If you go past warp ten, of course you turn into a salamander.
Geez it’s like you guys don’t know anything about science!
Who are you who is so wise in the ways of science?
If you go past warp ten, of course you turn into a salamander.
Geez it’s like you guys don’t know anything about science!
I know all about science. Travelling at warp 10 will in fact trigger a mutation into a rock entity. Star Trek insulted the scientific community with this salamander nonsense.If you go past warp ten, of course you turn into a salamander.
Geez it’s like you guys don’t know anything about science!
Supposedly, warp factors are there for a reason. That is, Nature is built so that nine warp factors exist between zero speed and infinite speed, these being some sort of natural notches in the curve that depicts translating of power to speed. And that curve is the same for every engine and every ship, so that warp 5 on USS Tortoise is the exact same as warp 5 on USS Hare. And on IKS Tortured Heir.
Since our heroes travel at all those nine warp factors, it follows that they are clustered close to zero rather than close to infinity, and indeed infinitely close to zero, since this is how infinity works. And "warp 10" would appear to be fiction to describe the unattainable, rather than a real warp factor. But once our heroes stop being ignorant cavemen and develop some slightly faster warp engines, they can explore more of the warp curve. And it's almost inevitable that in addition to the nine easily found notches close to zero, there are more higher up, rather than bland smoothness, because while nature doesn't abhor all vacuums and seldom hates any blenders, it positively loathes simplicity.
So eventually somebody will find warp 10, warp 11, warp 12, warp 13 and so on, probably representing another nice cluster (and perhaps finally offering hints of how Nature works, and where the next cluster can be found once us mere mortals again make our engines a hundred times faster than before). And infinity will have to be described differently, although if the highest notch in the newest cluster is warp 47, perhaps they'll still call infinity "warp 48".
Timo Saloniemi
Don't be ridiculous. Did you get that number on a wall or something?No no no! What's infinity is "Warp 8675309" because that's timeless.![]()
By this logic, this must apply to ships in different eras, like the TOS warp scale, too.Supposedly, warp factors are there for a reason. That is, Nature is built so that nine warp factors exist between zero speed and infinite speed, these being some sort of natural notches in the curve that depicts translating of power to speed. And that curve is the same for every engine and every ship, so that warp 5 on USS Tortoise is the exact same as warp 5 on USS Hare. And on IKS Tortured Heir.
By this logic, this must apply to ships in different eras, like the TOS warp scale, too.![]()
Haha! Turning into a clam, and a Cousteau Compensator! Great!
As for the sense of humor of the person who invented the warp scale, I imagine the first person who invented it in the Kirk era knew the general concept of logarithmic scales but not how they usually work. Then 20 years later, somebody else thought "Oh boy. They're going so fast, they must be near infinity. Why don't I just round warp 10 up to infinity. That should do nicely."
I think in All Good Things, the Ent went warp 12 or something, but we can explain that by saying as speeds got higher and higher, they recalibrated the scale cause saying all the 9s got tiresome.
Can you show us your version of the equation? If I understand it correctly, the original Warp scale was speed = warp^3. And then the TNG era warp scape was speed = warp^3.3 until some undisclosed point around 9.9, where they jump the shark and head to infinity.Fun story!
There's an equation floating round which gives fairly accurate numbers for the warp factors on the TNG scale in terms of c (the original curve for this was drawn freehand on graph paper by the production team so there's some minor differences). I modified the equation to set 20 at infinite speed rather than 10, but keeping warps 1 to 9 more-or-less the same.
Doing this makes warp 13 approximately the same as warp 9.975 on the TNG scale. This "AGT" scale makes sense to avoid the silliness of warp 9.9xx factors becoming increasingly common, especially as on the TNG scale tiny numerical differences in incremental speeds above warp 9.9 result in significant speed differences (for example, warp 9.985 is about 65% faster than warp 9.975).
The TNG scale introduces more problems than it solves in my opinion, especially as ships for some reason got faster between 2360 and 2370 than they did between 2260 and 2360...
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