelvin. The initial cooling of this drive plume is by x-ray emission, and x-rays are also emitted from the fusing regions. A pulsed or continuous fusion drive produces terawatts of power, and an amat or GUT-drive can produce several orders of magnitude more, much of which ends up as x-rays, or extreme ultraviolet. As well as detecting the high-temperature drive plume, x-ray calorimetry can give information on the drive geometry and reaction conditions. Such data can help to identify the class of ship (or design of drive). The cylindrical mirrors used on x-ray telescopes are of much poorer quality than the mirrors used in near-optical telescopes, so the x-ray detectors are of only limited use for attaining firing solutions.

Neutrino Detectors can detect emissions from fusion, Amat, GUT and most kinds of reactionless drive, but are usually massive structures, often hidden in asteroids or planets. Small shipborne versions are generally of poor resolution and may be confused by decoy neutrino emitter, as at the battle of Pehhpepep.

Forward mass detectors are so called because they were developed by information age guru Dr. Robert Forward, not because they can't look backwards. These detectors are capable of detecting and determining the mass of objects remotely, and are particularly useful for detecting neutronium or certain kinds of reactionless drive craft.

Superconducting Quantum Interference Devices (squids) can detect many kinds of magnetic and gravitic anomalies, and are particularly useful for planetary scanning. Hostile spacecraft may hide in planetary atmospheres, oceans, ring systems and even inside the photospheres of suns; mass detection and squid technology can often find them.

Gravitational Wave detectors are sensors capable of detecting many kinds of acceleration at long distances, and can detect the peculiar signature of most reactionless drives, although a finely tuned Bias drive craft may escape detection.

Biosensors and chemosensors can be deployed throughout a system, to detect biological and nanotech activity, which may otherwise go undetected; these small weapons are often deployed against sensor arrays, causing systemic breakdown as a preliminary to attack.

Passive sensors can track targets at a much greater range than the range at which identification becomes possible. The plume from a fusion rocket is so clearly visible that warships spend most of the time on unpowered orbits, or accelerating using a secondary drive at much lower power, or accelerating in short bursts. The fusion/Amat/GUT drive is only used when stealth has ceased to be a significant factor (i.e. when actively engaging enemy vessels).

To make detection more difficult attacking craft can cover their hulls in active stealth materials; all warships will have some sort of mimetic / chameleon hull, but simple black coating is all that is needed, at that distance (the ship being so far away and tiny) they are not likely to occlude any stars in the defender's visual field. Assuming of course that the enemy aren't using passive sensors to look for the thermal signature of your ship, in which case a black coating will make it stand out because it will make it radiate more.

Ships by their very nature are hard to keep cool, their reactors need to have a high output and so will output a lot of heat which you have to radiate or the ship will suffer problems (ranging from systems over heating to the ship actually melting) very quickly, and even with the reactor and all other heat sources shut down you still have the problem of cooling your ship down to the temperature of the cosmic microwave background radiation (CMBR), because even even if your opponents tech is only equivalent to information age tech they will be able to spot even very tiny temperature variations.

Advanced energy management can allow waste heat to be radiated as a single beam away from the defending positions, in interstellar space the beam will not be obvious, but in the dust cloud of a solar system it might be more obvious.

Note: Even the most advanced Melii ships will leak an insignificant trail... Similarly, we will say that other nations cloaks will be detectable if we looked hard enough or you are unlucky. NO stealthy Ship is nonexistant... well...lol lets just say we can see each other sometimes eh?

Melii Sensors Link (http://forums.jolt.co.uk/showthread.php?p=11011248#post11011248)
From Orions Arm (http://www.orionsarm.com/tech/space_combat_sensors.html)
Me li
23-05-2006, 14:17
Von Neumanns


Herders and neumanns
Herders and neumanns (http://www.orionsarm.com/gallery/herders1.jpg)

Many commodities are carried from location to location in space inside cargo ships, especially volatile or dangerous goods. Other commodities can be sent by mass driver or catapult to the location, where they are decelerated by various means and concentrated for redistribution. This method of delivery was first used in the Old Solar system when the first asteroid miners began to send material in streams by solar or fusion powered mass drivers to the destination. However these unprotected streams were sometimes perturbed off course by minor bodies, or as time went by, increasingly intercepted en route by automated or manned 'pirate' hijackers, such as the interplanetary age Eurekan Cybercracy. For this reason mined material and other commodities were either shipped in huge armed freighters. or were accompanied by small semi-sentient armed guide ships, known as Herders.

Since those early days Herders have increased in sophistication, and now often accompany streams of ultratech machinery or nanofeedstock across interstellar as well as interplanetary space. The LAI herder vecships shown here ride along with relativistic neumanns, the boxes in the first picture.. once they arrive at the destination, the herders proceed to "supervise" the construction of whatever theneumanns are programmed to produce.

