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TECHNOLOGY AND WEAPONS

 
   
 

ENTERPRISE SCHEMATICS & EVOLUTION

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COMMUNICATIONS
 
COMMUNICATION DEVICES PROGRESSED BETWEEN THE 22ND & 24TH CENTURIES ALTHOUGH THE ORIGINAL FLIP COMMUNICATOR ONLY HAD THREE VARIANTS ON THE DESIGN BEFORE BEING REPLACED IN THE 24TH CENTURY BY THE COMMUNICATOR UNIFORM PIN

CLASSIC COMMUNICATOR

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Communicators were handheld communication devices used by many species for person-to-person communications. In many cases, these devices also served to allow transporter locks for beaming, thus acting as homing transponders. Communicators usually transmitted on subspace frequencies.

Communicators were used by Starfleet landing parties and away teams; occasionally, communicators were used in situations Where normal intraship communications were inaccessable (or inadvisable), during the 22nd and 23rd centuries. (See, for example, TOS: "Mirror, Mirror")

Employing a flip-top design, a member of Starfleet spoke directly into the device to give commands and speak with other personnel. (TOS: "The Cage", etc)

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STARFLEET

COMMUNICATOR

2254

By the 24th century, these communication devices were integrated into the standard uniform badges and became known as combadges. Users no longer had to speak directly into the communicator, but rather could activate and deactivate them with the touch of a finger. The combadge came into general use by 2344

COMBADGE

The combadge is a combination of a badge and communicator, worn by Starfleet personnel on their uniforms during the 24th century. Variations of this form of device have been used on uniforms of other cultures at similar levels of technology also.

Combadges are used for on board ship communication with other Starfleet personnel, when using the internal communication system is not possible or impractical, for accessing the on board computer when not in an area that the computer is monitoring, for ship-to-shore communications, and for direct communication to another combadge. Transporters use the combadge as a locator device to lock-on to its bearer, thus making transport faster and more accurate. Combadges are configured to act as universal translators. (DS9: "For the Uniform"; VOY: "The 37's", "Investigations")

Due to the size of the combadge, its working range is limited to 500 km, although a starship can boost the signal to bridge larger distances. (TNG: "11001001") The combadge can be opened for maintenance purposes (TNG: "Brothers") or to be used as a beacon. (VOY: "Coda")

In emergency situations, a combadge can be modified for use in other applications. It can be converted into a subspace distress beacon, or the tiny power cell can be extracted for other uses. Lieutenant Worf used it to power a home-made field generator for several seconds. In the casing of the combadge is ever cracked, an emergency distress signal is emitted. (TNG: "A Fistful of Datas"; VOY: "Time and Again") The Starfleet combadge can be deactivated by tapping it twice in rapid succession. (TNG: "The Game"; DS9: "Past Tense, Part II") (note: the EMH of USS Voyager used this technique not to deactivate his combadge, but to gain the attention of the ship's crew (VOY: "Caretaker"))

As a symbol of loss of membership in Starfleet, personnel that have resigned or have been relieved of duty must turn in their combadges. (DS9: "Paradise Lost") Taking off one's combadge constitutes taking off one's uniform. (TNG: "Redemption"; DS9: "Tacking Into the Wind", "Inter Arma Enim Silent Leges")

Background Information

The Starfleet insignia pin first used in Star Trek II: The Wrath of Khan would later become a combadge, as Lieutenant Richard Castillo can been seen pressing his and speaking into it in TNG: "Yesterday's Enterprise." The combadge with the rectangular back was first seen in the Star Trek Deep Space Nine episode "The Search, Part I", before being used continually in the series and Star Trek: Voyager. It also appeared in the four Next Generation movies.

There have been three possible future combadges used in Star Trek. In TNG: "Future Imperfect", the combadge comprised the delta shield and rectangular strips behind it signifying rank, doing away with rank pips. The second future combadge seen comprises a see-through delta shield and two gold, vertical rectangles behind it. This badge has been seen in TNG "All Good Things...", DS9: "The Visitor", VOY: "Timeless" and VOY: "Endgame". Also seen in Voyager is a 29th century combadge. This is a 'winged' arrowhead, similar in style to the insignia found on a 24th century starship hull. It has been seen in VOY: "Future's End" and VOY: "Relativity".

