In science fiction, hyperspace is any region of space co-existing with our own universe (in some cases displaced in an extra spatial dimension) which may be entered using some sort of energy field or space-altering device. While hyperspace is in some way anchored to the normal universe, its properties are not the same as normal space, so traveling in hyperspace is largely inequivalent to traveling in normal space. This makes for a handy explanation of faster than light (FTL) travel: while the shortest distance between two points in normal space is a straight line, hyperspace allows those points to be closer together, or a curved line in normal space to be straight, etc. Hyperspace is the most common device used for explaining FTL in a science fiction story where FTL is necessary for interstellar travel or intergalactic travel. Spacecraft able to use hyperspace for FTL travel are said to have hyperdrive.
Explanations of why ships can travel faster than light in hyperspace vary; hyperspace may be smaller than real space and therefore a starship's propulsion seems to be greatly multiplied, or else the speed of light in hyperspace is not a barrier as it is in real space. Whatever the reasoning, the general effect is that ships traveling in hyperspace seem to have broken the speed of light, appearing at their destinations much quicker and without the shift in time that the Theory of Relativity would suggest.
In much science fiction, hyperdrive jumps require a considerable amount of planning and calculation, with any error carrying a threat of dire consequences. Therefore, jumps may cover a much shorter distance than would actually be possible so that the navigator can stop to "look around" -- take his bearings, plot his position, and plan the next jump. The time it takes to travel in hyperspace also varies. Travel times may be in hours, days, weeks or more.
A different concept, sometimes also referred to as 'hyperspace' and similarly used to explain FTL travel in fiction, is that the manifold of ordinary three-dimensional space is curved in four or more 'higher' spacial dimensions (a 'hyperspace' in the geometric sense; see hypersurface, tesseract, Flatland). This curvature causes certain widely separated points in three-dimensional space to nonetheless be 'adjacent' to each other four-dimensionally. Creating an aperture in 4D space (a wormhole) between these locations can allow instantaneous transit between the two locations; a common comparison is that of a folded piece of paper, where a hole punched through two folded sections is more direct than a line drawn between them on the sheet. This idea probably arose out of certain popular descriptions of General Relativity and/or Riemannian manifolds, and may be the original form from which later concepts of hyperspace arose. This form often restricts FTL travel to specific 'jump points'. See jump drive, Alcubierre drive.
Writers of stories in magazines used the hyperspace concept in various ways. In The Mystery of Element 117 (1949) by Milton Smith, a window is opened into a new 'hyperplane of hyperspace' containing those who have already died on earth. In Arthur C. Clarke's Technical Error (1950), an accident causes a man to be laterally reversed due to a brief encounter with "hyperspace."
Hyperspace travel became widespread in science fiction due to the perceived limitations of FTL travel in ordinary space. In E.E. Smith’s, Grey Lensman (1939) a '5th order drive' allows travel to anywhere in the universe while hyperspace weapons are used to attack spaceships. In Nelson Bond’s The Scientific Pioneer Returns (1940), the hyperspace concept is described. Isaac Asimov’s Foundation series, first published between 1942 and 1944 in Astounding Science Fiction, featured a Galactic Empire traversed through hyperspace. Asimov's short story, Little Lost Robot (1947), features a 'Hyperatomic Drive' shortened to 'Hyperdrive' and goes on to describe how "...fooling around with hyper-space isn't fun."
In some science fiction, the danger of hyperspace travel is due to the chance that the route through hyperspace may take a ship too close to a celestial body with a large gravitational field, such as a star. In such scenarios, if a starship passes too close to a large gravitational field while in hyperspace, the ship is forcibly pulled out of hyperspace and reverts to normal space. Therefore, certain hyperspace "routes" may be mapped out that are safe, not passing too close to stars or other dangers.
Starships in hyperspace are typically isolated from the normal universe; they cannot communicate with nor perceive things in real space until they emerge. Often there can be no interaction between two ships even when both are in hyperspace. This effect can be used as a plot device; because they are invisible to each other while in hyperspace, ships will encounter each other most often around contested planets or space stations. Hyperdrive may also allow for dramatic escapes as the pilot "jumps" to hyperspace in the midst of battle to avoid destruction.
