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Serway
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PostMon Oct 14, 2002 3:25 pm    engines

Why do voyagers engines move when they go to warp?
If it's better for the 'aerodynamics' or fuelconsumption,
or whatever, then why haven't they been build in the best position?

Still, Voyager rules.
(final episode was broadcasted a month ago on Nederland 1,
as I live in Belgium, and there wasn't much rejoicing


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PrankishSmart
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PostTue Oct 15, 2002 1:12 am    Re: engines

Serway wrote:
Why do voyagers engines move when they go to warp?
If it's better for the 'aerodynamics' or fuelconsumption,
or whatever, then why haven't they been build in the best position?

Still, Voyager rules.
(final episode was broadcasted a month ago on Nederland 1,
as I live in Belgium, and there wasn't much rejoicing


i think that it was just a snazzy thing they decided to do, some of my friends say it is so it doesent damage subspace, that seems to be a popular reason, also i think it may be used to adjust the ships course while in warp flight sharper or something, but it is the only class of ship which does it. the later starship classes don't have folding warp engines, so starfleet may have found a way to overcome the damaging subspace thing. its the same with the compression rifles, voyager comes with them, then they were recalled shortly after voyager was lost in the DQ. there was suposedly a fatal accident when the cooling things on the side can fail, and did.

edit:oh, and looking back on you post, you don't need aerodynamics in space, only then it needs to land.


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admiral
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PostSat Oct 26, 2002 1:09 pm    

i think it how higher they go how faster voyager will fly


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Tremiles
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PostMon Oct 28, 2002 12:26 pm    

The reason the nacells are down is so the hull dosent obstruct the buard colecters in impalse, but in warp the nacels must be in the ships center of gravity or the ship will spin when they go to warp, which is why they go up.

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PrankishSmart
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PostMon Nov 04, 2002 6:18 am    

Tremiles wrote:
The reason the nacells are down is so the hull dosent obstruct the buard colecters in impalse, but in warp the nacels must be in the ships center of gravity or the ship will spin when they go to warp, which is why they go up.


thats an intresting theory, is this why the bussard collectors on a nova and sov are sort of a up pointing triangle, rarther than previous designs


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Minicartman
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PostMon Nov 04, 2002 11:07 am    

well i have no idea. but that is a good theory


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Tremiles
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PostMon Nov 04, 2002 11:10 am    

PrankishSmart wrote:
Tremiles wrote:
The reason the nacells are down is so the hull dosent obstruct the buard colecters in impalse, but in warp the nacels must be in the ships center of gravity or the ship will spin when they go to warp, which is why they go up.


thats an intresting theory, is this why the bussard collectors on a nova and sov are sort of a up pointing triangle, rarther than previous designs


I belive so, it is to better colect particals.


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Minicartman
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PostFri Nov 08, 2002 12:05 pm    

thats what I think it is for.


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minicartmansux
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PostFri Nov 08, 2002 12:37 pm    

usually the nacels distribution happens after ogasm, but sometimes, for certain people they can be inside the ship without and problem of explosion.

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Hitomi
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PostSun Nov 10, 2002 1:37 am    

When Gene Roddenberry came up with the whole technical aspect trek, one of the rules he laid down was that there could be nothing obstructing the warp field, which forms somewhere between the two nacells.

The whole reason voyager's engines tilt upwards when jumping to warp is because of starfleet needing to cut costs. I did some research and found out some nifty things.
When the Intrepid class starship was being designed it was intended to be the fastest ship out there at impulse speed. The Impulse engines are mounted on the warp nacelle pylons to increase efficiancy and reduce the amt of space needed to house the things. I suppose starfleet could have simply made the pylons longer and un-hinged, but that would probable tweak the warp field and make the ship look all akward. Anyway, the impulse engines had to be straight out from the hull, or flat, otherwhise they would lose efficiancy and also be harder to control. But there you run into the problem of the warp engines. They cant have anything between them when they kick in, otherwise the warp field would do a sort of inverting collapse and would form a tear in subspace as the good captain PrankishSmart stated earlier. Starfleet could have installed more sophisticated impulse drives that would work whilst tilted, but they figured it would be cheaper to put hinges in the engine pylons.
So when an intrepid starship jumps to warp, since the inpulse engines are no longer needed, the nacells tilt up to avoid the whole subspace explosion . Whist at inpulse speed, since the warp engines are not needed, they can remain in an idle position. This makes both systems work smoothly and efficiantly.



