It's fiction...
These are aliens, in outer space. Readers are already suspending disbelief.
They will allow you the room to tell your story..., until they get bored, or you annoy them.
The reader must 'play' your story in their head, and through magical brain self-illusion they believe they know more than they do. The more engaged with story and character, the more the reader will fill-in what they don't read – probably very similar to Dunning-Kruger effect: a false sense of high confidence.
As long as you don't remind them about the stuff they don't know, you can often get by without mentioning it – assuming you have them engaged by the characters and the conflict.
Only explain as much as they need to understand the plot
Sanderson’s First Law of Magics: An author’s ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic.
Replace 'magic' with alien krucbin'hlarghs.
The corollary would be something like:
Only explain alien krucbin'hlarghs as much as the reader needs to understand the plot.
As the reader, I might swallow 1 or 2 words from some deliberately unpronounceable alien language, but it's costing you 'suspension credits'. You are reminding me about things I don't know, reminding me these people are alien creatures, actually speaking in some unpronounceable prawn squeaks and noodling their face tentacles at each other....
It is a slippery slope that can lose my false confidence in your story world. I CAN'T use my own imagination to fill in the blanks. You are telling me it is something specific that is foreign to me.
Add the word 'space' to the beginning of everything
There are space years and space kilometers. A space navy and (for short trips) personal space Winnebagos. Space dogs and space cats stay at the space kennel. Space hotels that will book a reservation for the 3rd space-week in space-June..., and can I call you back in a space-minute?
Obviously not a real suggestion, but did you notice that you understood every reference in that silly paragraph? Sometimes a 'dumb' thing communicates better than a 'smart' thing.
It goes back to my Dunning-Kruger false confidence. I am highly confident about what a 'dog kennel' is, therefore a 'space dog kennel' is... something I know... plus a jetpack? It doesn't make logical sense, but my brain thinks it knows what that is... so I don't stop to question it.
A more subtle version of this is to use near-words with generic meanings: "In another 20 cycles we're out of water.", "The enemy is 50 clicks and closing fast!"
The downside is I (reader) do not have a reference for this unit of measurement. This works for smoothing over awkward dialog, I understand the emotional tone. But it's not giving me crucial information about time and distance. I need to understand that ahead of the dialog if this is new information important to the plot.
Let the reader do their part
- Prioritize story and character over worldbuilding details.
- Make choices that don't require explanation or a glossary.
- Conlang and unpronounceable words can break immersion.
- Readers don't mind obvious signals (even big signposts if the tone is appropriate)
- Trust the reader to 'play' a better story in their head, than we can communicate through words alone.
- Inspire imagination, rather than dictate accuracy