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TRI-CORDERS

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2260s

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Starfleet tricorder, 2268

In service during the mid-2260s, the standard Starfleet tricorder incorporated a segmented design. This tricorder, a generally square-shaped device, utilized three sections: a pivoting upper portion containing the display readout and controls; a compartmented mid-section containing data chips; and an adaptable lower portion, sometimes containg a handheld sensor as with the medical tricorder. The tricorder of the 2260s was mostly black with silver trim and featured a leather-like strap, allowing one to sling the tricorder over the shoulder when not in use. (TOS: "The Naked Time")

Yeomen serving aboard Starfleet starships (such as Janice Rand aboard the USS Enterprise) often carried tricorders in order to record and retrieve information for the starship captain. More often however, the tricorder was standard equipment included on away missions. (TOS: "The Man Trap", "Charlie X")

A highly adaptable device, the Starfleet tricorder could be configured to operate with technology such as a mnemonic memory circuit and allow retrieval of temporal information. (TOS: "The City on the Edge of Forever")

One of the Dax hosts owned this version of the tricorder, remembered fondly by Jadzia Dax. (DS9: "Trials and Tribble-ations")

The original series tricorder was designed by Wah Chang. Unlike many licensed replicas of the TOS tricorder, the original prop featured a non-functional screen with graphics often "burned" onto the device in post production.

See also psychotricorder and medical tricorder.

2270s

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A tricorder in use aboard the refit Enterprise in the 2270s

technology in the early 2270s, so too did the tricorder advance toward a new design.

Smaller than that of the 2260s, the new handheld Starfleet tricorder was blue-gray in color and featured two grips on either side of the body. Controls and readout displays were located beanth a lid at the top of the device. (Star Trek: The Motion Picture)

Andrew Probert contributed designs for the The Motion Picture redesign of the tricorder. It appeared only in the first Trek feature, but incorporated graphics that would later be echoed in the TNG-era tricorder.

2280s

As early as 2285, Starfleet personnel like those serving aboard the refit starship Enterprise had at their disposal at least two distinct versions of the Starfleet tricorder.

Type A

Among the options was a heavy-duty tricorder, often used during landing parties. Bulkier than previous designs, this tricorder featured a handle and a large head featuring a line of blinking indicator lights. (Star Trek II: The Wrath of Khan)

Not shown in close-up, this large tricorder may have been intended only for away missions. It was seen in Star Trek II only - first carried by Chekov and Terrell during their visit to Ceti Alpha V, and again used by Saavik aboard Regula I. It would be replaced in the next film by a more familiar design...

Type B

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One tricorder option during the 2280s

Harking back to the designs of the 2260s, a second tricorder option in use during the mid-2280s featured a familiar square, black and silver design.

Much smaller than the heavy-duty version, this model featured a slide-up top studded with controls and indicator lights. Also incorporating a strap, the tricorder could be slung over the shoulder when not in use. Unlike its predecessors, this tricorder possessed control surfaces over much of the body of the instrument. (Star Trek III: The Search for Spock)

This third movie-era tricorder was designed by the effects team at Industrial Light and Magic, a likely homage to the Original Series model. It would be the last 23rd century tricorder to be seen clearly on screen.

24th century

2360s

By the early 2360s, the Starfleet tricorder had taken on a more streamlined appearance, distinguished by a flip-open design maximizing both portability and interface surface availability.

Incorporating several sensor clusters, these tricorders featured multi-channel communications assemblies, and multiple databank modules. Encompassing visual displays and graphic touch pad interfaces, the tricorder of the 2360s provided easy means for on the spot archive retrieval, the recording of away mission events, and constant scientific measurements including biological, geographical or meteorological.

TR-560 Tricorder VI

Standard tricorder

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The TR-560 in 2365

In service as early as 2361, the TR-560 Tricorder VI model sensing device was available to officers serving aboard such vessels as the USS Victory and the USS Enterprise-D.

With an array of sensors on the front of the device, this tricorder design flipped open to reveal a large number of control surfaces and a square display screen, roughly the same size as those utilized as early as the 2260s.

