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and, by mimicking a radically increased gravitational field, pulls it closer to the ship for examination or other purposes. Pressor beams use the same technology but with polarities reversed to exert great gravitational pressure on a small area. Conventional tractors and pressors are effective only on masses less than several hundred thousand tons; this makes their effect on other starships minimal. The net effect of a full force tractor or pressor on a starship is equivalent to a hard shove. Therefore, tractor and pressor beams generally are not used in battle situations. SCREENS Defensive screening is one of the largest power drains in a Federation starship and its main protection in battle. (Klingon -- being more interested in offensive armament -- pay relatively little attention to screening. But the better-engineered and -powered screens of a Federation ship are a match for Klingon phasers.) The screens are a set of classic force fields, domains of tuned high-state particle/wavicle-packet fluctuations: six sets of field domains, overlapping and reinforcing one another in a manner reminiscent of the tuned reinforcement of phasers (i.e., one screen's destruction weakens all of the others by 10 percent). Enterprise has six screens -- fore, aft, right high, right low, left high, left low -- that completely surround the ship when all are running. Power can be selectively channeled to each of them to reinforce one screen that's being attacked more forcefully than the others, though this decreases the total power available to the others. Screens are powered out of the warp drive and do not function at peak capacity while the ship is in warp and running. This tends to encourage a captain to choose "stand-and-fight" battle situations whenever possible. Self-destruct can be effected by overloading all of the screens and channeling full power to them. This option is available for last-resort situations but is not considered a viable alternative in most battle scenarios for obvious reasons. Those who bluff self-destructs often find their bluffs called. SENSORS Enterprise's main sensor array (sometimes referred to as "scanners") includes a variety of tachyar-based devices capable of detecting movement or radiation and analyzing the composition and location of almost every known element. At short range (up to 500 miles), the sensors can detect individual creatures' life signs. At medium range (500 to 50,000 miles) they are better at detecting movement and radiation from the infrared up through visible light, the ultraviolet, and x-rays; and doing compound analysis. Long-range sensing (50,000 miles to approximately 10 parsecs, or 32 light-years) is confined primarily to very strong and artificial radiation sources (i.e., other ships, which in warp drive tend to leave a readable "ion trail" behind them) and large-scale physical movement (planetary orbits, stellar motion, etc.). Certain lead-bearing and heavy-metal-bearing compounds (pitchblende, etc.) will interfere with scanner functions. Long range scanning in particular is easily disrupted by interstellar "jamming" and "bad weather," because of the extreme length of the tackyon particle/wave on which it relies. Personal scanners, such as the tricorder, are also more effective at close range (1 to 1000 feet) than at long range (5 to 10 miles). Tricorder readings usually have to be supplemented with on-site investigation: they tend to be vague.HF TRANSPORTERS Close-range transporters move people and objects by analyzing the energy states of their atoms and then creating an equivalent set of states, or Dirac jumps, at another location. (Therefore, one briefly "ceases to exist" while in the transporter, which is what always makes Dr. McCoy so nervous about using it.) The transporter's maximum range is 30,000 miles (a little more than the usual orbital altitude of a visiting starship). Because of the extreme proximity of the tolerances to which they must be tuned to ensure that living beings get safely from one location to another, transporters are cranky and delicate, and are constantly malfunctioning for one reason or another: dilithium-crystal misalignment; interstellar jamming, or "black noise" that threatens to distort the signal: and so forth. When screens are up, the transporter cannot be used to beam out of the ship. Overuse (heavy continuous transporting for more than several hours) may cause transporter circuitry to burn out. Intraship beaming is extremely dangerous and is not recommended except in utmost emergencies. The result of beaming from one location to another within the ship is almost always fatal. SHUTTLECRAFT Shuttlecraft are small general-use spacecraft powered by impulse power only. They are used: for trips that exceed the transporter's effective range, when the transporter is malfunctioning, and for carring objects either too large or too delicate to entrust to the transporter. Their power supply is rechargeable from the Enterprise but is still somewhat limited. Their effective range is about 500,000 miles at .10 c. (Shuttlecraft do not exceed this speed limit for fear of relativistic effects.) This gives them up to about eight hours at cruise or an hour at top speed. COMMUNICATIONS Subspace "radio" is actually a tachyon-based technology bearing little resemblance to the radio of old. It is not dependent on lightspeed -- indeed the slowest it can go is c; its high speed limit is about 136,000 c, or warp 9. But even this great speed becomes insufficient for effective communication as one's distance from Star Fleet increases. Out near the Romulan Empire, for example, it takes nearly three weeks for a message to reach Fleet. This leaves a starship captain pretty much on his or her own, although regular communication with Star Fleet is expected and advised. Subspace radio can be jammed purposely or interfered with by bad interstellar "weather." Communicators use the same technology but with a shorter range (about 40,000 miles) and much lower power. Use in atmosphere limits their range to about 20,000 miles, because of the dissipation of tachyon pulses into Cerenkov radiation on contact with the gas molecules in air. Ship's intercom systems permits audio and visual communication and conference calling to and from any location on the ship. One may also be "patched in" to external communications, allowing these same capabilities from virtually any location. COMPUTER Enterprise's computers are extraordinarily versatile, with a total memory and "effective synapse number" that make some people wonder whether they're slightly sentient. Their exact virtual memory size is classified; it is rumored to be in the multiple petabytes(1 PeB equals 1 quadrillion bytes.) Computers can report verbally or visually (hard copy or display) on any phenomenon the ship's sensors can detect and, if requested, will include analysis. The computers also contain a vast data base of general information on ship's function and other subjects.HF SICK BAY Sick bay contains various kinds of medical scanning equipment and numerous devices for healing the sick: primarily the "anabolic protoplaser," which forces tissue regeneration. The more delicate or specialized the tissue (heart, brain, etc.) the longer such regeneration takes. A broken bone can be reknit in about an hour. Damaged brain or neural tissue regenerates in one to two days, but rehabilitation or retaining time must be added.HF SHIP LAY-OUT DECK #1 DECK #7 Bridge Security Library DECK #2 Sickbay Lab Transporter Engineering DECK #3 Turbo-lifts DECK #8 Recdeck DECK #4 Turbo-lifts DECK #9 Reclamation DECK #5 Spock's quarters DECK #10 McCoy's quarters Cargo hold Scott's quarters Uhura's quarters DECK #11 Chekov's quarters Phaser banks Kirk's quarters Cafeteria DECK #12 Briefingroom Observation deck DECK #6 DECK #13 Turbo-lift Lounge DECK #14 DECK #20 Turbo-lifts Gym Pool DECK #15 Maintenance DECK #21 Kitchen DECK #16 Bowling alley Warp-drive DECK #22 DECK #17 Computer Turbo-lift DECK #23 DECK #18 Turbo-lift Hydroponics DECK #19 ShuttlebayHF MISSION AREA Partial description of active mission area: Galactic "southern hemisphere,"Quadrantboundries:GalLong 290-310 degrees; distance fromarbitrary Galacticcorevaries, 24000-27000 light-years.(Abstracts ofplanets freelyadapted from Jane's Interstellar Gazetteer and SystemCatalogue, 231st edition.By kind permission of the publisher, Jane Interstellar Ltd., London WC1/Deneb V.) ORNA/IOTA TRIANGULI