In addition to being a testiment the dedication of a generation of Ancients at the height of their civilization,
Destiny also boasts several technological marvels. A few of them are mentioned below:
Artificial Intelligence: The
Destiny AI is the automated system which controls and maintains the Ancient deep-space exploration vessel
Destiny. It allows the ship to adapt to any unforeseen circumstances in its journey across the universe.
The AI's primary function is to govern the ship's autopilot, making course corrections, refueling stops, and stopping at Stargate-seeded planets as necessary. It can plot complex slingshot maneuvers around gravitation bodies, such as gas giants and stars, as well as divert power as needed to ensure the ship remains on-course.
The AI also has the ability to analyze the crew, diverting the ship to locations which will provide needed resources for the crew to survive. However, their survival is considered secondary to the mission, so the AI will only allow as much time as it deems necessary for the crew to complete their current task.
In addition to basic survival, the AI appears to be capable of interpreting and responding to the emotional states of its crew. It can use a ship-wide neural interface to manipulate the minds of the crew, projecting scenarios into their minds for various purposes.
The AI can be overridden from the bridge - users of the master code seem able to override any of the AI's functions, despite its objections.
Destiny's computer systems also posess the ability to store and run an unknown number of downloaded human minds as programs within it - allowing them to interface with its systems and read its database. Such programs are essentially artificial intelligences in themselves. It is unknown what level of system access they truly have, however - the database requires the master code, but stored minds do not seem to have the ability to access other code-restricted systems such as navigation. They are able to appear to the crew through the same ship-wide neural link used by the avatars of the AI itself. Unlike the AI, however, they do not appear able to use the neural link to manipulate other aspects of the crew's minds, such as reading their thoughts, placing them in virtual simulations or inputing senses of touch, taste or smell. This is most likely a security restriction, but could be due to other factors.
Throughout
Destiny's journey, the AI has kept the ship on-course, compensating for deterioration over millions of years. After the arrival of the crew, it began studying them and stopping at appropriate planets for them to retrieve supplies.
When Nicholas Rush discovered the bridge, he began seeing hallucinations of Gloria Rush and Jeremy Franklin, which he believed were manifestations of the ship, though he also considered that he had simply gone insane and was imagining them. The hallucination of Gloria did nothing but question his decisions and try to get him to take care of himself, while the Franklin hallucination served to point out the things which Rush had missed, though usually in an ambiguous manner. Both have stressed the importance of having a full crew run the ship. Rush later deactivated the neural interface, but reveals that the Franklin hallucination is Franklin's consciousness downloaded by the ship.
The AI later used the ship's neural interface to affect Everett Young's dreams, projecting a scenario into his mind of a catastrophic attack on
Destiny by the Nakai. In each iteration of the scenario, Young's actions led to the destruction or capture of the ship. After the third scenario, which drove Young to sequester himself in his quarters, the ship came to a dead stop, refusing to move. Rush and Wray suggested that it was waiting for someone to take command. Ultimately Rush overrode the program and got the ship moving again, which Franklin thought was a bad idea.
The conciousnesses of Amanda Perry and Ginn, left over in the communication stones, were downloaded from Chloe's body into the ship's database using the Destiny interface chair. Perry used her access to the medical database help Tamara Johansen complete Dale Volker's kidney transplant, whilst Ginn appeared to Eli. Since a mishap where Rush's mind was uploaded into a simulated environment & was stuck there by Amanda Perry, their consciousness were qauritined by Eli in a seperate section of the database, cutting off from the rest of the ship & the crew. How they have faired in isolation over the course of
Destiny's mammoth three-year FTL jump remains to be seen. . .
Ancient maintenance robot :[img width=100 height=130 src="
images.wikia.com/stargate/images/3/3f/Robot.jpg"]
The Ancient maintenance robot is a type of automated repair droid found on the Ancient starship Destiny. It is capable of carrying out repairs on the ship's systems once given instructions. It was found in a crate in a cargo bay by a team exploring the ship, which may imply the ship has more than one available. It walks upright on four legs, and can grip the hull of the Destiny without aid, suggesting a magnetic system similar to those on space suits. It is also shown to be able to cling to walls inside the ship. It also appears that the repair bot is capable of repairing a damaged part of Destiny to resemble its original structure, as the large dome room was repaired without any sign of the breach it suffered.
