Alcubierre warp drive
Can anyone here speak intelligently about the Alcubierre drive, in game terms? Assuming, that is, that we ignore the energy requirements, zero mass, and such?
What would space look like as viewed from an Alcubierre driven ship at subluminal and supraluminal pseudovelocities? If you can see out of the warp field, can you fire lasers out of it? Can it send and receive radio transmissions? What happens if you steer one into a planet or other large mass? For that matter, what happens to all of the particles in the space in front of it? Do they decay into various forms of radiation as the space is collapsed? Can they turn arbitrarily fast, or is the drive polarized to unidirectional travel? Would such a ship have the same ability to acquire an enormous true velocity by warping just enough to hold steady over a planet, then destroy the planet by turning off the drive and impacting it at an arbitrarily large fraction of c? And what's this stuff about using it as a time machine? I'm intensely curious about this drive. A forum search for "Alcubierre" had a few hits, but not the information I'm interested in. lwcamp gave some hints once, but not a lot. |
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The view around the ship would be distorted as light passes through the curved time-space around the ship. Essentially the ship is flying blind unless a means of compensating for the distortion of incoming radiation to produce clear sensor images. There also an issues of steering the ship.
There is a modification of the Alcubierre warp drive, called micro-warp, that proposes to fold space-time around the mass in such a way that the bubble of normal space around the ship is only connected by a small tendril. This makes the energies needed to move a mass through the technique several order of magnitude less. As you only need to form the warp around the opening. http://www.npl.washington.edu/AV/altvw99.html I used this to come up with a theory of Traveller Jump Drive. ---------------------------------------------------- Kaukji Hyperspace Shunt or KHS Drive is an outgrowth of continuing research into control of gravity. The manipulation and control of gravity became possible in 2071. When this occurred researchers realized that several avenues of achieving Faster Than Light (FTL) speeds became possible. The late twentieth and early twenty-first century saw the emergence of several FTL theories that remain consistent with Einstein's Theory of Relativity. All of them had massive engineering problems to overcome or required the generation and control of massive gravity fields. The KHS drive consistent of a gravity generator capable of generating intense gravity fields. To produce these fields the generator needs to be coupled with a special fusion plant design that required to output massive amount of power in a short amount of time. In addition raw mass was needed to maintain the real space bubble that the ship rides in while in hyperspace. This was found to equal an amount of hydrogen equal to 60% of the desired volume. As the control hardware and software improved this was later reduced down to only 20% of volume. In addition a minimum volume of 100 displacement tons of hydrogen was found to be the lower limit of a stable real space bubble. Smaller bubbles tended to destabilize and collapse. ---------------------------------------------------- Basically there were stable configurations that could be created by folding spaces around a mass and that they would decay in about 152 hours more or less. When the field is created the mass would begin moving in the preset direction faster than light. There were 36 levels that produced travel distances of to 36 parsecs. Of the 36 only the first 6 were naturally stable. The energy profile need to create the Alcubierre fields for the first six were like a trough, slight variations and errors will cause the field to "roll downhill" to the stable configuration. Above 6 the energy profile is like a hill where slight variation and errors would roll off the stable point producing gross misconfiguration resulting in a misjump. Each level has a smaller and tighter "opening" allowing the energy of the fusion reactor in the jump to create a more extreme warp causing the mass to travel farther. One reason I adopted this for traveller that it makes jump drive the result of grav technology which seems more elegant to me. Rather than the "alternate hyperspace" of canon. |
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What has been determined is that a superluminal warp drive is causally disconnected from the rest of the universe (EDIT: except along the pre-prepared, pre-scheduled railway mentioned above). You can't steer and you can't turn it off from the inside. Perhaps you could arrange for it to turn off upon warping for a certain distance. But you run into another problem - the front surface will produce radiation of remarkable intensity that is impinging on your spacecraft. As a result, classic Alcubierre geometries likely result in your spacecraft getting vaporized in short order unless you only go at sub-light speeds. There is another issue - local conservation laws - which I will discuss in another reply due to length constraints on posts |
