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Do anti-ftl fields interdict in-transit folds?

Sean_ODuibher

Inactive Member
More precisely, while the article on anti-ftl fields only mentions them making it harder/impossible to form hyper fold points, would the presence of an anti-ftl field in the path of a hyper fold cause a ship to be pulled out of hyper? This is the implication I get from seeing the star map and the placements of defensive anti-ftl fields, but the article on hyper fold travel also says that once in hyperspace, any ship and matter within the hyper fold bubble is "causally isolated from the outside." If totally true, then it would stand to reason that you could simply fold past an area seeded with anti-ftl fields, thus rendering the fields totally useless for defense and only good for keeping an engaged enemy from fleeing the battlefield.
 
No. There might be some sparks flying in the engine room, but nothing catastrophic.
 
And one would think that some of the crew might get a bit tossed around if they were not strapped in when the ship was rudely dropped into normal space.
 
True the FTL drive doesn't but as was discussed in Fred's propulsion topic. A ship that makes a jump does retain its STL velocity.

Therefore it is not unreasonable that a ship being forcefully pulled out of hyperspace, could come out in a less than ideal orientation, tumbling or whatever and the internal systems take a moment or to stabilize. Makes the event a bit more dramatic from a roleplay perspective.

Otherwise is Ho hum, we just were pulled out hyperspace.

Instead you have a Holly Crap, helm get us under control. Engineering more power to the inertial systems.

That's my two cents worth.
 
You aren't accelerated by FTL drives, meaning you retain your exact velocity when you come out of FTL. Retaining your STL velocity means you aren't spun or accelerated. Orientation of the ship also has nothing to do with its motion in this case, it is space after all.
 
Uso said:
You aren't accelerated by FTL drives, meaning you retain your exact velocity when you come out of FTL. Retaining your STL velocity means you aren't spun or accelerated. Orientation of the ship also has nothing to do with its motion in this case, it is space after all.
You're right, being dragged out of hyperspace shouldn't cause spin because inertia continues in one direction unless an outside force acts on the ship. But maybe a gravity field that wasn't accounted for in the initial thruster burst. One part of the ship would be pulled to one side and the ship's inertia would be trying to continue in its original direction...that'd cause a spin. Kinda like someone walking forward, then hitting their shoulder against a corner of a wall. They would be spun around, but their inertia would try to keep them going forward.
 
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