The robot was first put to use in removing a damaged FTL unit from Destiny's drive section in 2009. Much later, Lisa Park employed it to repair the hull breach in the large dome room they found when they first boarded the ship, converting it into a larger hydroponics lab
When an attempt to dial Earth accidentally sent an abandoned version Destiny back in time, thereby creating two copies of the ship in the same timeline, the duplicate repair drone was among the items the crew intended to salvage from the derelict ship. Since then both robots have been used extensively to repair damage caused by drone attacks.Eli Wallace even stated a wish for more of them. Whether more of them are located in other, as of yet unexplored areas of the ship, is unknown at this time.
CO2 scrubber: [img width=100 height=130 src="
images.wikia.com/stargate/images/6/6b/CO2_scrubber_clean.jpg"]
A CO2 scrubber, also referred to as an air filter, is a device which cleans carbon dioxide (CO2) from the air to produce clean oxygen. They are often used on spaceships and are found throughout the Ancient ship, Destiny, recognizable by the unique panel they sit behind. The scrubbers use a Lime-like substance to clean the air and leave an alkaline residue behind. The scrubber canister, which holds the lime, can be removed from its holder to be "refilled" and then placed back into the device. Whilst visiting the planet Novus, Rush found a material in the Tenaran bunker that was able to keep the air clean for years when inserted into just one CO2 scrubber and replaced the lime with it.
Control interface hub: Control Interface Hub, nicknamed the Apple Core or APLCR by the Destiny Expedition, sits in the center of the Control Interface Room. All information regarding the Ancient ship, Destiny passes through the hub and is thereby able to be monitored by anyone using one of the consoles located in the room. There is a central console, connected directly to the base of the hub and two additional consoles elsewhere in the room. Though a person is able to monitor all systems using the hub, not all systems can be controlled from this location. Steam, or smoke, is often consistently rolling out of the top of the device, which runs from the floor to the ceiling of the room, which most likely works as a sort of cooling or heat-sinking system.
Database: The Destiny database is the central computer database on the Ancient starship Destiny. As well as containing information about the ship itself and the technology aboard it, it also records the sensor data that the ship takes when scanning a planet.
The database is also updated, via subspace link, by the Seed ships, and from this information the ship can plot it's next course. Making queries in the database can allow the ship to determine when the Destiny moves out of FTL to dial to a nearby Stargate, it locks out nearby Stargates that don't have what the crew needs based on the queries made, in the case of life support, the Stargate was dialed to a planet with calcite for the CO2 Scrubber, the other four addresses were locked out, possibly because they don't have what they need or because it has a hazard that makes extraction of the calcite dangerous. (SGU: "Air, Part 3")
Dr. Rush has only scratched the surface of Destiny's database. (SGU: "Life")
The Destiny expedition now has complete access to all of the information in the database. (SGU: "The Greater Good")
Known information stored in the database includes:
Research about the planets Destiny has visited.
Research about the planets Seed ships have visited.
Destiny's history.