Equipped with a small hand sensor, stowed below the sensors, the TR-560 tricorder was capable of communicating with non-Starfleet computer systems, and were therefore vulnerable to some computer viruses, even capable of transmitting them to other systems.

Gray in color, these tricorders were constructed with a durable casing, but could easily be destroyed by a phaser set to "disintegrate". (TNG: "Identity Crisis", "Encounter at Farpoint", "Angel One", "Contagion")

Designed by Rick Sternbach during preproduction of Star Trek: The Next Generation, the TR-560 (as it was labelled on the lower door) was used in the first two seasons of TNG only, reappearing once in "Identity Crisis" during scenes taking place in 2361.

TR-580 Tricorder VII

Standard tricorder

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The TR-580 in 2370

In service between 2366 and 2372, the Starfleet TR-580 Tricorder VII succeeded the TR-560 Tricorder VI. Retaining the same basic shape as the previous design, the TR-580s also incorporated hand sensors, but this feature was eventually phased out by 2370. (TNG: "Evolution"; DS9: "The Way of the Warrior")

TR-580s could be used for a variety of tasks, including recording time trials and playing holographic messages. This model featured a directory structure and built-in universal translator. (TNG: "Chain of Command, Part I", "The Chase", "Booby Trap", "Attached")

To prevent interference with objects, the TR-580 could be set to perform a passive scan. The model could also be locked into a continuous scan, thereby recording data, even when stowed. Capable of communicating with non-Starfleet computer systems, the tricorder could be linked to other units, acting as a small computer network, easily relaying information to other locations. (TNG: "Schisms", "Brothers"; VOY: "Emanations", "Heroes and Demons")

Sensor emissions from TR-580s could cause unpredictable changes in certain temporal distortions, and sometimes included polaric fields, allowing a user to scan for subspace fractures caused by polaric detonation. (TNG: "Timescape"; VOY: "Time and Again")

TR-580s were stored in most equipment lockers aboard Federation starships though it was common for personnel to keep them in their quarters. (TNG: "Disaster", "A Matter of Time")

Starfleet sometimes distributed TR-580 model tricorders to Federation allied worlds, including Bajoran personnel on space station Deep Space 9. They could also be used by civilians, and were shipped en masse to areas in need, such as disaster sites. (TNG: "True Q"; DS9: "Babel", "Tears of the Prophets")

The standard TR-580 could function as a makeshift medical tricorder if necessary, although not all medical personnel were happy to do this. (TNG: "Time's Arrow, Part II"; VOY: "Caretaker")

Individuals were instructed in the use of the TR-580 by reading the tricorder operations manual. (VOY: "Phage")

This second-generation TNG tricorder was built by Ed Miarecki for the third season of that series, based upon Rick Sternbach's original design. It contained a more refined set of graphics and a number of additional blinking LEDs, especially active at the front of the unit. The model number "TR-580" was an in-joke tribute to the TRS-80, a 1980s home computer. The episode "Silicon Avatar" featured an odd tricorder-related blooper: in it Dr. Kila Marr holds her tricorder backwards, seemingly scanning herself.

Medical tricorder

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Medical TR-580 in 2370.

Medical TR-580s used were essentially similar in design to that of the standard TR-580, with the same available features and interface. The major difference is the addition of a deployable hand scanner. While some standard TR-580s also have removable scanners, the medical TR-580's is much more advanced and can provide detailed scans of an entire individual, or give focus to a single area. (TNG: "When The Bough Breaks") It is not necessary to use the scanner for the TR-580 to function. The scanner can be separated from the tricorder, either to feed data to another source (TNG: "Up The Long Ladder") or not be attached to the tricorder at all. (DS9: "Babel")

The medical sensor unit was also equipped with additional sensor ports. (TNG: "Transfigurations")

The 24th century versions of the medical TR-580 are equipped with holographic imaging diodes. (TNG: "The Chase")

While the suite of sensors installed on medical TR-580s is advanced, it is generally no substitute for the advanced and specialized equipment in a sickbay facility. (TNG: "Genesis", "All Good Things...") Genetically-engineered microviruses were not generally detected by a standard medical TR-580 scan. (TNG: "The Vengeance Factor")