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In general relativity, energy and momentum and angular momentum are well defined and local in the weak field limit. The weak field limit is basically Newtonian gravity (with a few extra bells and whistles, such as gravitational waves). So when you are in a region where gravity is approximately Newtonian, then general relativity predicts that energy, momentum, and angular momentum are not only conserved, but conserved locally. That is, if you take any arbitrary closed surface, the energy & etc. inside that surface only changes by the amount of energy & etc. that goes in or out of that surface. But what about warp drives? Warp drives are definitely not in the weak field limit. They distort space-time so much that you are far beyond Newtonian gravity. Do you still have to worry about the conservation laws? Well, the weak field result still holds if you can surround the strong field region with a closed surface where everywhere on the surface remains in the weak field limit (even if the surface is very far away). Inside that surface, energy & etc. might not be localized but it will not change without passing through the surface. So lets look in sequence at what this means for energy, momentum, and angular momentum (with increasingly depressing results as we go on). Energy first. Usually when we think about a warp drive, we envision a spacecraft that is not yet warping sitting in a region of normal space-time (say, around a planet or star, or even around a black hole or neutron star since if you get far enough away you can enclose the black hole or neutron star with a surface that is everywhere in the weak field limit). Then the spacecraft does its warping thing, moves someplace else, and turns off its warp to again become a normal, non-warping body in a region of normal space-time. Now, if we enclose the entire path taken by the spacecraft in one of our imaginary surfaces, far enough away that any warping effects have damped away to the weak field limit, then we can see that the energy of the spacecraft is unchanged minus any radiation it produced in the operation of the warp drive. This is probably no surprise. By playing around with these surfaces (such as a co-moving surface surrounding the warp bubble but out in the weak field limit) you can probably convince yourself that the energy travels with the warp bubble. Since mass is equivalent to energy that isn't associated with motion, you can think of the warp bubble as having mass. Next, momentum. Momentum has a direction as well as magnitude, and that direction is also conserved (mathematically, we say that it is a conserved vector). A force is a rate of change of momentum, and corresponds to an exchange of momentum between two things. Classically, an object's momentum is its mass times its velocity. So let's go back to warping from empty space to empty space. There are no forces, so since momentum is conserved the spacecraft ends up with the same momentum before and after the warp. Since the mass is unchanged by the above argument (neglecting radiation) then the spacecraft ends up with the same velocity as before. So now we can answer your question about hovering over a planet. There are two ways of looking at this - the Newtonian viewpoint of the planet exerting a force on the warp bubble's mass (increasing the warp bubbles momentum toward the planet) or the Einsteinian version of the spacecraft being in free fall so that it keeps warping forward in such a way to keep its distance from the planet constant. In both cases, the spacecraft's momentum, and hence its velocity when it finally turns off its warp drive, are constantly increasing in the direction of the planet. If this continues the spacecraft can build up arbitrarily large velocities. Note, though, that since the spacecraft's kinetic energy is also constantly increasing and energy is conserved, this energy has to come from somewhere such as the fuel to run a nuclear reactor. Once the energy in that fuel is exhausted the spacecraft cannot continue to hover since doing so would increase its energy further and there is no energy left. This ultimately limits the available velocity - although with nuclear fuels available you can still get nuclear bomb size explosions. Note also that this means when you go away from a planet you must use power and when you warp toward a planet you gain power from your warp drive. Now for the really depressing one - angular momentum. Angular momentum is also a vector (classically, anyway - relativity adds some additional components that are hard to visualize, but I'll just stick with the classical 3-vector version). Angular momentum is defined as the magnitude of the momentum times the perpendicular distance from the observer to the object (in a direction mutually perpendicular to the momentum vector and the direction from the observer to the object). If something isn't moving, it has no angular momentum (assuming no internal motions - a rotating