Power usage logs. (SGU: "Air, Part 2")
Map of the visited galaxies. (SGU: "Lost")
All of the Ancients Research on the Pattern of the Cosmic microwave background radiation. (SGU: "The Greater Good")
Fragments of the Pattern recovered by Destiny so far. (SGU: "The Greater Good")
The Minds of Jeremy Franklin, Ginn, and Amanda Perry. (SGU: "Hope")
Medical archives, including manual for kidney transplantation. (SGU: "Hope")
1/3 of the Tenaran archive. (SGU: "Epilogue")
Docking clamps: The Docking clamp is a piece of technology on Destiny which holds the shuttles in place on the hull. These clamps are extended outward to allow the shuttle to freely fly away from the ship. (SGU: "Light") When the civilian contingent on Destiny attempted a coup, Colonel Everett Young and Lt. Matthew Scott piloted a shuttle to the underside of Destiny to destroy an alien fighter attached to the hull, when they returned, the docking clamps were unable to lock and the shuttle would be destroyed if it was not attached to the ship.(SGU: "Divided")
The Destiny also has docking clamps on the underside of the hull that allow Destiny to dock with seed ships. The same clamps also allow the seed ships to transfer power to and from Destiny, to the point that the seed ships can override commands from Destiny itself. (SGU: "Awakening", "Resurgence", "Deliverance")
Elevators:The elevators aboard
Destiny are large enough to fit a small group of people. There is a control panel on the wall which allows the user to select a destination. The elevator then transports the riders to the selected destination. It can move horizontally as well as vertically, and at least some can reach right from the stern of the ship to the bow. Since the available living area is rather small, the crew does not make use of the elevators regularly, and did not even know of their horizontal function until Eli Wallace pressed buttons at random. As they are linked to Destiny's control system, they can be deactivated from the Control interface room
Energy shields: Faster-Than-Light engine: The Faster-Than-Light engine, or FTL engine, is a technology used on the Ancient ship Destiny and the seed ships sent ahead of it. It is capable of faster-than-light travel without entering hyperspace. FTL has also become a Tau'ri expression for an engine capable of travel at speeds greater than that of light, whether it is through use of hyperspace or not.
The technology behind the Faster-Than-Light engine has not been explained in detail, but does not function in the same manner as a hyperdrive. When engaged, the ship is quickly accelerated beyond the speed of light, in contrast to hyperdrive which opens a window into hyperspace. The drive's top speed has also not been made clear, though it has been shown to traverse an intergalactic void in a seemingly short amount of time. (SGU: "Sabotage", "Pain") While the inter-galaxy FTL speed seems comparable to that of an Asgard hyperdrive (a few weeks to cross a void in either case), the FTL's intra-galaxy speed is also shown as much slower (taking several years to cross a galaxy, instead of about a day).
The ship's ability to survive FTL travel is directly dependent on its shield. Without the shield's protection, anything nearby will be instantly vaporized by the sudden energy burst. Destiny itself would also be destroyed if its shield failed mid-flight. Safeguards prevent the ship from jumping to FTL if its shield is too weak to do so; once the problem is corrected, FTL capability is restored. The shield will expand to cover objects that are latched securely onto the hull, such as the shuttle. (SGU: "Earth", "Divided", "Intervention")
In addition to being able to bring any ships latched to the hull into FTL, a seed ship has shown the ability to bring both itself and Destiny into FTL while the latter is docked to it. The reverse is likely possible, as well. The process carries the risk of destroying both ships should the structural integrity of one fail en route. The ship responsible for the jump also has full control of the ship's course. In addition; there appears to be no way for the ship being towed to judge the current course. (SGU: "Resurgence")
FTL is apparently much more sensitive to phenomena in normal space than hyperdrive is. Destiny's ability to maintain FTL seems to be dependent on a foreknowledge of the space along its course. It was brought out of FTL by the gravity well of an uncharted star and could not re-establish FTL flight until it passed beyond the star's range. (SGU: "Faith")
According to Dr. Rush, the FTL drives, once engaged, must remain active for a minimum of four hours, and remain inactive for a minimum of three hours to prevent damage to the drives. This was shown when the Ursini dropped their seed ship out of FTL not long after entering it: they burned out their FTL drive and were unable to escape. It also requires the shields to cover the entire ship. During the Drone attack on Destiny the ship was unable to jump until the shields were repaired even after the drive was repaired. The ship can make a jump with a minimum shield strength of 5%, but any less will cause it to tear itself apart. (SGU: "Aftermath", "Resurgence", "Deliverance", "Seizure")
An incoming wormhole to Destiny's Stargate will trigger the drive to temporarily shut down, enabling the gate to connect, but this only applies to a nine-chevron address - its rapidly changing position will quickly invalidate any seven symbol address. (8 symbol addresses can only be made using newer vesions of Stargates, such as Milky way and Pegusus gates. Because of this and the great distance that Destiny is away from any planets with this address, it is unknown if 8 symbol addresses cause Destiny to stop its jump.) This suggests that subspace communication is possible while the drive is in use. The activation and deactivation of this device creates a disruption that momentarily interrupts communication between the Tau'ri version of the Ancient long-range communication devices. (Traditional hyperdrive travel does not seem to interfere with the communication stones.) (SGU: "Air, Part 1", "Earth", "Lost")
Hubs: There are two hubs in the gate room aboard the Destiny. They are situated next to the doors on the right and left sides of the Stargate. Their function has yet to be discovered by the new crew of the Destiny. The hubs are comprised of pipes and tubes of various sizes, as well as valves and gauges that contain Ancient lettering. However the lower Ancient lettering says BOYD. The devices run into the floor of the gate room and into the mezzanine above
Interface chair: The Destiny interface chair is a device that was created by the Ancients and installed on Destiny. It apears to serve similar functions to the the Repository of knowledge and control chair units that have been seen in various other locations once controlled by the Ancients, and may be an earlier version of the same technology.