TR-580s can communicate with many Starfleet devices, including PADDs and a starship library computer. They are also designed to work closely with the surgical support frame attached to a biobed. (TNG: "Identity Crisis", "Realm of Fear") In conjunction with a neural pad, a medical TR-580 could be used to link the nervous system of a healthy individual to that of an injured individual in order to stabilize the injured for transport. (TNG: "Transfigurations")

Medical TR-580s can be configured to briefly disrupt a forcefield. (TNG: "Attached")

2370s

TR-590 Tricorder X

Standard tricorder

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The TR-590 Tricorder X

Succeededing the TR-580 Tricorder VII, the TR-590 Mark X Tricorder featured nearly identical control interfaces. The entire unit, however, was streamlined and made much smaller, featuring a more angular design. (DS9: "The Way of the Warrior")

Functioning very much like the previous model of Starfleet tricorder, the Mark Xs were stored in most equipment lockers on board Federation starships. (VOY: "Relativity")

Discovered by the Maquis, the Mark X tricorder could be prevented from attaining credible readings when subjected to concentrated thoron particles. (VOY: "Basics, Part I")

First appearing at the end of Star Trek: Voyager season two and the beginning of DS9 season four, the Mark X tricorder was designed by HMS Studios. Like the previous evolution, it featured a number of additional LEDS along with a darker, more metallic coat of paint. Coinciding with a similar redesign of the phasers, this new tricorder inexplicably found its way into the hands of the Voyager crew, despite the fact that it was stranded in the Delta Quadrant.

Despite the introduction of yet another tricorder design in Star Trek Nemesis, the Mark X seemed to continue to see use as late as 2379.

Medical tricorder

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The Mark X medical tricorder

Introduced along with the Mark X standard tricorder, a medical tricorder variant was in use aboard Federation starships as early as 2373.

Generally identical to the standard tricorder, the medical featured a detachable hand scanner (as in previous models) that fit into the back of the unit. It was distinguished by blue ID indicator lights and a blue-glowing sensor surface. (Star Trek: First Contact; VOY: "Unimatrix Zero Part II")

First appearing in Star Trek: First Contact, the Mark X medical tricorder with blue LEDs remained off the set of DS9 entirely, first appearing on Voyager during it's final season. All other appearances of the medical tricorder featured a standard tricorder, with a detachable scanner.

2379

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The Starfleet tricorder in 2379

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...and its medical counterpart

Introduced as late as 2379, yet another iteration of Starfleet tricorder departed from the distinct, flip-open style preceding it.

Distinguished by a slim, PADD-like appearance, the tricorder in use aboard such Starfleet vessels as the Enterprise-E in the late 2370s featured a large touchscreen interface. Silver in color, it was trimmed with black pads at the bottom and sides, with several buttons at the top. These buttons could be covered by a small hinged door, lined with indicator lights.

Among common data gathering tasks, this version tricorder could be used to interface with starship systems including forcefield control.

The medical tricorder of the same make was identical. (Star Trek Nemesis)

Also used by the player in Star Trek: Elite Force II, this tricorder was never clearly identified by make or model. Clearly incorporating a small plasma screen, this tricorder was most likely created from a Palm Pilot-like device.

Alternate tricorders

Tricorders have appeared to be in use well into the 25th and even 29th centuries. Their design and function, presumably similar to their 23rd and 24th century counterparts, may vary due to changed in the timeline.

2404

In an alternate timeline erased due to the actions of Admiral Kathryn Janeway, a new version of the tricorder was in use by the year 2404.

An extension of the Mark X model, this tricorder featured the familiar hinged cover design, but contained more touch control surfaces in place of toggle switches. The casing was black or dark-gray.

