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Warp drive is a hypothetical faster-than-light (FTL) propulsion system in the setting of many
science fiction works, most notably Star Trek. A spacecraft equipped with a warp drive may
travel at apparent speeds greater than that of light by many orders of magnitude, while
circumventing the relativistic problem of time dilation. In contrast to many other fictional FTL
technologies, such as a "jump drive" or the Infinite Improbability Drive, the warp drive does not
permit instantaneous travel between two points; instead, warp drive technology creates an
artificial "bubble" of normal space-time that surrounds the spacecraft (as opposed to entering a
separate realm or dimension like hyperspace, as is used in the Star Wars, Stargate franchise,
Warhammer 40,000, Babylon 5, Cowboy Bebop and Andromeda universes). Consequently,
spacecraft at warp velocity can continue to interact with objects in "normal space". Some of the
other fictions in which warp drive technology is featured include: Stars!, EVE Online, Earth and
Beyond, StarCraft, DarkSpace, Starship Troopers, Doctor Who and Star Ocean.
A theoretical solution for faster-than-light travel which models the warp drive concept, called the
Alcubierre drive, was formulated by physicist Miguel Alcubierre in 1994. Subsequent
calculations found that such a model would require negative mass, the existence of which has
never been supported by any evidence, and prohibitive amounts of energy. However, it has
recently been found that by changing the shape of the warp drive, much less negative mass and
energy could be used, though the energy required is still many orders of magnitude greater than
anything currently possible by human beings. NASA scientists have begun preliminary research
on such technology.[1]
Contents
1 The Original Series: Establishing a background
2 The Next Generation onwards
3 Warp velocities
4 Slingshot effect
5 Warp core
6 See also
7 Notes
8 External links
The episode "Metamorphosis," also from the original series, establishes a backstory for the
invention of warp drive on Earth, stating that Zefram Cochrane discovered the 'space warp'.
Cochrane is repeatedly referred to afterwards, but the exact details of the first warp trials were
not shown until the second Star Trek: The Next Generation movie, Star Trek: First Contact. The
movie depicts Cochrane as having invented warp drive on Earth in 2063 (two years after the date
speculated by the first edition of the Star Trek Chronology). By using a matter/antimatter reactor
to create plasma, and by sending this plasma through warp coils, he created a warp bubble which
he could use to move a craft into subspace, thus allowing it to exceed the speed of light. This
successful first trial led directly to first contact with the Vulcans.
The later prequel series Star Trek: Enterprise describes the warp engine technology as a
'Gravimetric Field Displacement Manifold' (Commander Tucker's tour, "Cold Front"), and
describes the device as being powered by an anti-matter/matter reaction which powers the two
separate nacelles (one on each side of the ship) to create a displacement field (the
aforementioned "bubble"). The episode also firmly establishes that many other civilizations had
warp drive before humans; First Contact co-writer Ronald D. Moore suggested that Cochrane's
drive was in some way superior to forms that existed beforehand, and was gradually adopted by
the galaxy at large.[2] Throughout the series, the viewer is made aware that the Vulcans have
more advanced warp drive technology than humans even in the 22nd century. Enterprise, set in
2151 and onwards, follows the voyages of the first human ship capable of traveling at warp
factor 5.2, which under the old warp table formula, is about 140 times the speed of light. In the
episode "Broken Bow", Capt. Archer equates warp 4.5 as "...Neptune and back [from Earth] in
six minutes", though previous Star Trek series had established that using warp drive within a
solar system presents extreme danger to both the ship and the surrounding planets.
The limit of 10 did not entirely stop warp inflation. By the mid-24th century, the Enterprise-D
could travel at warp 9.8 at "extreme risk", while normal maximum operating speed was warp 9.6
and maximum rated cruise was warp 9.2. In the episode "Where No One Has..." the Enterprise-D
was shown to exceed Warp 10, traveling a billion light-years from their home galaxy in a matter
of seconds (though the ship's extreme velocity was due to the influence of an alien being, and
could not be achieved naturally). The Intrepid-class starship Voyager has a maximum sustainable
cruising speed of warp 9.975, the Enterprise-E can go even faster at Warp 9.995. In the
alternative future depicted in "All Good Things..." (the final episode of the Star Trek:TNG), the
'future' Enterprise travels at warp 13, though it's never established whether this is 'above' warp
ten, or simply the result of another reconfiguration of the warp scale.
