(Article does not cover all hyperspace cases in game, but eventually it will happen: regathering info)
Let's check on what Homeworld tells us about it's version of Hyperspace.
But what catapulted our technology 500 years forward was the analysis of a module attached to the powerplant.
Interesting, what timeline did they use? 20th century was quite heavy on inventions, and if we take this exponential leap, that would mean that kushans were like protoss ) But the reality shows us quite earth-like design (I mean taiidani ships as they were originally intended to be the exiles, but kushani ships are not superior either).
Let's start with hyperspace module.
This device was nothing less than a solid state hyperspace induction module.
The solid-state Hyperspace Module is a quantum oscillation device capable of generating a waveform throughout any surrounding structure. It does this in order to induce an effect known as quantum tunneling.
Although the core of the device is entirely solid state, the power and control systems that embed it are the most complex devices ever built.
This is a direct copy of the one found under the sands of Khar-Toba, but expanded twelve-fold to accommodate a vessel of the Mothership’s mass.
The module is projected to have a range of 2500 light years for a single waveform event, and in order to trigger the drive we must charge the module with all the energy required for such a stunning distance.
So, we come up with that hypermodule consists of at least 3 major parts:
- the solid-state core
- the quantum oscilatoin device
- the control and the power systems.
So, I believe, it resolves the question how kushani engineer have enlarged Khar-Toba Hypermodule x12 while having that unique HW2 The Great Core. Core remained as it is, systems all around were enlarged.
The Mothership’s secondary drive is less well understood, but it is the system that makes this voyage possible.
Because the device was reverse engineered, the exact workings of the module are still very uncertain. All that our scientists know about the effects of hyperspace transport has been derived from limited empirical data - theoretical data is almost totally nonexistent.
The risk involved in employing a technology that we know so little about, on such a vital mission, could not be avoided. The raw materials needed to build the Hyperspace Modules are extremely rare on Kharak; only a few prototype drives were built prior to the Mothership module due to this material shortage.
Even though the effect has been tested extensively through ships fitted with test modules of various sizes, our control and understanding of the effect is somewhat limited.
And what did they find out from HS-module if at page 9 they telling all the time - we don't understand how it work, we have limited understanding, there aren't even theories... ???
We were testing hyperdrive heavily! - first, and - we were in a lack of resource, so only few HS-modules were made before MS, some crashed... - in the last news. Tested, you say...
Well, this might go in line with HW2 The Great Core: some cores they've tested, some were just theoretical stuff...
This has resulted in a need for massive energy to induce the wavefront, prohibiting its use on any vessel too small to carry at least three industrial fusion plants.
It said, that 3 powerplants at least required for hypermodule. Why? Any powerplant would be useful? How much industrial fusion powerplants could be placed on a 150m long frigate? Could it be just one, but with more advanced? Khar-Toba seemed to have only one...
And HW1 ship descriptions tell us that carrier carries it's own HS-engines like it's something unique:
The Imperator has its own hyperspace jump engines and can carry a full assault wing of 50 fighters and 25 corvettes in its internal bays.
Also, if we take a look at frigates, are they big enough to"carry three industrial power plants"? If we take this option, that only ships that are HS-module carriers are carriers! And actually, that what the HW2 show us!
But wait! They have to jump somehow! There are frigates (mission 3, 12) and destroyers (12) that jump alone to the far side of the galaxy w/o any HS-carrying vessel support. Probably it can be countable as emergency (12) jump or a cleaning patrol (3) jump that were considered as "we will be there for you later". So it's possible for craft w/o module to make a HS-jump!
We have 4 times in the game, when the strike craft is sent through the hyperspace (1, 13,14, 16 missions). And there are hyperspace windows that are not connected with the certain ship module (13, 14 missions).
HS windows are quite controllable (as they are moving to the ship, not the ship moving to it; as they just appearing in some point of 3D space, not just enabling ship to jump).
So then there's a question - do the ship need to have some sort of HS-interface to connect/tune to the opened HS-windows? If not, then why we don't play "send this fleet away" game; if yes, it probably must be some quite cheap thing unlike the whole HS-module, so that all the ships are able to use hyperspace gates...
- And there are Vaygr hyperspace gates. They allow to jump every small ship.
- And there is Balcora Gate. They are so powerful that ignore gravity field.
- And there is Eye of Arran. It allows to jump somewhere else.
- And there was Bentusi Gate, that one way sent few Bentusi to the galaxy far-far away...
Another problem with our current understanding of hyperspace is that we can only take limited gravimetric readings of the normal space we are tunneling through. This means we can detect a
mass that disagrees with our navigational data, but should we wish to know anything about the anomaly we must interrupt the Hyperspace Module. Gravity wells also have a destabilizing effect on hyperspace travel. Test ship losses have taught us that a hyperdrive must be shut down well outside any star system’s gravitational curve.
Should we wish to travel a more appropriate and cautious distance, we must crudely halt the wave effect by discharging the module’s energy, and dropping back into normal space-time.
Currently the Hyperdrive Module is programmed for three priority interrupts.
The Achieved Target interrupt is based on our own astronavigation technology, which takes a ‘sighting’ in normal space and will discharge the module once the time vs. distance hyperspace algorithms state that we are roughly near our programmed coordinates.
The Anomaly Interrupt occurs when a gravimetric anomaly is detected by ship’s sensors, and the vessel
is automatically returned to normal space to either gather resources or, in the case that the disturbance
is actually another vessel, investigate further.
Finally, the Safety Interrupt occurs when ship’s control computers sense any irregularities in either the waveform effect or the Mothership’s hull integrity. All three of these interrupts empower the navigation computer to automatically drop the ship into normal space.
- GravWell and other gravity sources (gravity waves?)
- Kadeshi hyperspace interrupter;
- Taiidani and Vaygr HyperSpace Inhibitors, blocking and attracting;
- Khar-Toba Core - suddenly not only the hypermodule but also the Bermuda triangle;
Read more on Homeworld:
- Homeworld: Endless
- Homeworld: Small Fleets
- Homeworld: Taiidani Fleet - The Key to a Victory
- Homeworld: Taiidani Republic and Imperialists
- Homeworld: Taiidani and Vaygr
- Homeworld: Bentusi
- Homeworld: Kadeshi
- Homeworld: Hiigarians
- Homeworld: Kiithid
- Homeworld: Game of Kiithid
- Homeworld: Kiith Sjet
- Homeworld: Kiith LiirHra
- Homeworld: Curious Cases
- Homeworld: Hyperspace Technologies
- Homeworld: 4k Years Agreement
- Homeworld: Kharak and Mars
- Homeworld: Baserunners
- Homeworld: The Meaning of Khar
- Homeworld: Sajuuk-Khar
- Homeworld: Hiigarian Heavy Destroyer
- Homeworld: Squadrons
- Homeworld: HW2 Strike Craft Squad System for Taiidan Fleet
- Homeworld: Beast Project
- Homeworld: Kickstarter
- Games: 3DS RTS