In many stories, for various technobabble reasons, a starship cannot enter or leave hyperspace too close to a large concentration of mass, such as a planet or star; this means that hyperspace can only be used after a starship gets to the outside edge of a solar system, so the starship must use other means of propulsion to get to and from planets. Other writers have limited access to hyperspace by requiring a very large expenditure of energy in order to open a link (sometimes called a jump point) between hyperspace and normal space; this effectively limits access to hyperspace to very large starships, or to large stationary jump gates that can open jump points for smaller vessels. These restrictions are often plot devices to prevent starships from easily escaping by slipping into hyperspace, thus ensuring epic space battles.
Detailed depictions are listed below.
Simultaneously, the theories of the spacewarp are developed by a research project under military control, with the assistance of positronic robots, until the first hypership is built at Hyper Base on an asteroid. Once perfected however, the drive is little used, as it is fearfully heavy in energy use and still very risky. But once the existence of habitable planets around the nearer stars to Earth is established (also with robot help), the drive is further developed, and over centuries colonies are established on these planets.
The collection of more and more data on stellar systems and the analysis of stellar spectra allows the compilation of what becomes the Standard Galactic Ephemeris, with which hyperspace navigation (see The Stars, Like Dust) becomes less of an art and more of a science. It still requires complex calculations; not until the fall of the Galactic empire and expansion of the Foundation thousands of years after the first drives were developed would a ship be developed (as in Foundation's Edge) that allows the total computerization of the calculation of single or multiple hyperspace jumps and the control of the jump without human intervention. There is no description of the hyperspace environment, as travel through it is instantaneous (it must be mentioned however, that in all of Asimov's book where hyperspace travel is described (except for Foundation's Edge, where the time in hyperspace is very short), the travel is said to involve a feeling of momentary "insideoutness").
During the early eras of interstellar travel, crossing open space far from a star presented an incomprehensible danger: ordinary lifeforms, even protected within a hull environment, would die horribly for no apparent cause. Initially, this danger was met with the creation of the Habermen (humans, usually criminals, given cyborg modifications which removed their self-identity) and the Scanners (elite volunteers who underwent a modified form of the Haberman process and served as ship's officers), who could survive whatever this unknown threat was unharmed. They would crew STL light sail ships, while the passengers were kept in suspended animation. Later it was determined that if a large number of living organisms (clams, specifically) were used as a 'living shield', organisms further inward could survive unharmed.
With the discovery of Space2 and the 'planoform' drive, the cause of this mysterious threat was finally determined: living entities, sometimes referred to as 'dragons', which existed in Space2 and fed on life energies. Since these creatures were disrupted and killed by bright physical light, they avoided the areas near stars. Thus, the practice of 'pinlighting' developed: ships would be accompanied by smaller vessels piloted by genetically engineered telepathic housecats, whom guided by human telepaths on-board the ships, would attack the creatures (which they perceived as enormous rats) with miniature nuclear flares.
Aside from this, and the strange effects of the first attempts to travel through Space2 (and later, Space3), little is known about the planoform drive.
(Despite warp drive's incredible speed, it can still take years to travel across a mere fraction of the galaxy.)
Of course this concept of FTL travel is asymptotically limited by the idea that if the warp field is too strong, the ship itself will be too deeply submerged in subspace, which has negative genetic effects on living things. In addition, at high warp factors the energy required to sustain the field grows exponentially.
Among the uses of subspace in Star Trek is as a medium for propagating audio and visual signals at FTL speeds, thus allowing nearly instantaneous communication across vast interstellar distances. This is commonly referred to in the Star Trek world as "subspace communication".
In later Star Trek spin-offs, the main protagonists begin to experiment with unusual forms of FTL drives such as transwarp drive, soliton wave drive, and wormholes.
Note: "Hyper-comm" (hyperspace communication) is mentioned briefly in The Wrath of Khan (1982), though subspace communication is the normal term used in almost every Star Trek television series and film. It is assumed that the two are one and the same, as the majority of Star Trek's terminology wasn't thoroughly developed until The Next Generation (1987).
When travelling within hyperspace, attempting to view anything outside of the ship (through a porthole or, as in the short story 'Flatlander', through a transparent hull) interacts with the human optic nerve such as to be perceived as a 'blind spot'; this effect is extremely unnerving to most people, and prolonged viewing can lead to madness.
(The opposite visual outcome - albeit a recording - is had by the 360 degree view that a front mounted camera has, from the probe within the (posed term) "interspace", and this is used used for fourth dimensional or time travel, in the 2006 sf novella "Combing Back Through Time".)
