The ExodiaNet works as a system of devices that receive signals and re-transmit them with greater range. To maximize the are of coverage by the network, the network uses a hierarchy of relays.
At the personal level, TOMEs are equipped with low-range transmitters and receivers, allowing them to communicate with other TOMEs within several kilometers of each other, or to a local relay for connection to the network.
Local relays are personally-run transmitters/receivers, often installed on a homestead, space station, or spacecraft. These relay signals from affiliated TOMEs or computers to other affiliated TOMEs, or to orbital or system relays, but do not relay signals from strangers.
Orbital relays are neutral, and installed around certain celestial bodies such as planets, moons, or asteroids. These relay all local traffic to system relays, but do not directly relay personal TOME signals except through local relays.
System relays are neutral, and usually cover an entire star system. They relay local signals and orbital signals, and communicate with Zipp relays.
Zipp relays are special relays installed with miniaturized Zipp Drives. These relay signals from system relays through Zipp Space to other Zipp relays in nearby systems.
Damage to a relay in a network may interrupt access. As an example, if a system relay becomes inoperable, orbital relays will still be able to relay local traffic to each other. But they will not be able to communicate with other orbital relays, or to other star systems. If a Zipp Relay becomes inoperable, system relays will still be able to relay orbital traffic to each other, but will not be able to communicate with other star systems. To prevent these issues, multiple redundant relays are installed at almost every hierarchy. Ships frequently have backup local relays, as to planets, and systems. The only exception are Zipp relays, which are expensive and closely guarded and maintained by the Experifact corporation.
Transmissions travel close to the speed of light, and as a result are subject to delay depending distance from the source.
Between objects orbiting the same planet: Less than a minute
Between planets in a system: 10 Minutes
Between Star Systems: 1 Hour for every Lightyear (Through Zipp Space)
Made from gold fibers and braided tecton, cables are flexible cords that have high tensile strength while able to conduct both power and data.
When the ends are capped with data jacks, the cables can be used to connect devices together, allowing interactivity and expanded functionality.
Transmissions through cables cannot be jammed or intercepted.
The complex operation of a spacecraft relies on a certain degree of automation and computation. Most spacecraft have a central computer that is connected to all systems and provides information readouts and an interface for executing functions. Normally, the computer itself is housed deep in the spacecraft to protect it from damage, but terminals can be located nearly anywhere in a spacecraft. Some spacecraft have backup computers in case the primary computer is compromised.
A ship's computer can be enabled to receive commands through transmission. This is called slaving and can be useful for tugging a craft that you do not have the crew to pilot. However, this can also be exploited by tweakers if they can bypass the verification process. If you believe your computer may have been compromised by a tweaker, it is advised that you shut the ship's computer down, initiate a system reset, and then restart the ship's computer. While this may remove custom configurations, it restores the ship's computer from firmware, effectively purging any tweaks.
Colloquially called "pouches", data chips are small devices that can store information, programs or cash bits digitally. They are compatible with nearly any computer, TOME, or electronic device. While data chips are fragile and easy to destroy, they are resilient to EMP attacks and weathering effects. It is not uncommon to find decades-old data chips that are still functional.
Common uses for Data Chips include:
Cash Bits
Security pass
Encryption key
Scan results
Scientific data
Program
Recorded transmission
Space or surface coordinates
Documents
Images or footage
Puzzles or games
Fabricator blueprint
In addition to using tight-beam transmissions to limit the chances of a transmission being intercepted, most military or corporate spacecraft utilize encryption and decryption software. This software, upon choosing an encryption key (a phrase or string of numbers and letters), will convert a transmission to a seemingly random jumble of data. Any receiver with decryption software can enter the same key to convert the data back into a usable transmission. More sophisticated software can provide more complex keys, encryption algorithms, and brute-force decryption methods, but the only reliable way to decrypt any transmission is knowing the chosen key.
Holographic projectors are video displays that cast light into a suspended field of reflective particles. This creates the illusion of a 3-dimensional image floating above the projector. Newer models offer full-color images, touch sensors, and surround-sound.
The power requirements of holographic projectors, as well as their low-resolution, make them unsuitable as normal user-interface like spacecraft helm control, however they are ideal for displaying 3-dimensional floorplans, mission briefing, and large advertisements.
There has been some success in the military application of holographic projectors as decoys, sensor spoofing, and target practice, however the image's distinctive glow is rarely believable in areas with harsh lighting, or none-at-all.
Finally, there are some concerns about the reflective particle field and whether they are harmful if inhaled. Studies indicate that projectors are successful in retrieving over 99.97% of its particle reservoir, and those inhaled or ingested pass through the body within 4-7 weeks. However, manufactures discourage users from standing within the field for extended periods of time, as well as preventing atmosphere humidity from reaching more than 30%.
Across the galaxy, computers equipped with transmitters and receivers are constantly connected through the massive network of relays. This makes short audio/video transmissions convenient and frequent. Unfortunately, the latency and occasional packet-loss inherent to transmissions through space mean that large data files are frequently corrupted or entirely lost during transmission. For this reason, most computation occurs on local computers, and if it is impractical to deliver the data physically, then it is expected to wait hours or even days for transmissions to be encoded, relayed, verified as fully received, and then decoded.