object has angular momentum but not everything with angular momentum needs to be rotating). If something is moving but is headed straight toward you or straight away from you, it also has no angular momentum. The further its distance of closest approach becomes (assuming a straight line trajectory) and the faster it is moving and the more massive it is, the greater its angular momentum. So, consider an observer moving toward the spacecraft, and then have the spacecraft warp away in a direction perpendicular to the direction to the observer. From the observer's point of view the spacecraft starts off with non-zero momentum (it is moving in his reference frame) but zero angular momentum (it is going straight toward him). After the warp we know that it must be going the same speed and direction from conservation of momentum, but now it is not headed straight toward the observer. Consequently it has non-zero angular momentum. Since you can always find a frame of reference that does this, free-form warping violates the conservation of angular momentum and is thus disallowed in general relativity. How do we get around this? I can think of three ways. First, the spacecraft can dump all of its energy when it turns on its warp drive. Without energy it has no mass and thus neither momentum or angular momentum. It leaves the energy behind in some form - matter or radiation (if it is in the form of radiation, you get the release of 20,000 megatons of energy per ton of spacecraft mass). Then, when it gets to its destination it absorbs as much energy as needed to precipitate the spacecraft out of warp (that is, a 100 ton spacecraft would need to have its warp bubble gobble up 100 tons of mass at its destination in order to release the spacecraft). The spacecraft will end up with the velocity of the mass the warp field gobbled up. Until the spacecraft precipitates out of warp it cannot exchange energy with the rest of the universe (doing so would add or subtract mass to the warp bubble, which would then violate angular momentum conservation). This probably means the spacecraft is flying blind and will have a difficult time finding the mass it needs to exit warp. Second, you can have a prepared pathway of highly curved spacetime, and all warp travel is along this path. Since the spacetime geometry of the pathway is highly curved, we are outside of the Newtonian limit and angular momentum (and energy and so on) is not localized along the path. This lets you go from one point on the path to another, but you can't warp to places off the path. Third is that the warp drive emits some sort of radiation which never decays away to the weak field limit. This last possibility is not very good for adventure fiction since strong field gravitational radiation smashing through the universe out to arbitrary distances is rather hard on the setting. |
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Now the details. All observers can agree that for events with a time-like separation, that one event occurred before the other. This gives you an unambiguous past and future. However, the same is not true for a space-like separation. If one observer thinks that in his reference frame one event happened before the other, another observer will think they happened in the opposite order and a third observer will think they happened simultaneously. By choosing your frame of reference you can choose what order space-like events happen in your coordinate system. So, start at Sol and warp to Sirius. Entering and exiting warp are events with a space-like separation. In your frame of reference exiting warp is either simultaneous or after entering warp - not a problem yet. Now when you are at Sirius, change your velocity by a lot so you are in a new reference frame (perhaps using the hovering method described earlier). Get into a reference frame where exiting warp happened a lot earlier than entering warp. Now warp back to Sol. You arrive before you left. If you want to be contrary you could try to cause a paradox, such as trying to ambush yourself and blow your other-self up before he leaves so you could never get back to blow yourself up. |
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Nit - exotic matter is negative, not imaginary. Imaginary is what you get when you take the square root of a negative. ;-) (For the humor impaired, the last line was a joke.) Luke |
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Thanks to Luke for a fascinating set of posts! :thumbs up:
That said, the twisted part of my brain can't help but read this one bit here... Quote:
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Great stuff, though... |
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Luke |
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Huh. The Alcubierre thing is sounding much different than I had thought it was. I had heard stuff along the lines of it working like whatever drive Star Trek uses, in that you can still interact with the universe, but move at arbitrary pseudovelocities. I guess that's yet another example of why one shouldn't listen to the press, even the science press...
