Working from the premise of warp travel working by way of creating "highways" in which speed is unrestricted until an impedding object triggers the anticollision dewarp feature, I presume Hyperlanes are generated from a large, energy-intense, station-based system composed of several installations that each play a part in setting up Hyperlane Infrastructure.
Natural Hyperlane Nodes: hyperlane nodes occur naturally at lagrange points between any two celestial bodies, there are always five langrange points where gravitational flux creates hyper stable zones in the L1, L2, and L3 points and "gravity hills" at the L4 and L5 points, but we don't really care about all that, all we need to know is that the five Langrange Points are large areas in space relative to the gas giant and any moon orbiting it where warp travel is easy to do, which is why we're going to call them Natural Hyperlane Nodes, anywhere else and a station wishing to install Hyperlane infrastructure will also need to support a Hyperlane Node Generator.
Hyperlane Node Generator: this expensive and power-hungry installation is more or less black box technology, nobody really understands how it works, but when you follow the instruction manual and turn it on, the massive device generates an Artificial Hyperlane Node. Where a Natural Hyperlane Node comprises a large and often remote area of space, several tens of kilometers in diameter, an artificial node is only about five to thirty kilometers across depending on the size of the generator. The most unique feature of a Hyperlane Node is not the fact that it allows Hyperlane Gates to function inside of it, but that any object traveling at warp speed will drop out of the imaginary phase state that allows mass-bearing objects to break conventional physics when it enters a Hyperlane Node. While any vessel can use simple electromagnetic phenomina in thruster systems to disturb their phase state and manually drop out of warp, entering a Hyperlane Node will always shunt the vessel back into a conventional state.
Hyperlane Detector: a large and powerful scanning array that can detect Hyperlane Nodes at long range and translate the angular coordinates to a YOLOL data network, larger detectors can detect nodes at longer rannges but require geometric increases in power. The odd physics involved in Hyperlane Nodes also make it difficult to detect larger nodes against the background cosmic radiation, making Natural Hyperlane Nodes the least accessible with the development of modern technologies.
Hyperlane Gate Armature: a massive two-axis turntable built to handle the weight and power requirements of a Hyperlane Gate. While gates can be used without an armature, and indeed anything but the smallest gate aperture cannot fit into an armature, small facilities that can only afford one gate and need to access multiple hyperlanes or project ships in multiple directions may find it optimal to use an armature.
Hyperlane Gate Pylon: hyperlane gates require a minimum of three pylons to open a hyperlane, however this produces a slow and unstable corridor that is prone to dropping vessels out of their warp phase without warning, leaving a vessel potentially stranded in a wilderness zone. With additional pylons the hyperlane speed is increased by 5% and the instability reduced from 1%/min dephase proc rate by -0.199% per additional pylon above the initial three to a maximum of eight pylons (0.005%/min or 1:20000 chance per minute, +25% hyperlane speed). While a Hyperlane Gate is active, anything can benefit by traveling through it and will automatically align with the gate's point-of-aim as it transitions into warp phase; a vessel receives a speed factor multiplier to its thrusters and a proportionate durability increase to its hull, which is removed if the thrusters shut off (the buff is lost per thruster, the hull buff remains as long as at least one thruster is buffed, maneuver thrusters also remain buffed so long as at least one normal thruster holds a buff) or the ship deviates beyond a 5-degree angle from parallel with an imaginary ray drawn from the originating hyperlane gate. The buff is also dropped if any object is rendered within a 1-degree cone of the ship's front/direction of travel for a minimum of safety. While Hyperlane Gate Pylons can be mounted into an Armature, they can also be installed as a larger fixed gate installation so long as every pylon in the gate is within 50m of two other pylons so that a functioning gate polygon can drawn to create the hyperlane aperture. With a maximum of eight pylons in a gate, this allows a maximum aperture of roughly 100m dia.
Natural Hyperlane Nodes: hyperlane nodes occur naturally at lagrange points between any two celestial bodies, there are always five langrange points where gravitational flux creates hyper stable zones in the L1, L2, and L3 points and "gravity hills" at the L4 and L5 points, but we don't really care about all that, all we need to know is that the five Langrange Points are large areas in space relative to the gas giant and any moon orbiting it where warp travel is easy to do, which is why we're going to call them Natural Hyperlane Nodes, anywhere else and a station wishing to install Hyperlane infrastructure will also need to support a Hyperlane Node Generator.
Hyperlane Node Generator: this expensive and power-hungry installation is more or less black box technology, nobody really understands how it works, but when you follow the instruction manual and turn it on, the massive device generates an Artificial Hyperlane Node. Where a Natural Hyperlane Node comprises a large and often remote area of space, several tens of kilometers in diameter, an artificial node is only about five to thirty kilometers across depending on the size of the generator. The most unique feature of a Hyperlane Node is not the fact that it allows Hyperlane Gates to function inside of it, but that any object traveling at warp speed will drop out of the imaginary phase state that allows mass-bearing objects to break conventional physics when it enters a Hyperlane Node. While any vessel can use simple electromagnetic phenomina in thruster systems to disturb their phase state and manually drop out of warp, entering a Hyperlane Node will always shunt the vessel back into a conventional state.
Hyperlane Detector: a large and powerful scanning array that can detect Hyperlane Nodes at long range and translate the angular coordinates to a YOLOL data network, larger detectors can detect nodes at longer rannges but require geometric increases in power. The odd physics involved in Hyperlane Nodes also make it difficult to detect larger nodes against the background cosmic radiation, making Natural Hyperlane Nodes the least accessible with the development of modern technologies.
Hyperlane Gate Armature: a massive two-axis turntable built to handle the weight and power requirements of a Hyperlane Gate. While gates can be used without an armature, and indeed anything but the smallest gate aperture cannot fit into an armature, small facilities that can only afford one gate and need to access multiple hyperlanes or project ships in multiple directions may find it optimal to use an armature.
Hyperlane Gate Pylon: hyperlane gates require a minimum of three pylons to open a hyperlane, however this produces a slow and unstable corridor that is prone to dropping vessels out of their warp phase without warning, leaving a vessel potentially stranded in a wilderness zone. With additional pylons the hyperlane speed is increased by 5% and the instability reduced from 1%/min dephase proc rate by -0.199% per additional pylon above the initial three to a maximum of eight pylons (0.005%/min or 1:20000 chance per minute, +25% hyperlane speed). While a Hyperlane Gate is active, anything can benefit by traveling through it and will automatically align with the gate's point-of-aim as it transitions into warp phase; a vessel receives a speed factor multiplier to its thrusters and a proportionate durability increase to its hull, which is removed if the thrusters shut off (the buff is lost per thruster, the hull buff remains as long as at least one thruster is buffed, maneuver thrusters also remain buffed so long as at least one normal thruster holds a buff) or the ship deviates beyond a 5-degree angle from parallel with an imaginary ray drawn from the originating hyperlane gate. The buff is also dropped if any object is rendered within a 1-degree cone of the ship's front/direction of travel for a minimum of safety. While Hyperlane Gate Pylons can be mounted into an Armature, they can also be installed as a larger fixed gate installation so long as every pylon in the gate is within 50m of two other pylons so that a functioning gate polygon can drawn to create the hyperlane aperture. With a maximum of eight pylons in a gate, this allows a maximum aperture of roughly 100m dia.
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