cthia wrote:This is an opportunity to ask another newbie question, from way back in the rear of the class. I'm talking rafters.
As I understand it, a ship needs sails and a hyper generator to enter and survive hyper. Without either the ship will be destroyed. So, what is the process to leave hyper that won't result in immediate destruction? Killing the generator? What does the generator generate?
Actually you misunderstood. Ship normally do not need a sail to enter or survive hyper. You do need a hyper generator to enter or leave hyper - but not to move about within it.
Remember that in HAE, when Wayfarer has her final fight covering for the liner Artemis, that entire fight happened in a rift in hyperspace and LACs and shuttles were used to transfer people and cover Artemis with both using their impeller drive, and neither having hyper generators.
Scout ships survived (with luck in avoiding grav waves, or by sticking to well established routes) in hyper using reaction drives; and that was the only way to use hyper for a few centuries! In fact the Solarian League was founded, based on this limited hyper travel, about 3½ centuries before sails (or impeller drives) were invented.
Of course hyper travel got a lot safer in 1273 PD, about 30 years after the invention of the impeller drive, when Adrienne Warshawski of Beowulf invents both a grav wave detector and sails. Now you could see grav waves from far enough away to avoid them if you wanted, or use your sails to safely enter and use them - instead of having to stick to the majority of hyper that is the rifts between the waves. (Later sails also turn out to be necessary, in combination with a hyper generator, to use wormholes; but that wasn't known when they were invented).
Now, to be fair, one of the background annexes does say that freighter captains prefer to enter or leave hyper from within a grav wave - and in that situation you do need both hyper generator and sail to survive. But outside a wave all you need is a hyper generator to enter or exit hyper. (Or at least to be close enough to a ship that has one that it can bring you along for the ride
Recall in HotQ the ex-Haven ships were able to bring LACs into hyper with them by pushing their hyper generator fields out to about 6 km beyond their hulls)
As for how to exit hyper should you lose a sail. Well if you're in a grav wave you'd better hope there's a friendly ship to tow you clear because you can't maneuver and it isn't safe to change hyper bands from within a grav wave with only one sail. That was clearly explained in SVW with the attack on the Mantie convoy (where Helen Zilwicki lost her mother). If you lose both sails in a grav wave; well at least you don't have to worry about it for long since your ship is very quickly torn apart by the grav turbulence. However if you suffered a drive failure while in a rift in hyperspace you could easily and fairly safely exit using just your hyper generator.
Mind you if you dropped out of hyper after a drive failure odds are you'd be somewhere in deep dark space; where no-one would ever find you -- so don't do that.. You'd probably have better luck staying in hyper and sending out distress messages hoping someone passes close enough to help you - or that your onboard capabilities allow you to repair the drive.
As for a hyper generator failure - well that wouldn't do much of anything. Same thing if you killed the generator's power. That's because the generator doesn't keep you in hyper - though it is normally kept at high readiness while in hyper to allow you to switch bands if necessary - it's only used during the process of actively changing hyper bands (including entering or exiting hyper; or when triggering a wormhole transit). That's why LACs, shuttles, or pinaces can be used in hyper (as long as you're outside a grav wave) even though none of them carry a hyper generator. So if it fails you're just stuck in the band you were in until you can either repair it or get the attention of another ship to help you out.
There was some discussion about hyper generator failure after ToF was published; with it's incident with Hali Sowle's generator (due to massively overdue routine maintenance - something like 100,000 hours past required servicing). In that case "Less than an hour after they made their upward alpha translation, Andrew Artlett was completely and totally vindicated.
Mainly because they'd just made an unscheduled—and most unpleasant—downward translation.
"Congratulations, you stupid goofballs. The hyper generator is now officially defunct. We're damned lucky it lasted long enough for the failsafes to throw us back into n-space before the stabilizer went." but in discussion afterward RFC said the safeties only did that because the hyperlog showed the ship was still reasonable close to an inhabited system. If they'd been further out the failsafes would have left them in hyper rather than stranding them in deep space. (Wasn't the failsafes' fault that it wasn't actually safe for the ship to crawl back to Mesa) But if the failsafes hadn't tripped the Hawi Sowle would have just been stuck in that hyper band until either Andrew repaired the part (which is ultimately what he did while they hung around in n-space) or they got somewhere they could attract the help of another ship passing through that area of hyper.