specularium

Rebel Physics

Peter J. Carroll

Latest Blog Post

  • Septblog 2024

    Septblog 2024

    FLAT UNIVERSE THEORY DEAD!

    BIG BANG THEORY TRASHED!

    HYPERSHHERE COSMOLOGY VALIDATED!

    Herewith the results of plotting 732 data points of Type 1a Supernova redshift and apparent magnitude distance, dawn from the Wolfram data depository: -

    https://datarepository.wolframcloud.com/resources/Type-Ia-Supernova-Data/

    In this diagram, we have calculated flux luminosity of Supernovae from measured Apparent Magnitudes and used the inverse square principle to derive Apparent Distances. This creates the blue points which seem to show that distances start to climb far beyond the Hubble Radius as redshifts rise past z = 0.6. The supernovae have high magnitudes which means they seem far too faint and hence appear strangely far away. This has led to the curious theoretical ‘fix’  of adding an accelerating expansion to the standard cosmological model, driven by some mysterious ‘dark energy’.

    Hypersphere Cosmology attributes the huge Apparent Distances to Hyperspherical Lensing in which the small positive curvature of a universe finite and unbounded in space and time causes us to observe it in Stereographic Projection. In other words, these seemingly vast distances arise as an optical illusion in a spacetime that has a small curvature to it arising from its own gravity. When we apply a correction for this optical illusion, we obtain the Actual Distances shown by the orange points. (see equations 16 and 17)

    From this we can easily see that at redshift z =1, which corresponds to halfway to Antipode, supernovae lie at 6E+25 metres from an observer, and that the Hypersphere of the Universe thus has an antipode distance of 1.2E+26 meters or 13 billion light years, and that a calculations of antipode distance from any of the Actual Distance points gives a value fairly close to this. The points shown cluster around ideal curves rather than lie exactly on them because of the known uncertainties and inaccuracies in magnitude measurements. We can measure redshifts to a much higher degree of certainty and accuracy.

    Remarkably, applying the correction for hyperspherical lensing restores  the relationship between redshift and distance that Hubble derived for low redshift galaxies. Hypersphere cosmology attributes this relationship to the small positive curvature of the universe which gives rise to a deceleration A which acts on light in transit. (see equation 6)

    In Hypersphere Cosmology the small positive curvature of the universe gives rise to both cosmological redshift and hyperspherical lensing. The hypotheses of a gravitationally ‘flat’ universe expanding from a big bang and then undergoing an accelerating expansion become unnecessary, and most likely wrong. We should always seek the most simple and economical explanations.

    CHIMPS OF THE FUTURE - Lancaster's Best Discordian Rock Band - with Chaos Magic Influences.

    ‘As sunlight obscures the stars by day so does wakefulness obscure the fact that we are still dreaming.’

    SPOTIFY: https://open.spotify.com/track/5f5h0cOoOLbP8W8pGz6gll?si=bc6931500a514ccf

    Herewith some links to their socials if the mood takes you:-

    https://www.facebook.com/profile.php?id=100041345146407

    https://www.instagram.com/the_chimps_of_the_future/

    https://www.youtube.com/@chimpsofthefuture6046

    Politics

    The exemplary sentences handed out to those convicted of offences in the recent anti-immigration protests certainly seem to say something interesting about Judicial Independence in the UK.

    Our glorious new labour government has wasted no time in paying off its trade union legions with other people’s money. We can expect it to levy swingeing taxes on the relatively wealthy elderly at the forthcoming budget. The labour party doesn’t seek the votes of the old because they have long memories of past labour governments.

    Written on Sunday, 01 September 2024 14:47 in Blog Read 466 times

Latest Games Post

  • Frontier Space War 4.

    Frontier Space War, version 8.

    FSW8 represents the latest upgrade to this interstellar conflict system. I have used some high quality metallic spray paints on the card discs showing the star systems and the all-metal ships made out of nuts and bolts, ball bearings, plumbing fittings, masonry and plaster anchors, and some two-part epoxy resin as adhesive.

    The five factions here represent: -

    Imperials (I), Aquarians (A), Goths (G), Capitalists (C), Soviets (S).

    Yet they can represent anything from Neo-Feudal Noble Houses to a variety of Alien Races.

    The combat powers of units in attack A or defence D, appear as the type of dice used for such attacks or defences. Icosahedron 20, Dodecahedron 12, Pentagonal bipyramid 10, Octahedron 8, Cube 6, Tetrahedron 4. The system requires 3 sets of attack dice and two of defence dice.

    b/3 means best of 3 dice rolls. (1/tn) means only one shot per player turn. (8*) means Destroyers engaged in rounds of combat with  Capital Ships denoted *, attack or defend at 8. # means craft may jump past enemy craft during movement, but not enemy # craft, otherise all other pieces must halt on encountering enemy pieces.

