The Ferranti/Yaur-Marann drives are a simple theoretical
extension of existing ‘flicker drive’ technology, though to turn
this conceptual advance into a real flight technology required almost
entire rewriting of flight system design.
Flicker drives work behind the phenomenon that when DCM is
‘flashed’ with pulses of energy, it can create extremely large
curvatures, and thus travel. In early flicker drives the core was either
subjected to intermittent power, or a constant beam was accumulated
behind a partial stasis field which was periodically released. Though
flicker drives could travel very fast, their efficiency was not all that
greater to normal constant drives, and their drive cores would
accumulate damage very rapidly. The Flicker drive fell out of popularity
as drive systems became more efficient and their edge in speed was
slowly diminished. However some designer continued research into Flicker
drive design, the most important advance was when they realised that to
sacrifice an engine core for high speeds would not be a total loss,
indeed a ship which could do this would be very useful.
Out of this insight the Ferranti/Yaur-Marann (aka, ‘shock
drive’) drive was born. The principle would be that although the ship
would burn out its drive core after only a single jump, it would
accumulate enough energy at the pulse that it would reach tremendous
speeds. Depending on the exact drive system used a Ferranti/Yaur-Marann
drive can travel at 10^6 to 10^23 times the speed of light, but with an
important catch, for only the very smallest fraction of a second before
the DCM wavefront collapses. In normal drive propulsion space is
effectively moved around the ship, so in principle the ship never moves
faster than light, this can also be imagined as the ship travelling in
the throat of its own personal wormhole, though the curvature is very
much weaker.
The
Ferranti/Yaur-Marann drive generates such curvature it can be thought to
instantaneously create a wormhole duct between its current position and
its destination, though unlike wormhole travel it still has to push past
the intervening space, this generates an important problem, and that is
the risk of collision. Though deflection is generated by propulsion
fields on normal ships, the extreme curvature and relatively poor field
control means this option is impossible for Ferranti/Yaur-Marann craft,
as the strength of deflection required at those speeds is almost
unattainable. Instead the craft have to use another way to avoid
deflection, which is to put the craft out of spin with normal matter, in
this way a ship could glide through a star as if it were not there, as
its matter does not interact with matter out of spin with itself. At the
time when Ferranti/Yaur-Marann were being first designed phase shift was
incredibly energetically expensive, though with the energies available
in the core this was not to be problem. Thus inside the core were not
only the super efficient and advanced drive core components but also
phase shift generators that slipped the craft out of normal space in the
jump.
The
use for this type of ship is often understated when it is described as a
craft for defensive purposes. The drive system can make the ship jump as
much as 500 ly on the newer models, with relatively high precision. This
enables a whole fleet of military vessels to flash into existence at any
breach in defence or to spearhead or reinforce an attack group. Though
the crafts main drives are totalled in the jump, most newer ships have
other auxiliary drives to enable normal flight at location. Ferranti/Yaur-Marann
drives therefore represent one of the most potent of defensive
technologies available to the Federation, and for this reason the number
of Ferranti/Yaur-Marann drive ships is in the many thousand and rising,
with a large number of these always on active duty, primed ready for
jump. |