This unit predates the later versions of the Repository of knowledge and Control chair devices, possibly by millions of years. The device, located aboard Destiny, is a chair and contains electrodes placed either side of the user's head which facilitate transfer of information to the brain, and from the brain to the ship's computers. The electrodes do not normally puncture the skin during operation, but the seizures induced in some cases can cause the user's head to cut itself on them. The chair can perfrom a variety of different functions - some, such as the transfer of the Destiny database into a human mind, were already programmed by the Ancients before the arrival of the Destiny expedition. Others, such as the "lucid dream" state it can induce, was the result of Tau'ri modifications to both the hardware and software of the chair.
Because this technology predates the creation of the ATA gene, or at least the widespread use of it as a security measure, the device appears to work with any human. It does, however, present significant safety risks to non-Ancients - especially when using Ancient programs written for use on their own kind.
Unlike later Ancient neural interface devices, which were widely used but performed only fixed functions, the Destiny neural interface chair is a versatile tool to be controlled and monitored by experts. It can perform a large variety of functions on an individual's brain and mind, functions still being discovered by the Destiny expedition. Whilst the Ancients left many programs in the Destiny database, some were unsuitable for the human brain, so the Tau'ri have both written software for and physically modified the chair to allow it to better work with their own kind.
Jump countdown:The jump countdown is a simple timer which indicates the time until Destiny reactivates its Faster-Than-Light engine. The jump countdown is written in Ancient, and is displayed down to the millisecond. It is measured in hours. When the time remaining drops below one minute, the timer emits a beeping sound followed by the numbers turning red. There are timers placed in every key area of the ship; the control interface room, the gate room and presumably many more, including external timers on the shuttles. If Destiny's FTL engine is disabled or disrupted by certain means, the countdown will not activate until the problem is corrected.
If a Stargate is active when the jump countdown reaches zero- and there is a reason to maintain the wormhole, such as an object having begun to enter the 'gate on the other end without having actually crossed through the event horizon, the ship will not jump until the wormhole has been disconnected, although it will shake violently while the wormhole remains, suggesting that this method should not be used unless absolutely necessary.
Destiny determines the jump countdown using a highly complex formula based on numerous variables, some of which tie into
Destiny's actions after dropping out of FTL. For whatever reason, this formula does not seem to reflect the necessary amount of time to perform a task at a given location. When Rush "told" the ship of the current air supply and quality issues, Destiny dropped out of FTL, dialed a planet and set the time limit to a little over 12 hours despite the distance necessary to locate the needed supplies. Later, when it stopped at a Jungle planet, the countdown was set to around thirty-six hours despite the proximity of the necessary supplies to the gate.
Kino:A Kino, named by Eli Wallace after the Russian "Kino-Pravda" meaning "film truth", is a sleek, softball-sized, self-levitating orb designed and built in mass quantities by the Ancients for use on the starship Destiny. Kinos contain a vast variety of sensors, able to scan atmospheric makeup and record audio and visual input. The device's movement can be controlled by the user, using either remotes or control consoles on the ship, but it is also capable of self-guidance. A Kino is comparable to a M.A.L.P. in its use as a probe sent through the Stargate to an unexplored world, but far more sophisticated. It is much smaller than a M.A.L.P., meaning Destiny can carry a significant supply without taking up much space. Its size also allows the Kino to maneuver in areas a M.A.L.P. could not. Its ability to levitate likewise gives it greater mobility. Finally, whereas a M.A.L.P. is entirely remote-operated, a Kino is capable of self-guidance.