     

    Unit.                        ATTACK    DEFENCE            COST     MOVE    

    Capital City*                  -                  20                          -               0

    Fortress*                         -                  20                         5               1 NR       

    Battleship*                    12                 12                         5               2                              

    Battlecruiser*               10                 10                         4               2                                               

    Cruiser/Carrier             8                    8                         3              3#                               

    Destroyer                       6     (8*)        6                          2              3#                                              

    Frigate                           4                    4                          1              3#             

    Fort                                -                     4                          -               0

    Monitor*                       4                   20                         3               1 NR

    Devastator(I)                12   (1/tn)     4                           2               3                    

    Fighter(I)                       6                   6                         1/3              01     

    Attack Cruiser(G)        10                  6                          3               3

    Heavy Gunship*(ACS) 20                 4                          5               2                           

    Katusha (S)           b/3   10  (1/tn)       6                         2               3

    Flagships*  as below

    (I)(S) As for Battleship, but attack at 20 and add  +1 to all dice in flotilla A or D.

    (C) As for Battleship, but may deploy its 2 fighters in addition to standard attack or defence 3:2 lineup.             

    (G) As for Battleship, but b/3 to self and one other ship in flotilla, A or D.

    (A) As for Destroyer, but b/3 to self and two other ships in flotilla, A or D.

    All worlds must be occupied by a Fort for income. Any Fortress can produce units up to a total cost of 5 per turn. Unused income cannot be saved.  Any ship costing 3 or more may place a Fort on a world cleared of opposing forces at no cost.

    Player turn: - INCOME(connected systems), PRODUCTION(at Fortresses), MOVEMENT, COMBAT(retreat, out of combat), (PLACE FORTS)

    COMBAT – Risk Protocols, up to 3 Attack dice and 2 Defence dice. Attacker deploys first in each round, up to 3 pieces if available, defender deploys second, must place 2 pieces if available. Compare highest two dice throws in order, defender wins draws. Each side removes one casualty of choice for each loss. After one or more rounds of combat either side may elect to retreat 1 jump from the territory, if possible. NR means no retreat option for unit.

    01 Fighters can only move in Carriers. Only one active producing fortress per system.

    Start – 2 Player game - All pieces on board, at least one ship and a fort per system. Imperials pick 1 ally. Remaining 3 factions ally as Rebels. Alternate All Imperials then All Rebels. Combined ops in attack or defence.

    3 Player game. Imperials versus 2 alliances of 2 others. No combined operations.

    4 Player game. Imperials inactive due to internal collapse, no production, or movement, defence only. 4 other factions fight for supremacy.

    5 Player game. All five factions strive for supremacy. Alliances may form and break but no combined operations except for conquered factions.

    Victory Conditions. Eliminate enemy Capitals. Any remaining forces then become subsumed into an alliance with combined operations.

    Income from star systems, Large 3, Medium 2, Small 1.    

    Starting incomes. (I) 19   (A) 15   (G) 15   (C) 16   (S) 14

    Optional extra:  Psi Weapon Tournament Rules.  

    Psi weapons run on strange esoteric, AI, and quantum principles to modify material and psychological realities. Factions may purchase them during their production phases at a cost denoted by C. Any faction may hold up to one of each type of the eight Psi weapons. The black and red Psi weapons can attack enemy Psi weapons (or other enemy units) at any distance with an attack denoted by A. All Psi weapons have a defence denoted by D. Any vessel may transport or hold a Psi weapon, but if all available vessels become destroyed, so does the weapon.

     

    Local effect weapons. (Within systems only.)

    (6) Yellow – Command Enhancement. Confers  +2, A or D on a Flotilla. C4 D6

    (8) Orange - Navigation – Allows all mobile vessels in a flotilla to move 3, ignoring # pickets. C5 D4

    (1) White – Prescience – Allows a vessel or flotilla to move and make an attack but to completely cancel the entire action if it fails, at the cost of the loss of the Psi weapon. Alternatively, an attacking flotilla with Prescience may require a defending flotilla without Prescience to deploy first in each combat round. C4 D6

    (7) Green - Diplomacy – Allows a flotilla to delay its move for a combined operation with another faction. C3 D8

     

    Non-Local effect weapons. (Effects anywhere.)

    (4)  Blue - Production Bonus -  increases production of fortresses to 8. C3 D6

    (2) Purple - Fecundity Bonus – increases income from all systems by 1. C5 D4

    (5) Red – Attack Magic - attack any Psi weapon. C3 A6 D6

    (3) Black – Dark Arts – attack any Psi weapon or may attack any unit. C5 A8 D8

     

    The following chart shows the ideological relationships of the five example factions.

                            

                           (Individualist)

                                      l

             Goths               l              Capitalists

                                      l

    (Mystical) ---------Imperials ------------(Rationalist)

                                      l                     

             Aquarians       l                 Soviets

                                      l

                             (Collectivist)

     

     

    Written on Monday, 24 January 2022 13:51 in Games Read 8224 times

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