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Tactical Display I -- showing USS Enterprise 1701- E
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.Tactical Display II -- showing USS Defiant NX-74205
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Tactical Display III -- showing USS Voyager NCC 74656
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Starfleet Specifications
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WARP SPEED
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Federation technology utilizes warp drive engines to move at speeds greater than the speed of light . The warp drive is based on CDP (Continuum Distortion Propulsion). CDP engines essentially distort the space around the ship , allowing it to move at speeds greater than light (This distortion does not separate the ship from space, hence the passing stars). This is analogous to moving a bowling ball on a rubber sheet by bending the sheet. Warp is powered by a violent matter:antimatter reaction. This power is regulated by the Dilithium crystals (they are the only known material to Federation science which is transparent to antimatter when subjected to a high-frequency electro-magnetic field), so that the reaction occurs within certain bounds. This energy is then fed to the warp coils, in a carefully predefined sequence, from fore to aft. They energize in this pattern more rapidly (with more power also required) to drive the ship at higher warp factors. Each energy "band" produces some force on the next-innermost field,
the closest of which pushes the ship. When enough energy is applied, the Enterprise tunnels through C's in Planck time.
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IMPULSE ENGINES
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The Galaxy class impulse propulsion system (IPS) generates a subspace distortion field, as does the warp propulsion system, but the IPS field is induced by an energy flux several orders of magnitude smaller than that of the warp engines. Because of this, the warp field produced by the IPS does not have the power to propel the ship faster than light.

Starfleet operational guidelines restrict impulse operations to a small fraction of the speed of light to reduce relativistic effects.

So impulse engines are true Newtonian (non-warp) engines. They are powered by sequential fusion reactors that fuse the slush deuterium into helium, and the high-energy exhaust is expelled out the back, utilizing a vector-controllable nozzle. Thus, fusion exhaust products from the impulse engines are used to energize a small warp coil which produces a non-propulsive warp field. This field effectively lessens the mass of the ship and means the impulse engines have less work to do.

There actually is a warp field generated, but it is a non-propulsive field which only reduces the effective mass of the ship and gives the impulse engines less of a job to do. Some sources say that impulse engines must be used near inhabited planets and other systems, because the field created by the warp drives would tear the area apart.

Section 6.1 of the Sternbach/Okuda technical manual states: "During normal docking operations the main impulse engine is the active device, providing the necessary thrust for interplanetary and sublight interstellar flight. High impulse operations, specifically above 0.75c, may require added power from the Saucer Module engines. These operations, while acceptable options during some missions, are often avoided due to relativistic considerations and their inherent time-based difficulties (See: 6.2)"

And section 6.2 goes on to say: "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 developments were broadcast to distant travelers. Numerous other space-faring cultures have echoed these experiences, leading to the present navigation and communication standards within the Federation.

Such time differences can interfere with the requirement for close synchronization with Starfleet Command as well as overall Federation time-keeping 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.
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DEFLECTOR SHIELDS
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Deflector shields are focused spatial distortions resulting in a deflective graviton field. This field effect is generated by wave-guides on the outer hull of the ship. Deflector shields have a significant fratricidal effect on the warp fields. Neither system can be operated at optimal efficiency when both are in operation.

Like most force-field devices, the deflector system creates a localized zone of highly focused special distortion within which an energetic graviton field is maintained. The deflector field itself is emitted and shaped by a series of conformal transmission grids on the spacecraft exterior, resulting in a field that closely follows the form of the vehicle itself. This field is highly resistive to
impact due to mechanical incursions ranging from relativistic subatomic particles to more massive objects at lesser relative velocities. When such an intrusion occurs, field energy is concentrated at the point of impact, creating an intense, localized spacial distortion.

Basically all this says is that the shields are a set of reversed gravity screens. if anything 'hits' the screens, the shield system reverses the gravitational acceleration in that zone, counteracting the force of the Photon Torpedo or whatever hits the shield. To the Torpedo, it will seem like it hit something solid...
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TRANSPORTERS
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The Galaxy class contains 4 personnel transporters, 8 cargo transporters, and 8 emergency transporters. Personnel transporters are configured to transport at the quantum level. Cargo transporters operate at the molecular level and as such cannot transport living beings. They can be configured to operate at the quantum level with considerable reduction in transportable payload mass. The effective range of the transporter is 40,000 kilometers.

Transported matter is not converted to energy, but is disassembled by the transporter (at the appropriate resolution) and is conveyed via an "annular confinement beam" as a "subatomically debonded matter stream." and reassembled at the destination.

Both the source and destination sites, if in motion, must be moving at the same integral warp factor for transport to occur.
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PHOTON TORPEDOES
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Photon Torpedoes carry their own warp capible engine and generate their own warp field (this is why they can be used while flying at warp speeds ). They carry matter/anti matter used for both propulsion and detonation .

The launch tube induces a warp field in receptor coils in the torpedo casing. A sustainer coil augments the induced field using warhead matter/antimatter components as propellant and provides for mid-flight course and speed corrections.

Range -- 3,500,000 Km. (for mid scale detonation)

Minimun Safe Target Range -- 15 Km.

Payload -- 1.5 Kg. Antimatter

Size -- 2.1 x 0.76 x 0.45 meters

Weight -- 247.5 Kg.

Application -- Combat Situations
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HAND PHASERS
Type I and II Phasers
 
Phasers are the standard anti-personnel weapon. It's a good all purpose weapon, with settings ranging from light stun to explosive disruption. It is used on most (if not, all) away team missions and is used on the ship by the security officers.
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HAND PHASER SETTINGS
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Setting
Description
Setting 1 Light Stun
Setting 2 Medium Stun
Setting 3 Heavy Stun
Setting 4 Low Termal
Setting 5 High Termal
Settings 6-7 Light Disruption
Settings 8-9 Medium Disruption
Setting 10 Extreme Disruption
Settings 11-15 Maximum Disruption
Setting 16 Explosive Disruption
 
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