When a Kino is deployed through a Stargate, it automatically links with Destiny's computers, allowing the ship to track planetary details such as atmospheric conditions. It can record data such as audio and video for later viewing, but has a finite memory. A Kino can be directed to follow a preprogrammed course or simply engage in a standard search pattern, and is even capable of recognizing landmarks it is set to search for.
Kinos are incredibly rugged, able to withstand the vacuum of space unprotected, as well as close proximity to a star. They can also withstand extreme cold, at least in excess of -47 degrees Celsius. Despite their small size, Kinos can carry several times their own weight; a few dozen Kinos in conjunction with a board can carry several hundred pounds with ease, though the remote control is unable to guide so many at once.
Kinos may be sensitive to moisture, causing the video filmed to be choppy with periods of distortion. While being otherwise relatively durable, Kinos are susceptible to damage, including projectile weapon fire. A damaged Kino may still function, however, depending on the level of damaged incurred. When Ronald Greer shot a Kino on the Jungle planet, its flight capability was disabled but it otherwise functioned correctly.
There are an untold number of Kinos aboard Destiny, which are dispensed by a station in the Kino room. As one Kino is taken from the dispenser, a new one is automatically generated, provided the ship has the power and resources to do so.
Kino Dispenser: The Kino dispenser is a device that manufactures and dispenses Kinos aboard the Destiny. It was created by the Ancients and discovered by Eli Wallace. The only known device sits in a room that Eli has claimed as his personal quarters. The device is shaped like a pedestal and has long tubes running up to the ceiling and out of sight. As one Kino is taken from the dispenser, the others advance and a new Kino is automatically manufactured. Therefore, the supply is theoretically limitless as long as the ship has enough of the required raw materials.
Ancient Remote Conntrol:An Ancient remote control, also known as a Kino remote, is a wireless device created by the Ancients. It serves as a Dial Home Device for Destiny-style Stargates and a remote control for Kinos. The Ancient remote control is a small device with a large touch screen and several buttons down the right hand side, labelled in Ancient. It has two primary functions: Kino control and Stargate dialling. It can be used to manually direct Kinos or set them to various search modes. The screen displays the video feed to the user, as well as any relevant sensor data. During missions through the Stargate, it can tap into the Stargate network and display all the available addresses in range of the gate. By selecting an address, the gate is dialled automatically. As planetary Stargates along Destiny's course have no DHDs, they are essential for the explorers to return to Destiny. Though the device lists the available gates in range, no information is given as to their destination or position in the network. The Destiny expedition has evidently learned how to interface their computers with the device, as Ronald Greer is seen using a remote to play music. A remote can also be reconfigured to track other remotes in the nearby vicinity.
Long-range communication device: The long-range communication device is a two-way communication device which creates a psychological and physiological link between the users on each end, swapping their minds into each other's bodies. It was originally created by the Alterans millions of years ago, before they left their home galaxy. A variant of the original was developed by the Tau'ri sometime around 2009.
Destiny neural link:Destiny's neural link is a ship-wide neural interface system, allowing Destiny's systems to directly affect minds of people aboard. Destiny's neural link is capable of manipulating the minds of its crew and causing them to see and hear things which are not real whilst they are fully conscious. It has, so far, only used this ability to project the images of people into the minds of its crew for the purposes of communication, though it is likely that it can project any other visual or auditory sensation. It does not appear capable of manipulating the senses of touch, taste or smell, however - the former having being attempted with no success. This system is not limited to use by the AI either, as the minds of Amanda Perry and Ginn, uploaded to the Destiny database and running as programs in its mainframe, used it to communicate with their friends aboard the ship.
It was theorized by Dr Rush that the ship can also monitor the thoughts and feelings of the crew using the neural link, and does so for the purposes of understanding its crew better. This was especially important when the AI was piloting the ship, before the discovery of the master code.
