I think Quarto has the right idea going. Too bad I can't scan pictures in, that would make it so much easier to explain. When you really get into hyperspace, it helps to be able to see four dimensions and all that. Here's my attempt.
Example: the Neph's fleet massing point is located on one face of a hypercube. On the opposite side is Kilrah. Due to some quirk of spacetime, the two ends of the jump node are closer to each other than the rest of normal space (making a "dent" in the surface of the hypercube), however this is not seen in "realspace" because this is a hypercube and us apes are only looking at three dimensions, not the total four (or more) of the hypercube. When a jumpgate is opened, those two points are connected. Pretty much what Quarto said, with a few additions. Next: the nature of a jumpgate. Like a corridoor and doors, except THE DOOR IS THE COORIDOOR. Think of it not as a door with space in between, but as a tunnel with walls that collapse to the point where the hole can no longer be detected (except by those with the ability to find/navigate them; pilgrims, "bugs", etc). When a jump drive is opened, the walls are forced apart at one end, allowing the ship inside to slingshot through the path and out the other side, with a bubble of safe expanded space moving along with it. This travel is not instant, because there is still space between the two points, and it still takes time to transverse that space, at whatever speed. (canon evidence: WC4, inside the Intrepid, when Blair is acting as captain) As the ship drops out the other side, the other end opens, and everything is cool. so they hope. I think the Bug gate was similar, except the structures on either end kept it all open at once. The possibility that the two ends were actually connected by one structure is unlikely due to the distance involved, even to the Bugs. If it was, then the generator towers on one side would have probably been rigged to be able to compensate for the other one's destruction and keep the hole open. When the one end collapsed (possibly destroying the other end as well) the majority of the gate collapsed in on itself and anything inside. Therefore, no need to be sorry for bugs stuck in jumpspace eterneally. In the best case, they were reduced to their component atoms. Worst case... not even that much was left.
Johnny: If the jumpgates DID have variable destinations, which is not supported by anything so far, then the bugs would probably have dropped a couple dozen Krakens onto Earth as soon as we wiped out their Kilrah and Proxima jumpgates. They didnt, we're still here, therefore either that doesnt happen, the bugs cant use it, or they're wasting vast amounts or resources toying with us (not likely for a race that seems to lack a sense of humor).
Steampunk: not likely, or anything in the vicinity of the jumpgate (inc. the towers!) would be sucked in. Also, the pyrotechnic effects would not escape the event horizon of the hole. Good idea though.
I know there are still a couple holes but I dont know the extent of everybodys knowledge (some of what I left unexplained is real basic) and this post is pretty long anyways. Will answer in later posts if anyone cares enough to ask.
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I don't respect your authority BECAUSE YOU HAVE NONE!!!
[This message has been edited by Chernikov (edited March 26, 2000).]