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PrankishSmart
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PostSun Nov 10, 2002 3:31 am    

you sound like you know your stuff

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Hitomi
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PostMon Nov 11, 2002 6:38 pm    

Thx PrankishSmart, i just have a lot of free time to learn this kind of stuff. I'm new to this whole message board thing tho...


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Tremiles
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PostMon Nov 11, 2002 10:46 pm    

I read up on it when I can, but I usualy don't have the time.


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Hitomi
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PostTue Nov 12, 2002 12:04 pm    

minicartmansux wrote:
usually the nacels distribution happens after ogasm, but sometimes, for certain people they can be inside the ship without and problem of explosion.


Do i dare ask what u were talking about there, minicartman?



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Oompsty
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PostTue Nov 12, 2002 4:51 pm    

This is straight from the Starfleet Command III book on the discription of an Intrepid class:

Another design breakthrough introduced with the Intrepid was variable geometry warp nacelles, capable of configuring themselves to maximize the effiency of the ships warp core to provide maximum warp for less power then on a regular warp drive.



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PrankishSmart
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PostTue Nov 12, 2002 8:52 pm    

Oompsty wrote:
This is straight from the Starfleet Command III book on the discription of an Intrepid class:

Another design breakthrough introduced with the Intrepid was variable geometry warp nacelles, capable of configuring themselves to maximize the effiency of the ships warp core to provide maximum warp for less power then on a regular warp drive.


star trek games tend to have a lot of non-canon info, and most of it is background info or speculation. it can be very misleading.


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Tremiles
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PostTue Nov 12, 2002 11:00 pm    

Ya, only take games at face value, never use them as references.


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Oompsty
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PostThu Nov 14, 2002 5:14 pm    

I have to disagree, Starfleet Command III is heavily based upon relating things to the Startrek realm. They even took the Nemisis script to work with the game.


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PrankishSmart
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PostFri Nov 15, 2002 3:34 am    

Oompsty wrote:
I have to disagree, Starfleet Command III is heavily based upon relating things to the Startrek realm. They even took the Nemisis script to work with the game.


what about all the other games? star trek armada was popular for the low strength defiants.


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Oompsty
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PostFri Nov 15, 2002 4:39 am    

I can't speak for the other games but i can vouch for STF III when i say all the info i have come across is true. I don't know what you mean by low strength but when i read the specs on them they seemed allright.


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Tremiles
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PostSat Nov 16, 2002 1:29 am    

Oompsty wrote:
I have to disagree, Starfleet Command III is heavily based upon relating things to the Startrek realm. They even took the Nemisis script to work with the game.


The nemasis script is a good start but still, game designers take too much creative licence, I would feel much beter about a game where each person on the team caried an up to date StarTrek tech guied and field manual, becuse when using a script for a game your puting creative licence on creative licence and what could plausably seem true, isn't.



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Oompsty
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PostSat Nov 16, 2002 4:27 am    

Tremiles wrote:
Oompsty wrote:
I have to disagree, Starfleet Command III is heavily based upon relating things to the Startrek realm. They even took the Nemisis script to work with the game.


The nemasis script is a good start but still, game designers take too much creative licence, I would feel much beter about a game where each person on the team caried an up to date StarTrek tech guied and field manual, becuse when using a script for a game your puting creative licence on creative licence and what could plausably seem true, isn't.


You haven't looked at STF III have you?



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PrankishSmart
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PostSat Nov 16, 2002 5:04 am    

Oompsty wrote:
Tremiles wrote:
Oompsty wrote:
I have to disagree, Starfleet Command III is heavily based upon relating things to the Startrek realm. They even took the Nemisis script to work with the game.


The nemasis script is a good start but still, game designers take too much creative licence, I would feel much beter about a game where each person on the team caried an up to date StarTrek tech guied and field manual, becuse when using a script for a game your puting creative licence on creative licence and what could plausably seem true, isn't.


You haven't looked at STF III have you?


if you looked at st:armada you would know what i am talking about as well oompsty


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Tremiles
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PostSat Nov 16, 2002 8:38 pm    

I have played armada, it is a great game but There is some inconsistencies. The defient isn't realy that weak, pluss it dosnt take into acount the ships manuverability or it's ability to dodge fire, Thought armada II Dose corect for some of this it is flawed too. Also Games don't take into acount a ships weak spots, and most(I havent played STF III) don't alow you to target sub systems.


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One of Many
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PostSat Nov 16, 2002 9:29 pm    re

Bridge Commander allows you to target sub-systems.

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