Although communication is limited, as described above, whilst the user is fully awake; Destiny can affect all senses whilst the user is asleep or unconscious. In combination with its apparently flawless simulation program, the ship can place the user in a virtual reality world. Despite being asleep or unconscious, users experience and remember the simulation as if totally awake.
The first known use of the neural link was when Tamara Johansen was shot during the Lucian Alliance invasion of Destiny. Unconscious, the ship placed her in a seemingly perfect simulation of a log cabin on Eden. She was told that her baby was safe, and this gave her comfort once she recovered. It was theorized that this was due to Destiny's realization that she, as a medic, was important to the survival of the crew; and so it attempted to solve her emotional problems to allow her to work without emotional distraction.
When Dr Rush discovered the Destiny bridge, he had regular confrontations with Dr Franklin and an image of his wife using the neural link. Whilst he now believes the former was a stored consciousness in the Destiny database, the origin of the latter in unknown, though it is likely a creation of the ship, based on Rush's own memories.
For an unknown reason, the Destiny AI exposed Colonel Everett Young to a virtual simulation using the neural link. Every time he fell asleep, he was forced to act in a no-win scenario involving Nakai surrounding the ship and demanding the surrender of Chloe Armstrong to them. Whatever course of action he chose, it resulted in ether destruction or capture of the ship by their overwhelming forces. It was this simulation which led to the discovery of the ship's neural link, prompting Dr Rush to disable certain aspects of it. (SGU: "Trial and Error")
When Amanda Perry and Ginn were uploaded into the Destiny database, they used the neural link to communicate with their friends - though were unable to have any physical contact due to the limitations of the system when the user is awake.
Power Relay: Power relays are conduits which, as the name implies, relay power throughout the ship; distrubting opwer to various ship's systems.
Recharging plate: Recharging plates, also known as charging plates, is an Ancient device used to wirelessly charge electronics. The only known device is aboard the Destiny and was initially only compatible with Ancient technology, but was modified by Hunter Riley and other members of the Destiny expedition to also charge Earth technology. By placing an object on the surface for a short time, it is recharged, however leaving an object (at least one of Tau'ri origin) on the plate for too long will "fry" it.
Shield emitter: Shields emitters on Destiny are built inside the hull, but will raise themselves up and outside the hull to allow access. Control of them from the main computer system is protected by the master code, but they can be accessed manually through control panels on the outside of emitters themselves. Matthew Scott and Ronald Greer used manual control to transfer power from one side of shield to the other in order to buy time for the crew to fix the disabled Faster-Than-Light engine.
Solar power collectors: Ancient Solar Power Collecttors are devices that the Ancients installed on both the Destiny, and the Seed ships. They work by absorbing some form of solar energy directly from stars, When the the power drops too low the ship automatically flies into the Corona of a nearby star, with its shields powered by reserve power, these devices collect and store the solar energy. The collectors can be activated from the Control Interface Room, and is usually done while inside the star.
Stargate: The Stargate on the Destiny, and by extension those constructed by Seed ships, are of yet another design, suspected to be the prototype version on which all future gates are based.[2] Stargate glyphs do not represent local constellations as the later models do, since they are used in many different galaxies. The glyphs are also separated, as opposed to the Pegasus and the Milky Way gates, where they are on an inner ring. The chevrons are also different; the triangular part of the chevrons is smaller and more angular at the ends, and the three lines on either side of the triangle are more distinct as individual lights. The chevrons also stay lit constantly, with the glyphs themselves lighting up to indicate a lock. The entire Stargate spins when dialing, and locks its glyphs by moving them to the topmost position. The gate rotates clockwise for the first glyph, then changes direction for the next, alternating until the point of origin is locked. Planetary gates also have a somewhat more elaborate base than the other models, possessing a large ramp rather than stairs and lights on either side that activate whenever the gate is active, marking the path to the event horizon. Planetary gates and the one in Destiny have a chevron in front of the gate that lights up when the gate is active.
The Stargate aboard Destiny with the gate bearing lit.