Arrival and Assembly
arrival and assembly (http://www.orionsarm.com/gallery/herders2.jpg)

On arrival the first neumanns are shepherded together to produce a deceleration structure; once the entire stream is on-site (or some times while it is still arriving) the neumanns will commence the construction of the predetermined structure (in the picture above a fractaroni matrix) and also forage for feedstock to supplement any material obtained from the accompanying stream.
Herders accompany most interplanetary commodity streams, to guide and protect the goods against accidental loss and piracy, and to supervise the collection process; they are increasingly used to accompany interstellar packages for similar reasons, especially high value, sentient or dangerous produce.

Von Neumann link (http://forums.jolt.co.uk/showthread.php?p=11011318#post11011318)
From Herders Cargo Stream Shepards (http://www.orionsarm.com/topics/Herders.html)
Jediwarriors
24-05-2006, 20:53
jedi warrors mon xalmi crusiers

equvianlent to the hated kitir's waer ship of chocie the star destroyer its the emmpire that is grey not jedi warriors
Me li
25-05-2006, 17:54
Archailect Architecture

How many wormholes does it take to interconnect the structure of a given ISO and keep the whole thing from thinking at a snails pace? You'd be surprised. Here are some basic figures
(note - this is a generic baseline-friendly illustration only; exact and even geeric architectures vary very widely according to type of archailect, toposophic level, sephirotic or other orientation, etc).

Basic Info:

Length of a human brain: 15cm

Cyber thought speed: 1 million times faster than human.

Based on the above a cyber-mind operating at electronic speeds could be 1 million times larger than a human brain and still think at the speed of a human. This gets us:

(NOTE: When give a mind node size, I am assuming a cubical structure. Sizes are the length of a side of the cube. This extends all the way up to Jupiter node sizes. I realize such an ISO is almost certainly going to be spherical, but the numbers were easier to work dealing with cubes � Todd (the mathematically challenged))

Cyber mind node sizes/speeds:

150km = human thought speed (3,375,000 km3) 1500km = 1/10 human thought speed (3,375,000,000 km3)
15000km = 1/100 human thought speed (3,375,000,000,000)

MOON BRAIN: (the size of Luna):

Diameter: 3476 km Volume: 42,000,000,000 km3 (approx)

Using a modular structure with each module being a particular size we get:

150km = 12,400 modules. (approx, and allowing space for access paths, power sources, etc.). In order to maintain human thought speeds we would need to put a wormhole gate in each module with all modules linking to one or more central switchboards. However, the number of wormholes becomes unwieldy. So lets be clever:

Step 1: Double the size of each module:

300km on a side = 27 million km3 = 1556 modules (Better, but still a lot). Reduces thought speed to � human normal in each module.

Step 2: 'Cubing'

Arrange the cubical modules in groups of 26 built around a central wormhole bus. Imagine an array of modules looking something like a Rubik's cube (ref Old Earth mamthematic toy). A layer of three rows of three modules on the top and bottom ( 9 modules ea.), with a middle layer of 8 modules arranged around a central cubical cavity that is equal in size to a module. Can put a lot of stuff in there probably, but the main thing is the wormhole gate at the center.

Each module in the Cube communicates with the central wormhole via optical transmitters or fiber optic lines coming from the modules face, edge, or vertex depending on where the module is in the array.

Instead of one wormhole for each module, we now have 26 modules using one wormhole, with a minimal drop in thought speed. Between the � human speed of the modules and the distance from the edges of the modules to the wormhole bus, thought speed for a Cube should be between � and 1/3 of human normal.

Taking our 1556 modules mentioned above and dividing by 26 gets us: 60 wormholes (yeehah!)

Each wormhole bus would link to a central switchpoint within the structure which would route signals from one module to another at high speed. Could also have clusters of Cubes linked to intermediate switch points which are in turn linked to a central point if didn't want to have everything running thru one potential bottleneck. Central switchpoints would probably be near the center of the structure and in close proximity to inter-brain (interplanetary/interstellar) comm. links as well.

So for an investment of 60 wormholes, you get a Moon-brain that operates only 2-3 times slower than a human.


JUPITER BRAIN: (The size of Jupiter):

Diameter: 143,000 km. Volume: 2,924,207,000,000,000 km3

To do this we need bigger modules. Otherwise the sheer number of modules overwhelms even the advantages gained by Cubing and the number of wormhole gates becomes astronomical. But if the modules become too big than thoughtspeed slows down to a huge degree. So need to strike a balance.

1500km module (10x slower than human) = 866,432/26 = 33,324 wormholes 4500km module (30x slower than human) = 32,090/26 = 1,234 wormholes 6000km module (40x slower than human) = 13,538/26 = 521 wormholes 7500km module (50x slower than human) = 6,932/26 = 267 wormholes

The last two lines in particular are fairly modest numbers of wormholes and would still permit the creation of a mind moving a better than glacial speeds. However, there is one other trick we can use if we want to make the investment in wormholes.