Transmissions have limited range, so most systems deploy satellites with powerful transmitters and receivers. These relays automatically retransmit any signal they receive as a powerful tight-beam to all nearby relays. Additionally, the owners of relays may signal a relay to broadcast a wide-beam transmission from a relay, for the purpose of public-address.
Certain special relays are equipped with miniature Zipp Drives, which are used to maintain microscopic Zippways to Zipp Space, into which they transmit. Transmission range in Zipp Space is never a concern, due to the physics of the dimension, so all other relays maintaining their Zippways are able to receive and re-transmit the signal.
This allows the galaxy to maintain a network of interstellar communication with minimal delay or signal degradation.
The majority of electronic interface is conducted through resnal touch screens. The screens use a particular treated resnal plate whose fiberoptic properties allow light to be conducted through casters mounted at the edges. This technology has proven reliable since the resnal screens are relatively cheep to produce and easy to replace, while the light casters are easy to salvage. Resnal screens are also capable of being treated with a pressure and bioelectric sensitive layer to enable analog touch-input. Since the resnal used in screens is quite similar to that used on windows, windshields, and viewports, images can be cast onto those surfaces as well.
Resnal screens have a number of limitations. Firstly, without sufficient contrast on the background, the images can be difficult to see. Second, the caster technology is bulky and prone to damage, necessitating screens being recessed into their devices and housed in protective casting to protect them from accidents. Finally, the quality of manufacture of resnal screens can effect the resolution of the image and the accuracy of touch controls, meaning that the screens used on objects such as hatch controls, cargo crates, or news tickers, are unsuitable as substitutes for graphics computers such as navigation, sensors, or fabricator design.
The Touchable Organizer and Media Equipment is a handheld touchscreen computer that has been in common use since before the races of Blimnor took to the stars. Nearly every person owns a TOME that has been signed by them, locking access from any other organism. These serve as personal identification, account access, network connection, and communication. TOME firmware is tricky to alter, but a number of commercially-available features can be loaded by its owner to customize its functionality.
Tomes have data ports for cables or chips.
Some of these added functions include:
Communication
Direct electronic interface
Data analysis
Tweaking
Social networking
Holographic projection
Audio playback
Navigational tool
Most forms of communication utilize radio transmissions. Transceivers are devices that serve as a combination of a transmitter and a receiver. This allows them to record messages and transmit them through radio signals, or pick up radio signals and convert them into messages.
A transceiver can also send a hailing signal, which is a request for two-way communication. If the receiving ship accepts, then both craft can converse normally until one side terminates the transmission.
Transceivers can also broadcast in two different modes: wide-beam transmission and tight-beam transmission.
Wide-beam transmissions are long-range signals that radiate out from the craft in most directions. Any receiver within range will get the transmission. These are used for public-address, or if encryption is trusted enough that interception isn't a concern. Tight-beam transmissions are directed signals. They are more reliable, but must be aimed precisely or they will not be received. They are normally used for private communication
Transceivers can also be used for jamming. Jamming transmits a powerful interference that prevents receivers from successfully interpreting signals across most frequencies. Jamming requires a lot of power and prevents communication for all ships in the effected range. Jamming can be circumvented by boosting a signal until receivers can differentiate it from the jammer's interference, or by transmitting on a frequency outside of the jammed range.
Spacecraft transponders are devices which, when receiving an identification request from another spacecraft, automatically reply with a message containing the ship’s name, registration number, and any affiliation.
By law, all ships in Schema space are required to have an active transponder, otherwise they will be intercepted and detained. To ensure this, all crews must register their ship in order to purchase a Zipp Drive. The transponder comes attached to the Zipp Drive, and any attempt to remove it or alter the signal it transmits will trigger an overload of the Zipp Drive, disabling the craft before transmitting a wide-beam distress call. Transponders are also equipped with a backup batteries that can keep them operational for years even after the ship's reserves are depleted.
Outside of Schema space, it is at a crew’s discretion whether to have the transponder active, however any ship detected in space without an active transponder, is usually assumed to be clandestine or hostile, and are often fired upon as a precaution.
While most pilots are reluctant to reveal their identity and business to any stranger they meet in space, there are some organizations who find mandatory transponders to be controversial.
The Union of Private Space insists that transponders infringe on the privacy of individuals and businesses. Legitimate business, they claim, are hindered by unnecessary procedures just as much as illegitimate business. They also point out that anonymous spacecraft are less likely to be victims of opportunistic pirates since a potential attacker runs the risk of taking on a ship with concealed armaments.
The Gor Adukk Ma are also contemptuous of the use of Transponders. However, they wholeheartedly support the practice of a craft identifying itself. The difference is that in orcish tradition, any craft that comes into transmission range of another must announce their ship’s name, captain’s name, affiliation, intention, and any recent or notable adventures. Ships captained by orcs are often muted by passing craft, as the wide-beam radio transmissions tend to be long-winded and boastful.
Tweaking is the act of exploiting a computer or program for your benefit. This can include simple electronic devices, advanced computer systems, or even cybernetic people. Most of these are connected to a network either with a cable or through a wireless connection.
The difficulty of a tweak is determined by a number of factors
A tweaker will be more effectively than an automated computer, which is still more powerful than a simple device.
A simple device is the easiest to tweak with a computer being more difficult and a cybernetic person being the most difficult.
Tweaking over a cable connection is more effective than tweaking over a wireless connection.