Frankly, the whole thing sounds more like what GURPS calls a Jump drive rather than a Warp drive. Quote:
I think this sounds the most workable, eh? You'd have defined "routes", which means that you have a reason to have a starmap rather than just a chart of the locations of starts (which is rather, er, unromantic..). I actually really like the idea of tramlines, from a campaign viewpoint, because it allows for strategic systems where multiple tramlines converge. But I couldn't come up with decent technobabble to explain them, so I was pursuing the Alcubierre thing. But you're saying that a ship couldn't carry it's own drive? In essence, there must be a "stargate" or "jump-station" or whatever? In which case, would you need a jump station at both termini, or only one? Or would you just set up this curved path once, then it just sits there and anyone can fly into it, working more like a stable wormhole than a jump-station? If so, could you "build" a pathway from one terminus, or would you need to send a ship in real space (sublight) to the other terminus? Would the termini orbit? Or would they just sit there, ignoring the gravitational gradients around them? If the latter then the delta-v to get to them would be inconveniently high, right? (If there is a station involved then I suppose it must orbit, but what if there is no station?) I'm ruminating on a campaign that is very hard science fiction except of course for the existence of a means of FTL travel. Sort of in the same vein as 2300AD. |
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Oddly enough, I think I get the negative energy concept. And I got the joke. Very droll. :o) |
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Now assume that we can change our velocity in essentially zero time. I will use primes (') to denote the coordinates measured in the reference frame with a changed velocity. This gives us x1' = 0 t1' = 0 and x0' = cosh(eta) x0 - sinh(eta) t0 t0' = cosh(eta) t0 - sinh(eta) x0 The parameter eta is called the rapidity, and corresponds to a speed v = tanh(eta) * c. The function cosh is the hyperbolic cosine cosh(x) = (exp(x)+exp(-x))/2 sinh is the hyperbolic sine sinh(x) = (exp(x)-exp(-x))/2 and tanh is the hyperbolic tangent tanh(x) = sinh(x)/cosh(x) exp(x) means raise the base of the natural logarithm (often denoted e) to the power x (or e^x). Since I don't feel like doing algebra right now, I wrote a quick program in c++ to run the calculations. For a speed of 0.0009999997 c (eta = 0.001, v ~ 300 km/s) I find that x0' = -100.00004 ly and t0' = 0.09000001 y. Since it still takes pretty near 0.01 year to get back, we would arrive at a time coordinate of t2'=0.01 y (and, of course, a space coordinate of x2' = x0' to a very good approximation, although to be rigorous we would include the change in position due to our relative motion). This is 0.08 y before we left, or about a month. So in this example you get back a month before you left (rigorously, we would transform from x2',t2' coordinates back to x2,t2 coordinates if you wanted to find out how long you had been waiting for your former self to jump in the frame of reference of the earlier you, but for these small velocities it doesn't make much of a difference, you still get back a month before you left in both reference frames). In fact, in this example a change in velocity of little more than 60 km/s gets you back just before you left. Luke |
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If I'm willing to assume that the exotic matter problem has somehow been solved I assume that stable wormholes are also possible. And after all, I'd have to assume that for the Alcubierre drive, anyway. So, how would they differ, in practice? I'll have to google Krasnikov tubes... EDIT- I looked up Krasnikov tubes. Both they and wormholes seem to have immense potential for screwing with causality, don't they? The Alcubierre drive as you explained it, assuming that I understand it correctly, seems to be a bit more difficult to (mis)use in that manner. |
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A "tramline" gets made, and is a permanent structure. (I'm still interested if this would most likely be a "jump-point" or if it would require a "jump-station." I'd prefer the former, but I would want it to orbit and can't think of a reason why they would. And if they don't orbit, what reference frame are they attached to?!? Would a given solar system drift away from them? And I suppose that it would be too much to ask for if these could be naturally-occurring structures. If they are man made, presumably at great expense and over the course of centuries as sublight ships make that first run, this leads to tramlines radiating out from Sol like spokes with no cross-links and precluding strategic systems (other than Sol) which is boring.) The Alcubierre drive puts the ship into a pocket universe which is connected to our universe by a proton-sized "mouth", akin to a wormhole. Presumably, this is done by temporarily dilating this mouth open via some mechanism. It is this mouth that gets transported along the tramline at ludicrous speed, and when it arrives at the destination the mouth is again dilated and the ship emerges. Thus unlike a wormhole the transit time is something greater than zero. Is this making "sense"? EDIT- If the tramline termini are natural structures and they orbit a star, this is sounding oddly similar to the Ten Worlds setting: http://www.adastragames.com/universe.html But you'll have to dig around quite a bit to find the info on the setting- it is ratehr scattered at the moment. You might have better luck searching for the game, Attack Vector: Tactical. It's the most "realistic" space combat game I know of, and the Atomic Rockets website agrees. |