The medical tricorder variant featured a small antenna scanner. (VOY: "Endgame")

2800s

During a possible version of the 29th century, the crew of the USS Relativity used a slim and sleek version of the tricorder, labeled a TR-890 Tricorder XV. Seven of Nine was given a TR-890 as she hunted for a temporal disruptor hidden on the USS Voyager by Captain Braxton. (VOY: "Relativity")

In addition to the TR-890, a smaller, palm-sized device was in use during this period. Henry Starling found one aboard the Aeon and carried it with him at all times. He used it in an attempt to escape the transporter of the USS Voyager when the ship tried to retrieve the Aeon in 1996. (VOY: "Future's End, Part II")

                                     
                                     

TRANSPORTER
A POPULAR FEATURE WITHIN THE STAR TREK TECHNOLGY SECTION WAS THE MATTER ENERGY TRANSPORTER THAT BROKE DOWN MATTER & BIO-MATTER AT THE MOLECULAR LEVEL & COMPRESSED & SENT THE PATTERN IN A DATA STREAM TO ANY GIVEN PRE DETERMINED POINT VIA SUBSPACE & THEN  RE-INTERGRATING THE MOLECULAR PATTERN AT THE DESTINATION POINT

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WEAPONS & ARMS

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PHASERS:
 

 Phaser:- is an acronym for PHASed Energy Rectification. All phasers release an energy beam. Personal phasers can stun or kill an enemy. The stun setting can also be used for crowd control. Ship-mounted phasers can damage shields or other systems or even cut a vessel's hull.

Phasers are based on the Rapid Nadion Effect, whereby energy is passed through a special phaser crystal resulting in a discharge of short-lived nadion particles (often the detection of nadion discharges is a key sign that a battle has recently taken place).

Nadion particles have varying effects on the subatomic bonds of particles with which they interact, largely depending on the mass of the atom in question. To wit, dense starship hulls are more resistant to nadion discharges than are humanoid lifeforms.

The disruptive effects of nadion discharges can be moderated to produce varying effects (discussed below), ranging from benign to extremely destructive. Phasers, as particle beams, travel below the speed of light, seemingly varying according to the scale of their emitter.

Personal phasers come in three types: The phaser type-1 (hand phaser) is small and can be concealed easily. The type 2 phaser is larger and handheld. It has a similar emitter but has a longer handgrip, or a pistol grip, depending on the model. The phaser type 3 is also known as a "phaser rifle." It has a longer barrel, a stock, and may have a second grip. This weapon can fire beams or phaser pulses. Over centuries of use, there have been many models of the lightweight and effective phaser rifle.

Beyond these, phasers are usually mounted devices, such as the phaser type-4 used on Starfleet shuttlecraft and other small vehicles, all the way up to the large phaser banks and phaser arrays of starships and space stations. Various classes of banks, arrays and emitters exist, such as the more powerful phaser type-8.

There may still yet be canonical confirmation that the phaser arrays of the Galaxy-class are called "type-10 phasers", as this term was used by the technical production staff that contributed designs and specifications of the Enterprise-D during TNG.

Phasers can be made to overload, either deliberately or by sabotage. One possible method to overload a phaser involves disengaging the safeties that normally manages the phaser's power system. This allows energy to be transferred from the power cell to the prefire chamber then back into the power cell faster than the cell can reabsorb the energy, causing the cell to overload. Phasers in the process of overloading emit a distinctive high-pitched whine.

About sixty seconds after the overload started, the weapon would expend all of its remaining energy in an explosion capable of doing considerable damage to its surroundings. In 2266, Lenore Karidian attempted to murder James T. Kirk by hiding an overloading phaser in his cabin. (TOS: "The Conscience of the King") In 2269, Kirk, McCoy, and Sulu were almost killed while on the Kalandan outpost planet, when its defensive computer fused the controls on Kirk's phaser, causing it to overload. (TOS: "That Which Survives")

Personal phasers are also used by Starfleet personel as tools and not just weapons. The phaser can be used to heat rocks and stones for warmth. (TOS: "The Enemy Within"). Worf also used his type-II phaser to drill a tunnel to infiltrate the Cardassian compound in a training simulation. (TNG: "Chain of Command, Part I")

Different models of phaser make different sounds when fired, depending on the model and setting. Federation phaser fire typically makes a high-pitched "whistling" or "shrieking" sound, for example. A knowledgeable person can use the sound to differentiate between types. (TOS: "Errand of Mercy") (DS9: "Sacrifice of Angels")