In any case, hyperspace is an extremely fast method of travel, as Obi-Wan and Luke's journey from Tatooine to Alderaan is theorized to have only taken two days maximum, whereas these two planets are separated by half a galaxy or more. Darth Maul took aproximately seven hours to travel from Coruscant to Tatooine. Various Expanded Universe sources (as well as the Star Wars movies themselves) show hyperspace as having a mottled, purple-and-black appearance. An entry into hyperspace shows the stars stretch into starlines, then turn into the mottled appearance. Externally, a ship entering hyperspace is described in Timothy Zahn's novels as displaying a flicker of pseudomotion before disappearing. Like the above-mentioned Star Trek series, "holocomm" transmissions are featured in Star Wars as long-range, faster-than-light communications signals, sent through hyperspace.
Hyperspace speed is calculated with classes. Known classes are: 0.5 (Millennium Falcon), ~1 (X-wings), 1-2 (capital ships like Star Destroyers), 3 (Death Star), 4 (bulk transports, Advanced TIEs).
It is at one point stated that one of the reasons for the development of the Infinite Improbability Drive is to allow people to cross vast interstellar distances quickly "without all that tedious mucking about in hyperspace".
In the Warhammer 40,000 tabletop wargame (first published in 1987), the Immaterium is a extradimensional realm of Chaos. A place where thoughts can take physical shape in the form of daemons and other hideous terrors. For humans, Psykers (mutant individuals with strong psychic abilities) are needed to safely find paths through The Warp, to navigate the "twisting eddies and currents" of warp energy. FTL travel does not exist as such in 40k, as time and space have no meaning in The Warp - it is possible to travel across the universe in 5 seconds, or take 1,000,000 years to go to the next planet, but unless there are unusual problems it is generally much faster (though more dangerous) than travellng through realspace. Ships need special shields to keep the malevolent energies/creatures away from them. The creatures can come on board if the shields fail, if demonic rituals/acts are performed, or if an untrained psyker accidentaly attracts the attentions of The Warp's denziens. In which case the "creatures" that inhabit the warp can become tangible onboard, be it in the form of "chaos spawn" or Deamons: manifestations of evil (unworkable, hideous bodies of twisted claws, ravening mouths tentacles) or by making a "host" of a human mind. In the former case, the creatures are often immune to physical damage and must be dispached using specially blessed/sacred weapons. Even though travel through warp space can only properly be used with a trained pysker, the Tau and the Orks both utilise the warp for travel, despite the lack of trained psykers. The orks (while an innately pyschic race) use their warp-capable ships to jump blindly into warpspace. The Tau are a race lacking any psychic talent, but and able to make short 'hops' into warpsace, to reduce the time of their journeys. Lacking pyskers, they have no knowledge of the perils of the warp (considering humanity's warnings lies) and are researching this phenomenon. Another Race, The Eldar, Had at the height of their power, a network of safe 'tunnels' through warpspace called the Webway. While not allowing instananeous travel it allows Eldar ships of all sizes to travel quickly through space. Codex: Eye of Terror allows Strike Forces to use 'Wraithgates' to allow squads, and small vehicles, to exit the webway straight to where they are needed on the battlefield. The webway is unfortunately breaking down under the influence of Chaos, meaning that the most direct route may now be unusable. It is believed that the Dark Eldar and the Harlequin Eldar along with the Laughing God and the Black Library reside within the webway.
In SC2, the physical laws of hyperspace travel are slightly different than the travel in normal space: the ship travelling in hyperspace must continuously provide its own propulsion, or it stops (in normal space, propulsion is only needed to change the course).
Stars in the hyperspace are represented as gravity wells, which suck the ship into normal space when entering it too close. SC2 also has a quasispace, which is another level of hyperspace, but of different colour, and has fewer access points. The access points in quasispace lead into several different locations in the hyperspace. A skilled space traveller can use the quasispace to cut dramatically the fuel cost needed to travel across two distant stars in the galaxy.
Slipspace is a method of travelling faster-than-light in the television series Andromeda. According to the show, a Gravity Field Generator drastically reduces the mass of the ship and then a slipstream drive opens a slippoint which the ship enters. The pilot then navigates the series of slipstream "tunnels" until they reach the desired slippoint where they exit the slipstream.
Interspace (see also a footnote under "Known Space Series", Niven) In "Combing Back Through Time" this is used to step a visual history recording probe through the fourth dimension.
Hiperespacio (ciencia ficción) | Iperspazio | Hyperrommet | Nadprzestrzeń (fantastyka naukowa) | Гиперпространство (фантастика) | Hyperrymd
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