'HYPERCUBING':

Using the 'Cube' design architecture and 5 'internal' wormholes inside a 7500km module, we can speed up its operations to only 10x slower than human. Applying this to the last line in the comparisons above and we end up with a total of 1335 wormholes. This is 1/25 the number of wormholes that would be required if we used 1500km modules operating at 1/10 human normal. For a moderate investment in additional wormholes we get a huge increase in system performance


DYSON BRAINS:

I started to put something together for a Dyson brain and rapidly concluded that system architecture would be very dependant on exactly what type of dyson we meant. A Dyson Swarm would need a very different set up from a mass beam supported shell and so on. So here is a basic design for a simple system:

Take 48 Jupiter nodes as described above and arrange them in a Kemplerer Rosette around a star in the plane of the ecliptic at about 1 AU out. Now move inward a distance equal to 1/10 of an AU and repeat. Do this about 10 times and you will have a large of array of Jove brains extending from very close to the sun outward. Actually the inner bands would have to be less than 1/10 of an AU apart so they don't hit the sun. Or move everything out by 1/10 of an AU. But that's a minor matter.

When completed you will have some 480 Jupiter brains orbiting your star. Now, within each Jupiter brain set up a wormhole relay. Use 24 wormholes per 'level' to link each Jupiter brain to its counterpart on the opposite side of the sun (the have 2 mouths remember, so you only need half as many wormholes as brains). Use another 24 to link 'around the track' along each levels orbit. Finally use 48 wormholes to link to the J-brains on the next level closer to the star. The last level won't need this since they have no lower level to link to. Unless the system is linked to other stars, as in the larger archailects

When all is said and done you will have 912 wormholes linking your system together.

Now replicate this process with a set of polar orbiting Jupiter brains at 90 degrees from the first set. Do it two more times at 45° to the 'left' and 'right' as you look at the star. When completed you will have 1920 Jupiter brains orbiting the star and intercepting rather a lot of light. Additional structures can of course be put in close proximity to the star to catch it all or you can just keep building processing nodes until all the light is blocked. Multiply your 912 wormholes by 4 to connect the whole thing and you get 3648 wormholes. Plus whatever you need to link the 4 different planes of Jove nodes and interstellar links, if any. A whole lot of wormholes, but maybe not enough to really link things to an acceptable level. But then again, if you have a neutron star based welyforge (e.g. the Crab nebulae pulsar puts out something like 100,000 times the sun's power output), a few thousand wormholes are a fairly miniscule investment.

From Orions Arm (http://www.orionsarm.com/tech/archailect_architecture.html)
Me li
26-05-2006, 05:58
Weylforge Wormhole Systems Design

A Weylforge actually consists of an entire array of devices all handling different aspects of wormhole construction.

Power: Wormhole capture from the quantum foam and initial expansion currently requires energy equivalent to approximately 10% of the daily power output of a Sol-type star (although in the early days of wormhole creation energy requirements were vastly larger). This energy is generated by a large array of solar collectors in extreme close orbit to the star. Energy from the collectors is beamed to a number of energy storage units in higher orbit. Standard 1000km diameter collector satellites are generally used. In a basic weylforge, approximately 1% of the energy production of the star is intercepted for wormhole production. This allows for, at most, the generation of one wormhole pair per ten standard days. Larger weylforges may employ a dyson collector to tap the entire power output of the local star for energy, permitting a correspondingly greater number of gateways to be constructed at any one time. At the largest scale, entire neutron stars or pulsar/sun binary pairs may be tapped. The enormous energy and matter resources available in such systems are the key to the simultaneous creation of thousands of wormhole gateways.

Energy Storage: Energy from the power collection system is beamed to storage units in higher orbit around the star. Energy is stored as matter/antimatter pairs, one of the most compact forms of energy possible for normal matter. Modern Weylforges employ femtotech arrays to convert the beamed energy from the power system directly into matter and antimatter without bulky particle accelerator systems. Each converter unit consists of a laser receiver disk, energy to matter converter and a pair of matter/antimatter packaging, storage and transport modules. Energy to matter conversion is typically 95% efficient, necessitating the use of neutrino cooling systems to remove waste heat. A typical energy storage module is a cylindrical structure 10km in length and 100m in diameter. The laser receiver disk is approx. 100 km in diameter. Each unit can produce and store approx. 370,000 tonnes of matter/antimatter. A typical weylforge employs 1000 energy storage units in the production of a wormhole. Stabilization frame manufacturing modules: Self-replicating pico- femtotech devices that manage the creation of the wormhole stabilization frames. Production modules typically operate at worksites at some distance from the main Weylforge components due to the generally more distant location of stabilization frame materials. The modules generate and regulate a series of sub-quantum reactions mediated through the Zero Point Field to convert normal matter to exotic matter, implode it down to virtually cosmic string densities, and then 'tune' it into the ultra-high frequency stabilization and control patterns that make up the structure of the frames. Once a basic nanometer gauge wormhole stabilization frame pair has been constructed, it is transported to the Wormhole Production Module of the weylforge.