The phaser design commonly used by Starfleet in the 23rd Century and beyond was preceded by phase weapons, including the phase pistol and phase cannon, and were immediately preceded by types of laser weapons, such as the laser pistol. (Star Trek: Enterprise, all; TOS: "The Cage")

Phaser technology was introduced by Starfleet as early as 2257, when a young James T. Kirk served as a phaser control operator aboard the USS Farragut. Phaser rifles were used as early as 2265, although at that time they were not part of a ship's standard weaponry, as officers were still armed with laser pistols. (TOS: "Obsession", "Where No Man Has Gone Before")

In the 24th century, regenerative phasers were designed to function in the presence of duonetic fields, plasma fields, and other environments in which a normal phaser would not operate. As a historical note, the weapon was chosen instead of the TR-116 for such operations. (DS9: "Field of Fire")  

Sidearm Settings

Less-lethal Settings

An example of the peaceful progress of civilization, the 23rd and 24th century phaser includes several settings, all but the most powerful of which has a non-lethal stun effect. Although mostly harmless when used at a low setting, multiple phaser stuns can result in injury and death. (TNG: "Samaritan Snare")

When used at close range, a phaser set on stun is capable of inducing sufficient trauma as to kill if fired at a vital organ such as the brain. (Star Trek VI: The Undiscovered Country)

There are at least twelve types of phasers of increasing size and capability: Types I, II, and III are personnel phasers, and Types IV through XII equip ships.

      Phaser Type-I is a very small hand held version.      

   

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Phaser Type-II is a larger sidearm-type weapon. A sleeker and more compact version was introduced in 2368.

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VARIANT ON TYPE 2 PHASER
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PHASER TYPE-II 2368 VERSION

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 Phaser Type-III is a rifle-sized weapon.

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HOLOGRAPHIC

         TECHNOLOGY

The holodeck serves both entertainment and training purposes. It combines transporter technology with that of replicators, by generating holographic images in 3D space as well as projecting force fields to give the objects the illusion of substance. It can be controlled from an exterior control or the interior arch control. This arch can be summoned at any time to change the parameters of a running holoprogram.

Holodeck walls can generate holographic images that appear to extend for an unlimited distance, seemingly much larger than its own dimensions. In doing so, however, the holodeck is aware only of its users; it does not recognize its own created objects. For example, if a person were to throw a holographic rock at the holodeck's walls, the rock would not be allowed to pass beyond the wall. (TNG: "Encounter at Farpoint") It does this by continuously adjusting the projections of the force fields and the use of a force field "treadmill". With this, an individual approaching a wall causes an instant shift away. The holodeck can change gravity in three dimensions, so occupants don't notice the change, (Star Trek: The Next Generation Interactive Technical Manual) as observed during the stop of B'Elanna Torres  holographic orbital skydiving session. (VOY: "Extreme Risk")

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An inactive Cardassian holodeck

Holodeck matter can impersonate real matter even at the molecular level. (VOY: "Phage") Molecule-sized magnetic bubbles replace molecules in full resolution holographic objects. The computer can manipulate them individually in three dimensions. The computer may use large magnetic bubbles to simulate surfaces and textures rather than create an object at the molecular level. However, objects created within the holodeck would not exist beyond the holodeck itself, as they only exist as energy. (TNG: "The Big Goodbye")

A holodeck can modify the appearance of the persons in it. In Tom Paris' holoprogram "Captain Proton", everything and everyone can only be seen black and white. Seven of Nine used the holodeck to hide her cybernetic implants. (VOY: "Human Error") However, it is unclear if this illusion works for Humans, because the only "persons" attending the program were Seven herself and the Doctor, who himself was holographic.

Holograms can also be projected into space. They can be augmented with force beams to simulate solid, tangible objects or with replicator technology to create actual solid matter such as foodstuffs. All food eaten on the holodeck are replications. No other type of simulation would survive outside of the holodeck.

A holodeck also has the ability to create holodecks within holodecks, and holodeck programs are able to be saved to a cube that can be inserted into special devices with information to "last a lifetime". (TNG: "Ship in a Bottle")

Computers cannot duplicate the complexity of electron shell activity and atomic motions that determine biochemical activity in living creatures. This prevents replicators from duplicating life and resurrecting the dead. Advances in computer technology may allow this, permitting a person to live forever in any chosen environment while interacting with real people and objects visiting the holodeck.

