I'm just wondering if anyone has found a good impulse speed calculator? I've found plenty for warp but there doesn't seem to be anything for sublight.
It's not that 24th century StarFleet vessels can't go past 0.25c, it's that they generally don't bother due to technical limitations with computer clock synchronization due to Time Dilation.While the Galaxy class starship is the most advanced space vehicle in Starfleet's inventory, it is perhaps ironic that one of its most sophisticated systems can actually cause a number of annoying problems with extended use. As fledgling journeys were made by fusion starships late in the twenty-first century, theoretical calculations concerning the tau factor, or time dilation effect encountered at appreciable fractions of lightspeed, rapidly crossed over into reality. Time aboard a spacecraft at relativistic velocities slowed according to the "twin paradox." During the last of the long voyages, many more years had passed back on Earth, and the time differences proved little more than curiosities as mission news was relayed back to Earth and global develop ments were broadcast to the distant travelers. Numerous other spacefaring cultures have echoed these experiences, leading to the present navigation and communication standards within the Federation.
Today, such time differences can interfere with the requirement for close synchronization with Starfleet Command as well as overall Federation timekeeping schemes. Any extended flight at high relativistic speeds can place mission objectives in jeopardy. At times when warp propulsion is not available, impulse flight may be unavoidable, but will require lengthy recalibration of onboard computer clock systems even if contact is maintained with Starfleet navigation beacons. It is for this reason that normal impulse operations are limited to a velocity of 0.25c.
Efficiency ratings for impulse and warp engines determine which flight modes will best accomplish mission objectives. Current impulse engine configurations achieve efficiencies approaching 85% when velocities are limited to 0.5c. Current warp engine efficiency, on the other hand, falls off dramatically when the engine is asked to maintain an asymmetrical peristaltic subspace field below lightspeed or an integral warp factor (See: 5.1). It is generally accepted that careful mission planning of warp and impulse flight segments, in conjunction with computer recommendations, will minimize normal clock adjustments. In emergency and combat operations, major readjustments are dealt with according to the specifics of the situation, usually after action levels are reduced.
I'm just wondering if anyone has found a good impulse speed calculator? I've found plenty for warp but there doesn't seem to be anything for sublight.
Looks like a good place to start to me.
Those correspond to rated engine output percentages.There are no calculators as far as I know. We usually hear "one-quarter impulse power", "full impulse" etc settings but those don't generally correspond to actual speeds.
It could be, or the damage to the system limits whatever they use to compensate the Time Dilation to a slower speed.True. An engine that can only reach 75% of lightspeed is still at "full impulse" if at that speed, compared to full impulse on a ship that can hit 90% lightspeed.
This may explain ST3 - Kirk orders full impulse when the Enterprise clears Spacedock, but she doesn't immediately flash off the screen as you'd expect if she were reaching even .25c. Presumably her battle damage limits "full impulse" to a fraction of her regular capability versus the rapid exit from Earth orbit seen in TMP.
Here’s a silly question. We generally assume “warp 0.5” is half the speed of light, but what if measuring sublight speeds in warp factors works the same way as faster than light speeds? Then it would be… 12.5% of light speed on the TOS scale. Warp 0.9, “critical velocity” before jumping to warp, to use the FC term, would be 72.9% of light speed.
We also know from Kirk’s log that they passed Jupiter 148 minutes after launch. Now, they didn’t go to impulse power immediately, and I’m not looking up the correct orbital positions of Earth and Jupiter in September of 2273, but the distance would be anywhere between 600 and 970 million kilometers, so the speed needed to go door to door without considering acceleration or course would be between 243 million km/h and and 393 million km/h, or 24% to 39% of the speed of light. Neither of which really matches any of the possibilities, but I guess if we do go with the conventional assumption, it could’ve just been a while before they went to warp 0.5 and they made most of their progress in the latter end of the trip.
Well, it was an interesting notion for explaining a bit of oddball terminology.
I don't think anybody uses Warp 0.#, there's really no reason to go < Warp 1.0.We generally assume “warp 0.5”
I don't think anybody uses Warp 0.#, there's really no reason to go < Warp 1.0.
You just indicate what 0.#c you want to go.
I wonder if Warp 0.# is using the linear scale to Warp 1.0 or using the Exponential scale that is the traditional Warp Factors.KIRK: Warp drive, Mister Scott. Ahead, warp one, Mister Sulu.
SULU: Accelerating to warp one, sir. Warp point seven, ...point eight, ...warp one, sir.
KIRK: Mister Decker... Wormhole! ...Get us back on impulse power! Full reverse!
The rest of the Warp Scale was linear during the era
I don't think anybody uses Warp 0.#, there's really no reason to go < Warp 1.0.
You just indicate what 0.#c you want to go.
The rest of the Warp Scale was linear during the era, so I would assume the latter in the absence of any alternative evidence.
Warp scale was never linear. TOS scale was something along the lines of v = f^3 * c .
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