Wormhole production module: Primary structural component of a weylforge. Consists of the central production sphere, typically 10,000 km in diameter. The outer surface of the sphere is covered with docking stations for energy storage modules, while the inner surface is layered with the accelerator and tuning machinery necessary to convert the power from the energy storage units into the converging particle streams that result in the creation of a local vacuum fluctuation in the central wormhole production resonance cavity.

Wormhole production:

Wormhole production consists of two phases: The accumulation of sufficient energy to power the process and the production of the wormhole itself.

To produce a wormhole, a weylforge first accumulates energy in the form of matter/antimatter in its energy storage modules. When the 1000 modules necessary for wormhole manufacture have accumulated enough energy, they combine the matter and anti-matter together and beam the resulting energy to the production module, usually in the form of high energy gamma ray lasers.

The storage modules beam their energy to the production module in a single coordinated burst. While this occurs, the new stabilization frame pair is precisely positioned within the center of the production resonance cavity. The energy from the matter/antimatter reaction is used to power a sequence of converging ultra-high energy particle streams. At the focus of the production unit, the particle beams impact with each other and produce a fluctuation in the zero point field that is tuned to capture and inflate a quantum wormhole to nanometer dimensions. As the wormhole expands, it `borrows' energy from the vacuum to power its growth, becoming ever more unstable in the process. Left to itself, the wormhole will rapidly destabilize and implode back into the quantum foam, `repaying' the energy it has taken from the vacuum in the process. However, before this occurs the two mouths of the inflating wormhole encounter the stabilization frames and are prevented from recollapsing back into the quantum foam. The stabilization frames act to maintain the wormhole and replace the initial energy `repayed' to the vacuum. Once the stabilization frames and associated deployment systems have damped any quantum instabilities, the wormhole is transported to whatever location is required and the process of production begins again.

From Orions Arm (http://www.orionsarm.com/tech/weylforges.html)
Me li
27-05-2006, 12:37
Star Fighters
Note: SW is used because well it is everywhere and a decent standard to compare the ships. When I get around to it perhaps someone will design the way the ship looks to better reflect the spirit of the ship design. I am feeling lazy but if anyone has a neto idea feel free to post it...we can discuss it. Or if you want to draw one that would be cool too.

I want the ships to look more alive! More bio-crystally...pretty, shiny, jewel colors! Know what I mean?
Commonalitarianism
27-05-2006, 15:51
Mirror crystalline matrix armor-- this is not that useful against kinetic rounds, this armor is space grown forming a laser and heat refractive coating. It helps disperse plasma and other beam weapons. Usually it forms a shell around a core of a electromagnetically polarized ceramic and fullerene matrix armor , or titanium duralloy armor.
Me li
27-05-2006, 20:32
Excellent!

Yes...that will be the early models of the armor. Good job! Shiny and pretty!:D

Later ships will be equiped with "coral" Bio-sythetic nannites & gene-spliced-space-organisms that will be useful in nearly any construction. They appear to act very much like a colony of "coral" building upon layer after layer. The only real difference is the speed and the organization of the growth.

Various substances can be gathered & recombined to replace the carbonates found in mollusks mother of pearl-etc...they can be loosely concidered ceramics, however their composition is variable. These "corals" can also lay down a metallic coating among other things! This is sometimes used to give ships a "shiny" chroming/plating of various metals/organic compounds.

Nano Tech Resource (http://www.nanotech-now.com/nano_intro.htm)
Me li
28-05-2006, 04:01
Kraken Class Battleship

The Melii designers derived the Kraken from both the mythos of Holy Terra and from the Jediwarriors. Confederation’s member-state Jediwarrior graciously offered the design team access to their Calamares Cruisers that were converted and captured Imperial Star Destroyers of the Kitir Star Empire of Sephrioth. The design has undergone considerable modifications from its original specification. Most of the other adaptations had been rather more cosmetic than anything else. From this information the Melii designers completely redesigned the Battleship? BatlleCruiser.

The engines have been recessed and the large weapons arrays have been replaced with rounded nubs...essentially hidden. The hull has been converted to the bio-crystalline standard of most Melii forces. The primary power plant was completely redesigned to utilize a Hel Singularity. Secondary systems remained essentially untouched. The fighter complement of the Kraken is slightly less than the average Imperial Star Destroyer. The Melii have concentrated on turning the Kraken into a more heavily Beam-Intensive Capital Ship.

All allies or potential allies are invited to participate in a Constructive Discourse. Knowledge should be shared when appropriate.