The energy matrix of a holodeck is incompatible with other ship systems. (VOY: "Parallax")

Failure of a holodeck's matter conversion subsystem can cause the loss of solid objects within the holodeck environment. Materialization errors occurred in the Enterprise-D holodecks in 2370 following the ship's exposure to plasmonic energy in the atmosphere of the planet Boraal II. (TNG: "Homeward")

Among the viewing modes on a holodeck is objective mode, in which the user doesn't interact with the characters, and subjective mode, in which the viewer can interact with the characters as well as alter his or her surroundings. (ENT: "These Are the Voyages...")

There are many discrepancies between episodes pertaining to the abilities and limits of holodeck technology. In "Elementary, Dear Data", a piece of paper given to Data by James Moriarty is able to be carried outside of the holodeck and into the hall, but upon Moriarty's return in "Ship in a Bottle", a book thrown outside of the holodeck instantly disappears. Also, in "The Big Goodbye", Cyrus Redblock and Felix Leech disappear slowly after a few moments outside of the holodeck. Although these inconsistencies can be partially explained by the difference in the types of objects leaving the holodeck, it still leaves quite a few questions about what exactly constitutes the differences.

Early holodeck technology

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A 22nd century Xyrillian holo-chamber

Prior to the late 24th century, Federation starships were not equipped with holodecks. (VOY: "Flashback") However, in 2151, the Earth Starfleet spacecraft Enterprise NX-01 encountered a vessel belonging to an alien race known as Xyrillians, who had advanced holographic technology in the form of a holographic chamber similar to the holodeck, which Federation Starfleet would develop two centuries later. A holo-chamber was later installed aboard a Klingon battle cruiser, given to the Klingons by the Xyrillians in exchange for their lives. (ENT: "Unexpected")

In the 23rd century, Constitution-class starships were equipped with a recreation room, which employed holographic technology. The USS Enterprise had a recreation room located in Area 39 of the ship. (TAS: "The Practical Joker")

The Ferengi entrepreneur Plegg is credited with the development and introduction of the holosuite, a holographic chamber designed for use by one occupant at a time. (DS9: "The Alternate")

Federation holodecks

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Luther Sloan and two operatives in a Section 31 holodeck

By 2364, the Federation Starfleet had begun installing holodecks aboard their vessels. (TNG: "Encounter at Farpoint")

Federation holodecks are equipped with safety protocols to prevent serious injury during their use, although these can be disengaged by the user when required. If a force field would cause a certain level of physical harm to a living person that field collapses, allowing the person to escape uninjured. For instance, holographic bullets could be made lethal by simply turning off the the holodeck safety protocol. (Star Trek: First Contact)

How the security protocols are circumvented differs. In one instance, it required the voice authorization of two senior officers. (TNG: "Descent. Part I") In other instances, the authorization of the individual who started the program was enough. (VOY: "Extreme Risk")

Holodecks employ spatial orientation systems to simulate parts of a holocharacter, such as left- or right-handedness. (TNG: "Ship in a Bottle")

Holodeck characters have been known to include a program element designed to hide anachronisms to the program's time period, such as uniforms and communicators, and prevent them from raising the character's ire.

During the 2360s and 2370s, a starship could have one or more holodecks depending on the vessel's size or purpose. For example, Defiant-class starships did not have a holodeck, while Galaxy-class vessels had five. The two holodecks of Intrepid-class starships were the only places where the EMH can exist (without a mobile emitter) apart from the sickbay. In Prometheus-class starships, the EMH could move more freely because all decks were equipped with holoemitters. (VOY: "Message in a Bottle")

Holoprogram

hmsentholo.jpg

The brig Enterprise holoprogram

Starships with a holodeck normally had a vast list of holoprograms in its computer. Several notable programs aboard the USS Enterprise-D included:

