Back when I was still writing Trek vs Wars stories, I had to unify Trek warp-drive physics with Wars hyperdrive physics. What fallows is what I came up with.
If you like it, use it.
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Warpdrive is a process of fracturing regular space such that each axis within an effected (3-space) volume has a fractional, over-unity dimension. The collective over-unity within this volume can be considered a subspace added to normal space, through which passing particles can find a shorter distance between two points than without the subspace. If this fracturing is asymmetrical, the distances within the warped volume will be shorter in one direction than any other, which will induce an overwhelming moment vector upon any mass in that direction. Increases in this moment vector --and thus increases in warp speed-- are accomplished with greater asymmetry of the subspace.
As the fractional stresses of the volume caused by this asymmetry increase, more and more energy is needed to maintain the structure and stability of the subspace. At some point, the subspace breaks apart, spawning a second subspace within the first. This can be imagined as 'warp bubbles' nestled one within another. These bubbles effectively increase the subspace over-unity within the volume, creating ever shorter pathways and ever stronger moment-vectors. These fracturing, bubble-making periods are where the power thresholds lie and where integer warp-factor numbers are placed. Our theory indicates only 9 layers of fractional subspaces can be supported within three dimensional space. Thus any increase in 'speed' after warp 9 can only occur as an increase in compression of the subspaces. Therefore, 'warp 10' is an infinite compression of 9 subspaces which would connect all points in space in the direction of travel --effectively an infinite 'speed', requiring an infinite amount of energy --an impossibility.
Hyperdrive takes a different approach. Where a warpdrive buoys itself only partially into the sea of multidimensionality, a hyperdrive immerses itself completely. Instead of fracturing normal space into a number of subspaces, it uses momentum and spin to push a mass over the light barrier and into the tachyon realm where there are 11, whole dimensions of space and time --including our standard 4-- through which one attempts to find the shortest path between any two points.
The momentum of a mass as it jumps from realspace into hyperspace dictates its momentum in hyperspace: the higher the former, the lower the latter and the 'faster' it travels. This is why a hyperdrive, just before it jumps, emits virtual-photonic radiation to synchronize, as closely as possible, the quantum spin of as many particles --electrons and protons-- within the mass as possible, which greatly decreases entropy and increases relative momentum. This is the reason why vision within hyperspace twists into an apparent tunnel vision.
However, large moment-gradients of bent space around gravity wells makes travel through hyperspace unpredictably dangerous. Small differences in the momentum of an object create huge strains on it while in the tachyon realm. A moment gradient as little as .005 between stem and stern of a vessel can rip that vessel apart while within hyperspace. Thus all hyperdrives have safeties that automatically jump out of hyperspace when the slightest gradient is detected. Nor will the drive engage within such a gradient.
This is how an Interdictor Cruiser works: it projects a gravitational 'moment gradient' to trick the hyperdrive circuitry of oncoming hyperspace traffic to drop out of hyperspace.
Warp does not have this problem. Indeed, bent space within a gravity well increases the available volume the warp field can fracture and compress, effectively increasing the drive's efficiency.
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Any Warsie out there will quickly recognize that the explanation of why vessels drop out of hyperspace near gravity wells doesn't work: they don't stop voluntarily, as suggested here, they burn out. But what can I say? I was young and stupid.
I had in mind describing slipstream as a method of making bubbles of 4D spacetime within hyperspace, pushing them through hyperspace and then making them surface back into normal space a the proper place. In this way slipstream would be a kind of hyperdrive.
Further, Borg transwarp conduits would be 4D spacetime tunnels through hyperspace. And their transwarp drives would be like tunnel segments that close behind; a more brute-force method of slipstream. I expected Voth transwarp to be similar to slipstream, too. Same with the transwarp catapult from Voyager, whatever that device was called.
Wormholes, on the other hand, would be a tunnel of fractured subspace; in effect, a warp tunnel. This would make wormholse much, much faster than transwarp because they would be a direct corridor of compressed subspace between two 4d spacetime points and not a shunt through a "longer" hyperspace corridor.
Underspace was a quandary. I couldn't figure out, with this model, how to make either a subspace (wormhole) network or transwarp conduit network intrinsically stable. I kept realizing reasons why they needed power to stay stable. It was a long time ago, so I forget all the details. I ended up just ignoring underspace.