So I want a BIG ship that looks like a squid or jellyfish or something...Glowing tendrils of <energy, powerplants, engines, ion trails, etc> This baby needs to be a complete badass. It will be one of our dreadnought classes. Most Krakens will need at least twelve Feneris moon eaters. some singularity weapons, etc...

http://forums.jolt.co.uk/showthread.php?p=11038044#post11038044
This is a link to this post...for later when we start selling some of the developed tech.
Me li
30-05-2006, 21:46
Dragonfly Class

Made to resemble the Dragonfly "Messengers" very dangerous messengers of the greater entities. <myth...gotta look for

They are graceful, spindly, and deadly. This vessel is a Pure Predator...pure offensive warship design...fast and deadly...lacks the usual rugged and strong design of most Melii ships in favor of Heavy Offensive Weapons systems. This leaves a smaller amount of resources to their defensive abilities. The Vessels tend utilize dangerous reality warping technologies that are usually very effective in battles...but carry a certain amount of risk.

The system is a psiportaion technology that is similar in many ways to the fold technologies generally utilized by the rest of the Melii Fleet. It however lacks the temporal and dimensional abilities of the regular drives. It is only utilized for Warship designs...pure warships only...like the locust as opposed to the cricket class.

inspired by the Tandu of Upliftverse...
http://forums.jolt.co.uk/showthread.php?p=11057126#post11057126
Me li
30-05-2006, 22:46
Fractal Worlds (FFT - PFT) - Numerous Criswell structures scattered through out the Melii Galaxies measuring a trillionth of a cubic parsec with a volume of 30 Astrons. They have spiky soft (gaseous?) outer shells with large fractal spikes radiating inward toward the sun for maximum surface space.

Constructed from? oort materiel...and from stellar forge...stellar manipulation of outer layers...forcing the star to shed it's old mantle...then reconstructed as a Criswell shell surrounding the star...will need to rejuvinate the star with controllers. This is an evolution of the famous Ringworlds and Dysons shperes concepts...the Fractal surface area is multiplied several fold. it is an Eternal Morning/Evening/High Noon for large sections of the structure, shade structures are also provided to alternate the day and night cycles.

Dyson Sphere II: Fractal World Varients (http://forums.jolt.co.uk/showthread.php?p=11057682#post11057682)
Me li
30-05-2006, 22:53
Generational Ships Link (http://forums.jolt.co.uk/showthread.php?p=11057748&posted=1#post11057748)

Early World Ships (http://www.orionsarm.com/eg/w/worldship_sm.jpg)
Early World Ships are huge nomadic subrelativistic ship, mostly of 0.01 to 0.1 c velocity. Although a few late interplanetary worldships were used for colonization (some of these are generation ships are still enroute!), and a few worldships are eccentric life-style choices, or peopled by paranoids and hiders, but most are peopled by clades and polities that are happy to live a self-contained existence plying the distances between the stars. The resulting centuries of isolation and genetic drift mean that Worldships are almost always home to unique clades and subcultures, and unique species of sophont and subsophont life.

Arose from:
Melii Tree Space Habitats...heavily influenced by undersea colonies...
O'Neill Asteroidal bases...with various engines drives...essentially same design.
Sublight drives...advanced ion engines or particle accelertors mass rail guns, Boswell ramscoop...?Solar sail? too weak? would require insanely large sail...but?
Me li
30-05-2006, 22:58
http://forums.jolt.co.uk/showthread.php?p=11057802&posted=1#post11057802

Space Command

Satellites and space platforms
SpyEyes
Weapon's platforms

Space superiorty
Carriers
Fighters

Orbital Bombardments
Thor Systems

Elavators-world trees
Me li
12-06-2006, 06:37
Sophonce: Toposophic level name description
Sophonce Classification Link (http://forums.jolt.co.uk/showthread.php?p=11142601#post11142601)
Alternative Classification Scales (http://www.orionsarm.com/sophontology/toposophic_scales.html#AF)

SI:>6: AI Gods / The Greatest Archailects vast, barely conceivable AI Gods whose bodies occupy vast swathes of interstellar space, they unite all the lower clades, categories and toposophics within their own respective archetypal natures
SI:5 to 6: The Great Archailects mighty archailects with distributed interplanetary or even interstellar bodies
SI:4: Middle Archailects vast Minds with distributed planetary or interplanetary bodies, the distinction between ai and non-ai completely disappears at this toposophic.
SI:3: Godlings / Minor Archailects transitional between transapients and archailects - the distinction between ai and non-ai blurs at this toposophic
SI:2: Powers and Giants also extremely diverse, and yet the distinctive bio- alife-, and ai characteristics begin to converge.
SI:1: Transapients (posts- / past the "Singularity")
a huge diversity of types - posthuman, postvec, postprovolve, postaliens, postalife, postneumann, hyperturings, etc
So:1 / SI:<1: Sapients/Sophonts (self-aware) a vast assemblege of superiors, tweaks, bioborgs, near-baselines and baselines, provolves, splices, rianths, neogens, cyborgs, sybonts, biaioids, vecs, neumanns, sentient ships, sapient structures, alife, copies and uploads, simms miscellaneous aioids, and free sapient ai. All have self-awareness and the ability to reason and contemplate their existence
So: nearly 1: Presapients (borderline, approaching sophonce, limited self-awareness) baseline chimps, dolphins, etc and equivalent, augmented animals, equivalent sentience neogens, bots, alife, simms, presophont xenolife, etc
0<So:<1: Subsapients (aware but not completely, or not at all, self-aware) animals, neogens, biobots, most madverts, plants and microorganisms, bots, most alife, many simms, agents, many expert systems, etc
So:= 0: NonsentientInanimate, non-aware - includes matter, non-intelligent automation and non ai programs
Me li
12-06-2006, 13:10
Time Travel - the Possibilities and Consequences

