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Phoenix objects (ships, oscillators, puffers...)

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Phoenix objects (ships, oscillators, puffers...)

Postby Rhombic » April 24th, 2018, 7:48 pm

A 2c/7 phoenixship in an apgsearchable rule
x = 7, y = 8, rule = B2cei3-cenr4-ijrw5-kry6cek7e/S
3bo2$2bobo$o5bo$o5bo$bo3bo$2bobo$3bo!

c/7(AforAmpere)
x = 12, y = 12, rule = B2-an3-cery4city5kqry6-ck7c8/S
o10bo$o10bo$o10bo$2bo6bo$ob3o2b3obo$bobo4bobo3$5b2o$o2b6o2bo2$3ob4ob3o
!

What I believe to be the first phoenix-knightship:
x = 8, y = 6, rule = B2ace3cenqy4-cknqw5-jkr6-ce7e8/S
4bo2$2bobo$4b2obo2$obo2b3o!

p5 phoenix
x = 8, y = 8, rule = B1e2cn3-cijk4-aiqr5ceiqy6ckn7/S
3bobo2$7bo$o$7bo$o2$2bobo!
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Re: Phoenix objects (ships, oscillators, puffers...)

Postby AforAmpere » April 24th, 2018, 8:41 pm

What I think is the fastest known phoenix ship, at 5c/7:
x = 4, y = 6, rule = B2ack3-ainq4knry5ckqr6ci7e8/S
bobo2$o2bo$3bo$obo$2bo!

It would be interesting to see what the speed limit for phoenix ships is.
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)
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Re: Phoenix objects (ships, oscillators, puffers...)

Postby 83bismuth38 » April 24th, 2018, 9:53 pm

c is the limit:
x = 2, y = 4, rule = B2ae/S
o$bo$bo$o!
but in all honesty, the ships being phoenix has nothing to do with the speed limit. It may without b2a/b1e, but otherwise, it's c.
x = 8, y = 10, rule = B3/S23
3b2o$3b2o$2b3o$4bobo$2obobobo$3bo2bo$2bobo2bo$2bo4bo$2bo4bo$2bo!

No football of any dui mauris said that.
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Re: Phoenix objects (ships, oscillators, puffers...)

Postby Rhombic » April 25th, 2018, 5:09 am

p7
x = 5, y = 5, rule = B2-k3r4ajnrw5eijkq6aei7c/S
obo4$2bobo!

p11
x = 5, y = 4, rule = B2-ce3anqy4-art5ceqr6ei7/S
o$2bo$2bo$4bo!

p17
x = 5, y = 3, rule = B2-ak3aikq4cjknqty5-aikr6-ac7c/S
o3bo2$o3bo!

c/13d
x = 4, y = 4, rule = B2-a3aeikn4aijnz5-ciq6-an7/S
3bo2$3bo$obo!
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Re: Phoenix objects (ships, oscillators, puffers...)

Postby Majestas32 » April 25th, 2018, 10:25 am

Are either of the latter twoba apgsearchable?
Please, stop spam searching Snowflakes.
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Re: Phoenix objects (ships, oscillators, puffers...)

Postby 77topaz » April 25th, 2018, 3:52 pm

B2-ak3aikq4cjknqty5-aikr6-ac7c/S and B2-a3aeikn4aijnz5-ciq6-an7/S should both be apgsearchable.
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Re: Phoenix objects (ships, oscillators, puffers...)

Postby AforAmpere » April 25th, 2018, 4:27 pm

83bismuth38 wrote:c is the limit:

What I meant is: "What is the fastest speed under c in a no-survival rule?" Sorry for the miscommunication.
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)
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Re: Phoenix objects (ships, oscillators, puffers...)

Postby Rhombic » April 25th, 2018, 8:46 pm

(3,1)c/8
x = 3, y = 6, rule = B2-n3cq4eiqrtwz5-anqy6ce7c8/S
o$bo2$2bo2$2bo!

(2,1)c/7
x = 4, y = 4, rule = B2-ek3acjkr4cenrtyz5aqry6-ce8/S
obo$3bo2$bobo!
Last edited by Rhombic on April 27th, 2018, 10:20 am, edited 1 time in total.
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Re: Phoenix objects (ships, oscillators, puffers...)

Postby AforAmpere » April 25th, 2018, 9:21 pm

(2,1)c/4:
x = 4, y = 5, rule = B2ace3aekry4-ajntw5-aek6-kn7/S
bo$bobo$2obo$2bo$bobo!


EDIT, (3,1)c/5:
x = 3, y = 5, rule = B2ace3-ijkn4ekqrwz5cy6aik7e/S
2bo$obo$2bo$bo$obo!
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)
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Posts: 1041
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Re: Phoenix objects (ships, oscillators, puffers...)

Postby LaundryPizza03 » May 1st, 2018, 1:36 am

Rhombic wrote:A 2c/7 phoenixship in an apgsearchable rule
x = 7, y = 8, rule = B2cei3-cenr4-ijrw5-kry6cek7e/S
3bo2$2bobo$o5bo$o5bo$bo3bo$2bobo$3bo!



Until now I thought that nonrelativistic rules without survival could never escape their bounding diamond. Good job!
x = 4, y = 3, rule = B3-q4z5y/S234k5j
2b2o$b2o$2o!

LaundryPizza03 at Wikipedia
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