  • A woodland setting, resembling Earth, which featured a rock-jumping challenge, some of which were seemingly impossible to complete. (TNG: "Encounter at Farpoint")
  • A New Orleans jazz nightclub. (TNG: "11001001")
  • A recreation of the voyage on the Orient Express (TNG: "Emergence")
  • Sherlock Holmes mysteries, where the user assumed the role of Sherlock Holmes and/or Dr. Watson (TNG: "Elementary, Dear Data", "Ship in a Bottle")
  • Prospero's island, decor for Shakespeare's The Tempest. (TNG: "Emergence")
  • Café des Artistes – "Enjoy a meal at a French cafe." (TNG: "We'll Always Have Paris")
  • Champs Elysees – "Famous section of Paris."
  • Charnock's Comedy Cabaret – "Laugh in a 20th century comedy club." (TNG: "The Outrageous Okona")
  • The Big Goodbye – "The 1940s world of gumshoe detective Dixon Hill." (TNG: "The Big Goodbye", "Manhunt", "Clues")
  • Cliffs of Heaven – "From planet Sumiko IV, a safe experience." (TNG: "Conundrum")
  • Equestrian Adventure – "Horse riding in an open country..." (TNG: "Pen Pals")
  • Calisthenics Program of Lieutenant Worf– a swamp-like setting where various alien enemies tested ones fighting skill. (TNG: "Where Silence Has Lease", "The Emissary")
  • The bridge of the USS Enterprise – the user could select any of the five (at the time) bridges of the various Federation starships named Enterprise to view. Captain Montgomery Scott only wanted to see the original Enterprise bridge, "no bloody A, B, C, or D." (TNG: "Relics")
  • The Final Mission of Enterprise – this program allowed a user to view or take part in the final mission of the NX-01 Enterprise, commanded by Captain Jonathan Archer, as well as showcasing the signing of the Federation Charter. (ENT: "These Are the Voyages...")
  • Tasha Yar's Living Will – designed by Lieutenant Tasha Yar to be played in the event she was killed, where she bid farewell to her comrades. The Enterprise bridge crew unfortunately had to watch the program when Yar was killed by Armus on Vagra II. (TNG: "Skin of Evil")
  • Celtris III Underground – a simulation where the users could prepare for missions on the Cardassian planet of Celtris III. (TNG: "Chain of Command, Part I")
  • Lieutenant Barclay's various programs – these included a mock-up of Ten Forward, where the user could attack Commander Riker and Lt. Commander Geordi La Forge to "blow off some steam" as well as win the heart of Deanna Troi; a mock-up of Counselor Troi's office where the user could receive counseling from a hologram rather than the real Troi; a woodland setting where the user could duel with recreations of Captain Picard, Data, and La Forge in a sword-fight, complete with a recreation of Deanna Troi as "The Goddess of Empathy"; a mock-up of the Enterprise-D bridge, where the user could bid farewell to the bridge crew; the Einstein program where the user could debate mathematics and science with Albert Einstein; a synaptic interface where the user could control the main computer of the Enterprise with the power of their own thoughts (however, removal of the user by conventional means would result in death); and various other programs. (TNG: "Hollow Pursuits", "The Nth Degree")
  • A game of poker with three famous scientific minds: Albert Einstein, Sir Isaac Newton, and Stephen Hawking. (TNG: "Descent")
  • Enterprise– an 18th century Earth brig. (Star Trek Generations)

Notable programs aboard the USS Enterprise-E included:

  • The Big Goodbye– "The 1940s world of gumshoe detective Dixon Hill." (Star Trek: First Contact)

Notable programs aboard the USS Voyager included:

  • Chez Sandrine (VOY: "Phage")
  • Janeway Lambda one (VOY: "Learning Curve")
  • Paxau Resort (VOY: "Remember")
  • Insurrection Alpha (VOY: "Worst Case Scenario")
  • Leonardo Da Vincis Workshop (VOY: "Scorpion")
  • The Adventures of Flotter (VOY: "Once Upon a Time")
  • Velocity (VOY: "Hope and Fear")
  • The Adventures of Captain Proton (VOY: "Night")
  • Fair Haven (VOY: "Fair Haven")

Notable programs aboard the USS Enterprise's recreation room included:

  • A beach setting allowing for swimming.
  • A woodland environment allowing for a nature walk.
  • An arctic wasteland.
An 18th century style hedge-maze. (all TAS: "The Practical Joker")

 
   
 

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