We can walk forwards or backwards, slide left or right, and go up and down stairs, but it seems we can only move forwards in time. This hasn't stopped people from imagining about time travel, though. Time travel is a common topic in science fiction works. It is included in The Hitchhikers's Guide to the Galaxy and the Doctor Who television series as well as many others. But could time travel be real? Physicists have speculated about the possibility of time travel and there are many theories about how it could happen.

Wormholes

One classic method of achieving time travel is the wormhole theory. A wormhole is a rip in the space-time fabric, sort of like a tunnel, as its name would imply. Theoretically, it joins two points of the universe, and can be used for instant travel, without actually travelling the full distance. Once you enter the mouth of a wormhole, you instantly pop out of the other side, even if it is a million light years away.

It can be explained by imagining an ant living on a piece of paper. As far as the ant is concerned, there are only two dimensions. Joe comes along, and sees that the ant wants to go from point A to point B without passing the space in between. To help the ant, Joe does the following:

1. He first bends the paper almost in half.
2. Then, he takes a pencil, and drills two holes in points A and B, which have been brought close together.
3. Then, he takes part of a straw, and sticks it in the two holes.

Now the ant can just walk the length of the straw to get from A to B, rather than walking on the paper. He is able to do this by traveling through the third spacial dimension. The straw is like a wormhole.

Extrapolate this into our universe, which has three spatial dimensions. The wormhole exists in a theoretical fourth spatial dimension. While this could happen, there are reasons to doubt it. The theory assumes that there are more than three spacial dimensions, which may or may not be true. Also, time may distort things. According to relativity, time is the fourth dimension. Experiments have proven that actions which occur in the first three dimensions can affect time (see Time Dilation).

However, common logic says that, if anything, time is the zeroth dimension (after all, you could have a two-spacial-dimension world with time - see the book Flatland by Edwin A Abbott for an example of this). Perhaps time is not directly related to the other dimensions at all, but is unique.

Another possible explanation for the wormhole's impossibility is that only four-spacial-dimensional beings could create them. The ant could not have made the 'wormhole' in the demonstration above because it could not bend the paper itself. It may turn out that wormholes are fully possible only as long as you work one dimension below your own.

Time Travel Using Wormholes

According to the wormhole theory, time travel can be achieved by first creating a stable wormhole. This already causes problems as natural wormholes (if they existed) would be very unstable, they would want to collapse the instant they were created. So, in order to prop them up, antigravity would be needed. Some sort of 'exotic matter' would be needed which, instead of pulling other matter towards it via gravity, actually pushes matter away.

Current research projects into 'dark matter', 'dark energy', 'quintessence', and other unusual entities are looking into this, but for the moment, 'exotic matter' with negative gravity is not known to exist. However, for the sake of argument, let's believe that such matter exists. Now there are two points in space, X and Y, which are connected by a stable wormhole.

1. Move the end of the wormhole that is at point Y around very fast. But how? Some people on Internet message boards have suggested dumping a large supply of magnetic material into the wormhole at point Y, and using electromagnets to move it. This is not guaranteed to work: quite possibly the magnetic material would simply go through the wormhole and pop out the other side, but this is not important. Imagine that point Y has been moved around very rapidly.
2. According to Einstein's theory of relativity, the moving end should go forward in time faster than the stationary end. As a result, Y is farther in the future than X.
3. So, if one travels from Y to X, one travels back in time.

Sadly, so many parts of this theory are merely speculation that it would probably never work.

Einstein's Relativity

Einstein's Theory of Relativity clearly allows for time travel, or at least discrepancies in perceived time. This is because time is relative to speed.

Travelling Faster than the Speed of Light

Would you be able to move about in time if you could travel faster than the speed of light? Well no, because travelling at or above the speed of light is impossible. Because of E=mc2, mass equals energy. So the faster you go, the heavier you get. The heavier you get, the more energy you need to accelerate. But then you get heavier... The closer to light speed you get, the closer to infinity your mass gets. To travel at the speed of light, you would need an infinite amount of energy. Since infinite amounts of energy don't exist, speed-of-light travel is impossible.

Even if you could travel at the speed of light, you wouldn't go back in time. The opposite would happen: if you looked out the window of your lightspeed vessel, you would see every event in the entire universe happening at once, and probably in the same place.