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You can always say that the same thing that prevents wormholes from forming time machines works for warping as well - as soon as you are in a configuration in which a time machine is just barely possible, you get a sort of perfect resonator for quantum fluctuations that follow the time travel path and meet themselves to build up and amplify themselves to destructive levels. This not only prevents time machines but discourages people from trying. Quote:
Also, think about the implications of a spacecraft being able to bottle itself up in a basement universe, connected to this universe only via an umbilicus the diameter of a proton. It would seem to be a near-perfect defense, for example. You could save a lot of propellant by not decelerating at your destination planet - just turtle up and plow into it, then dig yourself out (although at proton size you are likely to zip through the entire planet, so maybe this isn't the best example). Warp tramlines likely operate on schedules - to get around the issues of information not being able to propagate from the inside of the warp bubble to the space-time in front of it (resulting in a metric pileup and singular surface, which gives you the nasty radiation problems) what you do is have the equipment on the tramline synchronized to pulse at the right time to give the effect of a superluminal disturbance traveling down the line without actually having to transmit the information superluminally. So if you have arranged for this to happen once per day, for example, you can only take the warp line once per day. With a wormhole you can go through any old time. When forging new routes to distant unexplored stars, wormholes can potentially lead to wait times much shorter than what you would expect from the difference in coordinate time of sending a light speed signal and the signal arriving at the new star (you do this by exploiting the time dilation of the projected end of the wormhole, and the fact that the other end, the end left at home, is at rest with respect to the projected end when viewed through the wormhole). If you can do the same trick with a warp tramline, it is not so obvious. Quote:
As an aside, I am getting a significant amount of deja vu from this discussion - Rick Robinson't Rocketpunk Manifesto blog recently features an entry on the limits of realistic FTL and I participated in the extensive discussion in the comment section. You might find reading through the comments interesting - we cover a lot of the ground you have been asking about, and you might get additional insights into how to structure your setting http://www.rocketpunk-manifesto.com/...est-cheat.html You might want to just skip through the parts where people digress to talking about the metaphysics of duplication, Herbert's kludge of shields in Dune, and other side-tracks, of which there are many. For example, you could start at this comment http://www.rocketpunk-manifesto.com/...13686130748261 and not miss much. Luke |
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The stuff that makes up the physical structure of the tramway will be following its normal geodesic path through spacetime (neglecting the forces that the stuff exerts on itself - if you need self forces to keep the tramway intact the tension built up over light years would break it). These geodesic paths are called orbits when the occur around stars, planets, and other things that can be approximated as a localized bit of mass. However, the tramway itself might be very massive - we already assume that it has a significant effect on space-time locally - which could affect the paths of things around it. A massive tramline of this sort might need to be located very far away from a star to keep from messing up the planetary system. Of course, you would also need to find enough mass to make the tramline in the first place. Maybe it is best to assume the tramlines are not that massive. Quote:
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How could a spaceship go through a Wormhole smaller than the width of a proton without being destroyed? I don't get it. It doesn't make sense. The link above doesn't work anymore.
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I read the paper. I understood most of the words, but the math means nothing to me. It might as be written in Martian for all it means to me. Please explain to me what it means in words. Why can't people just use words? I still don't understand how a spaceship could go into a wormhole without being crushed by gravity and everybody getting killed. I had to look up some words that I didn't understand.
