The second type of wormhole depicted in the series is temporal in nature, as when the Great Machine buried miles below the surface of Epsilon Eridani III, a massive alien complex for the generation and control of power on a solar scale, displaces Babyyears into the past, 24 hours after it becomes fully functional, taking Commander Sinclair with it into the past to begin preparations a millennium in advance for the coming war with the Shadows, creating a temporal paradox. However it is a common wartime tactic for opponents to program their jumpgates to deny access by any enemy ships, thus forcing those forces to open their own jump points. Thus, it would be a gross violation of rules of engagement to attack them directly, as the jumpgate network is needed by every spacefaring race. Īs established in the episode "Movements of Fire and Shadow", jumpgates are considered neutral territory. A ship may enter hyperspace with no particular destination, linger or hide there before returning to normal space, even be lost irretrievably should it become unable to exit into normal space. In the series, however, rather than the exiting endpoint being defined at the time of entry, the ship enters non-Euclidean hyperspace within which tachyon beacons mark possible endpoint destinations in real space. The jump points created by both the jumpgates and large vessels characterize a Lorentzian traversable wormhole with intra-universal endpoints. Three distinct types of wormhole are characterized in the series and its sequel stories. The more energy used to create the wormhole, the larger the opening will be, so the stand-alone gates are used for heavily trafficked, predetermined interstellar routes, while engines on ships serve as a means of travel primarily for that ship and its support vessels, allowing them to enter and exit hyperspace where a jumpgate is not conveniently close by in normal space. Jump points can either be created by larger ships (battleships, destroyers, etc.) or by standalone jumpgates. In television series Babylon 5 and its spin-off series Crusade, jump points are artificial wormholes that serve as entrances and exits to hyperspace, allowing for faster-than-light travel. The wormholes generated by the Stargates are based on the misconception that wormholes in 3D space have 2D (circular) event horizons, but a proper visualization of a wormhole in 3D space would be a spherical event horizon. It's possible to keep it active for a longer period, but it would take immense amounts of energy. Also, Stargates can sustain an artificial wormhole for only 38 minutes. The one-way nature of the Stargates helps to defend the gate from unwanted incursions. It does serve as a very useful plot device: when one wants to return to the other end one must close the original wormhole and "redial", which means one needs access to the dialing device. The one-way rule may be caused by the Stargates themselves: as a Gate may only be capable of creating an event-horizon that either breaks down or reconstitutes matter, but not both. This would explain why electromagnetic energy can travel both ways - it doesn't have to be converted. However, for some reason not yet explained, the water-like event horizon breaks down the matter and converts it into energy for transport through the wormhole, restoring it into its original state at the destination. The central plot device of the programs is an ancient transportation network consisting of the ring-shaped devices known as Stargates, which generate artificial wormholes that allow one-way matter transmission and two-way radio communication between gates when the correct spatial coordinates are "dialed". Wormholes are the principal means of space travel in the Stargate movie and the spin-off television series, Stargate SG-1, Stargate Atlantis and Stargate Universe, to the point where it was called the franchise that is "far and away most identified with wormholes".
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