Travelling at Near Light Speed

Whilst you can't time travel by moving at light speed or faster, you can make time pass at different rates. This is demonstrated in the famous example of the 'twin paradox'. There are a pair of identical twins. One twin stays on Earth, while the other is sent away on a spaceship travelling close to the speed of light. The travelling twin returns after one year as measured by her on-board clock, only to find that everything on Earth, including her twin, has aged half a century or so. The effect is a form of time travel. This has been tested by scientists with underground particle accelerators, and might be an efficient way to travel into the future, but it does not help to travel into the past.

Travelling Slower than Anything Else

Many people, when presented with the twin paradox, begin to wonder, 'If going really fast sends me into the future, then wouldn't going really slowly send me to the past?' The main response to this is 'what, exactly, is 'really slowly'?'. To answer this, you need to define a thing which does not move, and as you may have guessed, this causes its own problems. What would the opposite of 'going infinitely quickly into the future' be? It's not 'going infinitely quickly into the past'. It is 'not moving at all'. To understand this, think of regular motion. The opposite of 'moving really quickly' is 'moving really slowly'. It is not 'move really quickly, backwards'. So it is with time: Were you able to stop moving completely, to cease all motion, you would cease to move into the future, but would not move into the past.

The Tippler Method

The Tippler time travel method, which depends on neutron stars, was postulated and designed by Frank Tippler from the University of Texas. A neutron star is a star that contains about as much mass as our sun, but is only ten or so kilometres across, instead of 1.5 million. It is extremely dense and has a very strong gravitational field, which is so intense that it almost warps the very time-space continuum.

Time Travel using the Tippler Method

Get a bunch of neutron stars and fashion them into a cylinder about 100 kilometres long and with a 10 kilometre radius. Then spin the cylinder about 2,000 times per second. The surface should be moving at about half the speed of light by now. According to Tippler's theory, it should be dragging the space-time fabric with it, with enough force to mix up space and time. Now fly your 'spaceship' in a specific orbit around the giant cylinder. This should, in theory, take you back in time, but only till when the machine first started spinning. As you can imagine, this requires some practically impossible engineering, but there are no theoretical reasons why it wouldn't work.

Spinning Dense Columns and Rotating Black Holes

These are some additional theories about time travel. They all rely on objects even more unlikely than wormholes. The 'spinning dense column' theory requires a column of very dense matter, maybe a mile tall and an inch in diameter. This column must be spinning at very high speed. Theoretically, the column somehow drags timespace around it, and if you fly a spaceship around it in a specific pattern, you will travel into the past. Perhaps this could work, but the technical challenge of creating the column will not be overcome in any of our lifetimes.

The rotating black hole theory is equally tenuous. The center of a black hole is known as the singularity. It is a single point which contains all of the black hole's mass. Close to the singularity, all known laws of physics break down. But once you are within that region, you will never escape. Some theories state that if the black hole is rotating, the singularity is not a point, but a ring. It is possible that, if you jump through the ring, you would travel into the past. But it is equally likely that you would collapse the ring and kill yourself. And even finding a rotating black hole would most likely be impossible. Both of these theories could be correct, but neither are very likely.

What Would Happen If Time Travel Were Possible?

Many people wonder about the apparent 'grandfather paradox'. What if, when we had invented time machines, you went back in time, and accidentally landed on your grandfather, who had not yet had children. You would simply pop out of existence because you could not have been born. Then, you could not have killed Grandpa, and so he survives and you are eventually born and go back in time and land on him again, so you instantly pop out of existence... you would be stuck in an endless loop. There are a few theories around how this could be resolved.

End of the Universe

This theory involves two types of temporal loops. One type is the loop mentioned in the last paragraph, the 'grandfather paradox'. For the rest of this paragraph, let's call it the 'infinite repeat' loop, because it results in two different possibilities, infinitely repeating after one another.

Another type of loop exists. It is the 'infinite possibilities' loop. In this loop, the loop changes every single time that the loop repeats. Think of this: Imagine that you ask your best friend to go back in time to before you were born and kill your granddad. Also, you had enough forethought to tell him to, while he's back there, write a note to his future self to go back in time and kill the man who would be your granddad. Everything's Okay, right? Maybe not. When your friend is given the instruction to go an kill your granddad from you, he might do one thing. When he receives a note from his future self, he might do another. And if he does another thing during the second repeat, he must do a different thing the third. And the forth. And the fifth. A change in one iteration of the loop would result in a change in the note, which would result in a change in the next iteration. Eventually, he'll do something that ends up breaking down the loop (ie, forgetting to write himself a note). This will result in a infinite repeat loop starting. And as was already mentioned, infinite repeat loops may cause the universe to end.

Fate

This theory allows for time travel to occur without any fear of paradox. But the price is not cheap. Under this theory, free will is an illusion. Nothing that you do is truly your own choice; everything was preordained at the beginning of the universe. If you accept this, then the 'grandfather paradox' vanishes. No matter how hard you tried, you could not go back in time and kill your grandfather. You would slip, or the gun would jam, or something else would pop up, but you could not kill him.