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So: (1) Create your pocket universe (in this context, I'd really rather call it "subspace" for obvious reasons :) with a big wormhole to normal space; (2) Move the ship into subspace through the big wormhole; (3) Shrink the wormhole to tiny size; (4) Warp somewhere, enjoying the benefits of your not-quite-entire-bubble with tiny connection; (5) At your destination, expand the wormhole again to get the ship out of subspace and back into normal space. |
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|..........|..........|..........|..........|..... .....|..........|..........| Each tick is a gradation on the number line. You might have something that has a dimension of 3 ticks: .......................___________________ |..........|..........|..........|..........|..... .....|..........|..........| Now you might use some exotic material or some such to compress spacetime locally, decreasing the space between ticks, but retaining the length of in number of ticks: ......................____________ |..........|.........|......|......|......|....... ..|..........| The line is still 3 ticks long. It is still in the same location: starting at the third tick. The space it exists within is simply curved so that, relative to the rest of the space, the line is shorter without actually changing any of the line's properties - it remains 3 ticks long. Compress your bubble small enough, and it just might fit through your wormhole. Incidentally, this is the way in which spacetime is already curved by gravity. This probably isn't the best analogy, but it's better than just throwing out a trite "compress spacetime" as an answer. I hope it helps. |
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I did understand it in words. I don't care that math is the language of science, it's extremely elitist. Alan Alda is right when he says that scientists can't communicate with average people. But I still don't know how the warp bubble can shrink and fit into a wormhole. The paper written by Alcubiere doesn't mention how to shrink it.
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Imagine talking about GURPS without using any GURPS terms. Possible in some cases, yes, and even necessary starting out. But if you're getting into a discussion of, say, whether modifiers for Appearance apply to Fast Talk rolls, it would certainly expend a lot of time and effort and would probably not be possible. I don't see how that's "elitist." Quote:
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As for physics using mathematics to explain things, it's because math lets you lay out definite and concise relationships and, more importantly, make predictions that can later be tested. Words don't do this. For example: "Gravity only acts downward" "An object in motion stays in motion until otherwise acted upon by a force" "Acceleration is the time-rate change of velocity" "Velocity is the time-rate change of position" That's four bits of rudimentary high school physics in words. Now tell me how far downrange a shell fired with a muzzle velocity of 800 m/s at an elevation angle of 23 degrees while sitting on a 12-foot-high hill above a plain, neglecting friction. You can't without using math: d = [v^2/(2g)]*[1+sqrt(1+(2gh)/(v^2*sin^2(theta)))]. And you can't get that formula, if you don't first describe gravity mathematically: g = -gj = [dv/dt]*j, velocity mathematically: v = x_doti + y_dotj = ds/dt, and finding useful relationships between them: v_f^2 = v_i^2+2as s_f = s_i + vt + 0.5at^2 v_f = v_i + at Now you can actually start to dig into science. And if this process seems difficult, all I can say is that there's probably a reason some jobs require more schooling than others. If you put in the time to learn some basic math, you can follow a great deal of physics, and the bits that require stuff like set theory, tensor calculus, and differential geometry aren't readily explained in anything less than broad brush strokes. Quote:
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Then why was shrinking the ship and going into it mentioned?
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I just removed an off-topic tangent that was bordering on personal attack territory. I strongly recommend NOT going back down that road.
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-- * Chris van der Broeck, "A `warp drive' with more reasonable total energy requirements". Sergui Krasnikov followed up that paper with a modification that reduced the requirement to a few milligrams. The infamous Harold White also had a paper that showed a reduction in matter requirements down to about 1000 kg. |
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Harold White is infamous? Why? I've read about him.
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And this is an interesting thread, going to reread Luke’s post to see if it finally helps me understand the whole “FTL = time travel” idea. |
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And there's also the idea that plotting a wormhole means that you're creating a pathway between points A and B means putting B where you can observe it, not where you calculate it to really be. For example, calculating a wormhole between Earth and Alpha Centauri means making a 4.3 lightyear trip, which at c takes 4.3 years, but puts you where Alpha Centauri is in the sky, or where it was 4.3 years ago, and hence putting you 4.3 years in the past. Of course, some settings can (and should!) ignore this by saying that computations of the destination include taking proper motion and radial velocity of the target location into account, so that when you reach Alpha Centauri you are roughly where it really is when or after you left, or will be when the trip ends (if said trip is to take 3 years, where it will be three years from departure). |
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It's best not to try to guess what the physics is here. With all due respect, if you haven't studied it, please don't try to explain it. |
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I think this page gives a fairly clean and understandable explanation for why FTL travel/communications violates causality. At least, it's the one that finally helped me get my head around the idea.
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