Added by Anubis 10545Destiny's specific gate has its own unique features. An orb-shaped bearing hung above the gate lights up in tandem with the locking glyphs, and once the wormhole forms it stays lit along with a final chevron in the floor. When the wormhole disengages, a short blast of CO2 is emitted from vents on either side of the gate. This appears to be superfluous, given that planetary gates have no such attachments. (SGU: "Air, Part 1", "Air, Part 3")
Because of their (comparatively) primitive design, Destiny-style Stargates have a limited range. Unlike Milky Way or Pegasus gates, Destiny-style Stargates cannot dial every gate in the galaxy, but instead can only dial gates in relatively close proximity. The gate on Destiny is reached from other galaxies through the use of the ninth chevron, the function of which was unknown until Destiny's address was discovered in the Atlantis database in 2007; otherwise, it is reachable through a normal 7 chevron address. However, they were unable to make a connection from Milky Way until Eli Wallace discovered that the address, unlike normal addresses, is actually a code requiring nine specific symbols, rather than a set of coordinates and a point of origin. The power required to dial Destiny is immense, more than a single ZPM could provide (no doubt necessitated by Destiny's extreme distance from the Milky Way). The SGC tapped the naquadria core of an Icarus-type planet for this purpose. Dialing the address causes Destiny to drop out of FTL to accept the connection. On the other hand, other Destiny-style Stargates are unable to dial Destiny while it is in FTL, which may be due to their older design, or indicate that the nine chevron address also functions as an override code of a kind.
The network formed by prototype Stargates functions differently than the full-fledged networks in the Milky Way and Pegasus galaxies. The Stargates are seeded in a relatively straight line, from one end of a galaxy to the other, leaving a course for Destiny to follow.
These Stargates communicate with each other constantly and update their positions, and then link up with Destiny once it comes into range. Because of the limited dialing range of the prototype Stargates, Destiny usually drops out of FTL near the area it wishes to dial, connecting to a few Stargates at a time. Though normally out of range, other gates in the chain can be reached by leapfrogging through the gates in-between.
The prototype network has no local Dial Home Device; instead, it links up with Destiny and other compatible devices, transmitting the relevant addresses within range for use by the crew. For planetary dialing, Destiny has numerous Ancient remote controls, multi-purpose devices which serve as hand-held DHDs among other things. Manual dialing has never been attempted, so it is unclear if the prototype Stargates can be dialed in this manner - the crew of Destiny do not appear to be aware of any such function.
It's possible that these Stargates are made up of materials other than naquadah. The materials appear to be weaker as a single shot from a Berzerker drone was capable of destroying a large segment of the Stargate. Normally a Stargate would be capable of absorbing large amounts of energy.
Gate bearing: The Gate bearing hangs from the ceiling of the gate room aboard the Destiny. The bearing lights up with each glyph dialed on the Stargate, serving a similar function to that of the chevrons on the Milky Way and Pegasus Stargate designs.
Because the entirety of the Destiny gate spins rather than just the inner ring, the chevrons spin as well and therefore the addresses do not line up with the chevrons to lock. Instead, all nine chevrons light up when the Gate is dialed, and each individual glyph is spun until it reaches the topmost position, at which point the glyph lights up. The Gate then changes direction and repeats the process until the point-of-origin glyph is locked and the wormhole forms. The Gate bearing lines up with the topmost position, and the orb at the end of the bearing lights up briefly as each address glyph on the Gate locks directly below it. Once the wormhole is formed, the gate bearing remains lit while the gate is active. (SGU: "Air, Part 1", "Air, Part 2")
The exact purpose of the Gate bearing is not clear. Destiny-style Stargates on planets do not have them yet function the same regardless, which suggests that the bearing is superfluous where locking addresses is concerned. The Stargate aboard Destiny appears to be the only one fitted with such a device, so it may have a purpose apart from what it does on the surface.
Stasis pods: The Anicent statis pods aboard
Destiny are used to place the crew in status for extended journey's (such as long FTL jumps when travel during the void between galaxies) when keeping the crew awake like normal would not be safe nor practical.
Other technology: Much of
Destiny remains unexplored or inaccessable - for the moment - providing the crew with a treasure trove of possible resources & technology which may yet be discovered. What they discover as they repair the ship & continue to restore the ship to her former glory is anyone's guess!