This theory allows for some interesting events to happen, however. Let's say that, while reading a history textbook, you noticed that a person who looked exactly like you saved George Washington during the Battle of Trenton. To meet this person, you go back in time. However, much to your dismay, you can't find them anywhere. But, since you're already in the past, you decide to see George. As you approach, you see that he is fighting the Battle of Trenton, and he is losing. You save him. When you return to the future, you ponder what has happened. Apparently, the history book was talking about you. Assuming that free will is an illusion, this could very easily happen.

Here's another example. One evening, you find a floppy disk on your desk which you're sure you didn't put there. You look at it, and sure enough, it's the blueprints to a time machine. So you build the time machine, and send the blueprints to your past self. Now, where did the blueprints come from? There is no answer to this question. The blueprints simply 'are'.

This theory is often used in science fiction programmes because it avoids the paradoxical problems and allows the plot to tie itself up neatly in the end.

Parallel Universes

The above two theories assume that when you travel in the past, you travel in the past of the same universe. This causes problems, as mentioned above. But what if the universe whose past you travelled into wasn't your own? If this were true, you could go back and kill your granddad, without fear of causing the universe to end. The 'grandfather paradox' would be solved. This is because although you don't exist in the universe you went to the past of, in your own universe, you do.

For the sake of argument, assume that there are parallel universes. One thing to note about these universes is that without inter-universe interaction, all parallel universes would be the same. After all, if they started out the same, and since no outside force changed them (a force outside the multiverse?), they would remain the same.

This changes with inter-universe interaction. Let's say you live in universe A and you've just developed a time machine. Because of the above stated theory, the 'you' in all of the multiverses must also have developed a time machine. You go back in time (actually, back in time and universe) and end up in the past of universe B, where you kill your mother. Therefore, in universe B, you never existed. However, in universe A, you did exist, and could therefore have gone back to kill the universe B you's mother. There is no conflict here.

However, when one expands this to cover all universes (theoretically, an infinite number), conflicts do arise. Since in all universes you started out going back in time, and in all universes, you kill your mother, how should the multiverse decide which version of you will successfully go back in time and kill your mother, and which version of you will never exist? If all universes were the same (as stated above), there will be no way to decide. This will have two results: each universe will split into two universes, one where you exist, one where you don't; or the universe will end.

Visits From the Future

Aside from the 'grandfather paradox', there is another argument against the possibility of time travel. It has been suggested that time travel could not possibly exist as we are not surrounded by people from the future. This has been countered by saying that perhaps the time travel machines may only be able to go back to when they were first made, but this is a little vague, and doesn't seem nearly as much fun anyway.

NOTE: This essentially outlines our views on Temporal Technology. ANY NATION that wants to can learn to play with time. Hell you are playing with it when you utilize the FTL drives. We of Me Li DO NOT RECOGNIZE the TEMPORAL ACCORDS outside its own Timelines. It has its own rules. We have our own universes. Yup, that is god mod. You don't like it? Then go away. You have your own universes...

Time Travel link (http://forums.jolt.co.uk/showthread.php?p=11143360#post11143360)
Taken Directly From BBC (http://www.bbc.co.uk/dna/h2g2/A398955)
Me li
12-06-2006, 13:53
During the opening years of the 20th Century, a clerk by the name of Albert Einstein submitted a theory called Relativity. This nifty piece of science has four main principles at its core:

1. There is no universal clock.
2. Mass and energy are equivalent.
3. Light is as fast as things can go.
4. Your relative speed affects how things are perceived.

The Power and the Glory

The most familiar area of Relativity for most people is the famed equation E=mc2. This is the equation that describes the fundamental relationship between the energy gained by an object as its mass increases. Used to great effect in nuclear weapons and power plants, its impact on society is one of the greatest known. The fact that we can obtain such huge quantities of energy from the nuclei of atoms has changed the course of history. Never before had one discovery brought so much hope for an end to the energy crisis but also threatened the planet with the extinction of almost all life. Such is the power of this single equation in two variables.

It has been worked out that three main areas are affected by speed and these are the rate of time flow, length in direction of travel and mass of object. People say that these factors are only noticed at high relativistic velocities1 but they are seen more than you'd expect. Take mass for example, no matter how fast you run, you still seem to have gained in weight when it comes to the bathroom scales later. Time is the same in a way, no matter how slowly you are moving relative to the teacher at school time seems to be painfully slow. Conversely it seems to go very fast when you want it to slow down.

It can be concluded that either the speed of light is slower than we thought and is just going fast while the experiment is going on.

1 This is the cool way of saying 'very, very fast'
bbc (http://www.bbc.co.uk/dna/h2g2/A287381)
Theory of Relativity Link (http://forums.jolt.co.uk/showthread.php?p=11143543#post11143543)