According to the Star Trek episode writer's guide for The Original Series, warp factors are
converted to multiples of c with the cubic function v = w3c, where w is the warp factor, v is the
velocity, and c is the speed of light. Accordingly, "warp 1" is equivalent to the speed of light,
"warp 2" is 8 times the speed of light, "warp 3" is 27 times the speed of light, etc.
Michael Okuda's new warp scale.
For Star Trek: The Next Generation and the subsequent series, Star Trek artist Michael Okuda
devised a formula based on the original one but with important differences. For warp factors 1
through 9, v = w10/3c. In the half-open interval from warp 9 to warp 10, the exponent of w
increases toward infinity. Thus, in the Okuda scale, warp velocities approach warp 10
asymptotically. There is no exact formula for this interval because the quoted velocities are
based on a hand-drawn curve; what can be said is that at velocities greater than warp 9, the form
of the warp function changes because of an increase in the exponent of the warp factor w. Due to
the resultant increase in the derivative, even minor changes in the warp factor eventually
correspond to a greater than exponential change in velocity. In the episode "Threshold", Tom
Paris breaks the warp 10 threshold.
Exact velocities were given in a few episodes, one being Relativity (Season 5 Ep. 24) where
Kathryn Janeway describes Voyager's velocity at warp factor 9.975. Voyager was about 70,000
light-years away from home, and crew would often use '75 years' as the time it would take to get
back home at top speed. This means the Voyager series used the old method of Warp calculation.
70,000/9.975^3 is roughly 71 years. Accounting for delays to refuel, repair, restock and
downtime, 75 years is a logical rounding.
This 'slingshot' effect has been explored in theoretical physics: it is hypothetically possible to
slingshot oneself 'around' the event horizon of a black hole. The result of such a maneuver would
cause time to pass at a faster rate, relative to the ship within the event horizon. Such a journey
would, unfortunately, be a 'one-way' trip into the future — the pilot of the craft would not have
'traveled through time' in the classical sense, but would instead have merely 'fast forwarded'
through the intervening years. Travel in entropic directions other than forwards remain
impossible to ascertain within the rubric of Special relativity, but the "Time Warp" drive seen in
"The Cage" (TOS) may explain some of the issues.
Fans of the show and films have noted that the Slingshot involves a star, rather than a black hole,
and the most normal consensus from its use concerns the nature of warp travel and warp
velocities. A black hole is noteworthy for its singularity and associated event horizon, where not
even light possesses escape velocity. Being able to travel at transluminal velocity would not
necessarily allow escaping a black hole, as the common notion that a black hole merely
possesses an escape velocity greater than c is not correct. Rather, inside the event horizon of a
black hole, all paths in the space-time geometry lead closer to the singularity.
When matter and antimatter come into contact, they annihilate — both matter and antimatter are
converted directly and entirely into enormous quantities of energy, in the form of subnuclear
particles and electromagnetic radiation (specifically, mesons and gamma rays). In the Star Trek
universe, fictional "dilithium crystals" are used to regulate this reaction. These crystals are
described as being non-reactive to anti-matter when bombarded with high levels of radiation.
Usually, the reactants are deuterium, an isotope of hydrogen, and antideuterium (its antimatter
counterpart). In The Original Series and in-universe chronologically subsequent series, the warp
core reaction chamber is often referred to as the "dilithium intermix chamber" or the
"matter/antimatter reaction chamber", depending upon the ship's intermix type. The reaction
chamber is surrounded by powerful magnetic fields to contain the anti-matter. If the containment
fields ever fail, the subsequent interaction of the antimatter fuel with the container walls would
result in a catastrophic release of energy, with the resultant explosion capable of utterly
destroying the ship. Such "warp core breaches" are used as plot devices in many Star Trek
episodes. An intentional warp core breach can also be deliberately created, as one of the methods
by which a starship can be made to self-destruct.
The mechanisms that provide a starship's propulsive force are the 'warp nacelles', two (or more)
cylindrical pods that are offset from the hull of the ship by large pylons; the nacelles generate the
actual 'warp bubble' that surrounds the ship, and destruction of one or both nacelles will cripple
the ship, and possibly cause a warp-core breach.
Space portal
Alcubierre drive
White–Juday warp-field interferometer
Bussard collector
Faster-than-light
Tachyons
Timeline of black hole physics
Timeline of gravitational physics and relativity
Gravitational interaction of antimatter
E=mc²
Exotic matter