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Re: Real Life Speeds

Posted: September 4th, 2018, 4:43 pm
by AforAmpere
gameoflifemaniac wrote: How slow are the spaceships now?
For a pattern like this, with n cells in the top middle area:

Code: Select all

x = 13, y = 4, rule = KnuthArrows
D$A.8A.2A2$A.8A.2A!
The speed is approximately C/2^^^^^...^^3 with n-2 arrows.

Re: Real Life Speeds

Posted: September 5th, 2018, 1:54 am
by gameoflifemaniac
AforAmpere wrote:
gameoflifemaniac wrote: How slow are the spaceships now?
For a pattern like this, with n cells in the top middle area:

Code: Select all

x = 13, y = 4, rule = KnuthArrows
D$A.8A.2A2$A.8A.2A!
The speed is approximately C/2^^^^^...^^3 with n-2 arrows.
Ahh, so for 1 cell, then n cells, then m cells, it's asymptotic to c/2^^^^^...^^m+1 with n-2 arrows.

Re: Real Life Speeds

Posted: September 12th, 2018, 11:50 am
by gameoflifemaniac
What will be the next step in how slow the spaceships will be?
I'm deleting the post and reuploading it the second time, and still nobody answers?

Re: Real Life Speeds

Posted: September 12th, 2018, 11:58 am
by AforAmpere
gameoflifemaniac wrote:What will be the next step in how slow the spaceships will be?
I'm deleting the post and reuploading it the second time, and still nobody answers?
Well, first off, try doing some research yourself if you are really that desperate. Second, I am not sure what the next step is. Some of the other Turing machines on the page I referenced are able to calculate much larger values, so if you want to port them into Golly, you might be able to create slower ships.

Re: Real Life Speeds

Posted: September 15th, 2018, 3:20 am
by gameoflifemaniac
fluffykitty wrote:I've made a rule which is doubly tetrationally slow in size.
Where is it? I saw your tetrational rule, but not your double tetrational rule!

Re: Real Life Speeds

Posted: April 14th, 2019, 2:04 am
by Saka
Saka, earlier in this thread, wrote:Idea:
1. A dot creates a c/2 dot moving left and spawns a binary counter that counts to the left.
2. Once the counter hits a certain point (noted by a dot), it starts counting down (If possible) and is moved 1 cell to the right.
3. After countdown has finished, the counter is turned into a c/1 dot moving left and a dot marking the position, but 1 cell to the right.
4. Once the c/1 dot catches the c/2 dot, it turns into a c/1 dot.
5. The c/1 dot moves to the right until it hits the binary counter marker (See #3).
6. Repeat.

This would be REALLY slowm
I made a rule based on that idea, with a few small changes.

Code: Select all

@RULE ChaseShip
********************************
**** COMPILED FROM NUTSHELL ****
****         v0.5.7         ****
********************************
1 -> c/2 going left, counter going right
counter hits stop, stop -> stop explode, counts erased
when counter eraser meets counter, counter moves 1 to right
se -> c/1 going left above, move to right 1 cell, change to state 0
when c/1 meets c/2, c/2 -> c/1 going right, c/1 going left disappears
when c/1 going right meets startmarker, startmarker -> start

0: vaccuum
1: start
2: left c2 1
3: left c2 2
4: binary counter
5: binary 1
6: binary thing
7: counter stop
8: stop explode
9: count eraser
10: startmarker
11: c/1 left
12: c/1 right
13: death


@TABLE
neighborhood: vonNeumann
symmetries: none
n_states: 14

var any.0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var live.0 = {1,2,3,4,5,6,7,8,9,10,11,12,13}
var _a0.0 = {2,3}
var _b0.0 = {0,5,6}
var _c0.0 = {0,1,2,3,4,5,7,8,9,10,11,12,13}

0, any.0, 1, any.1, any.2, 2
1, any.0, any.1, any.2, any.3, 4
0, any.0, 11, _a0.0, any.1, 5
_a0.0, 5, any.0, any.1, any.2, 12
0, 11, any.0, any.1, 3, 12
0, 5, any.0, any.1, 2, 13
live.0, any.0, 13, any.1, any.2, 13
live.0, any.0, any.1, 13, any.2, 13
13, any.0, any.1, any.2, any.3, 0
2, any.0, any.1, any.2, any.3, 3
3, any.0, any.1, any.2, any.3, 0
0, any.0, 3, any.1, any.2, 2
_b0.0, any.0, 9, any.1, any.2, 9
9, any.0, any.1, any.2, 4, 10
9, any.0, any.1, any.2, _c0.0, 0
4, any.0, 9, any.1, any.2, 0
0, any.0, any.1, any.2, 4, 5
5, any.0, any.1, any.2, 4, 6
5, any.0, any.1, any.2, 6, 6
6, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 6, 5
7, any.0, any.1, any.2, 6, 8
0, any.0, any.1, 8, any.2, 11
0, any.0, any.1, any.2, 8, 7
8, any.0, any.1, any.2, any.3, 9
0, any.0, 11, any.1, any.2, 11
11, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 12, 12
12, any.0, any.1, any.2, any.3, 0
10, any.0, any.1, any.2, 12, 1
The c/2 photon turning around is a bit wonky because it uses the vonNeumann neighborhood.
Example ship (c/178o):

Code: Select all

x = 7, y = 1, rule = ChaseShip
A5.G!
It isn't that slow, but the minimum population is the same for every speed (besides c/2 and c/1, technically).
Fastest possible ship with the same format:
c/19o

Code: Select all

x = 3, y = 1, rule = ChaseShip
A.G!
(Speeds c/2o and c/1o are also possible, but they aren't that fun.)

EDIT: Can anyone figure out the formula for the period?
EDIT2:
Dani found it:
6*l+2^(l-3)+2^l-8
where l is the width of the ship

Re: Real Life Speeds

Posted: April 14th, 2019, 3:47 am
by dani
I like that rule. This ship goes at speed c/301990048, which is the closest to 1 m/s (0.992722972 m/s) I could get:

Code: Select all

x = 28, y = 1, rule = ChaseShip
A26.G!

Re: Real Life Speeds

Posted: April 14th, 2019, 4:57 am
by Saka
This is interesting, as you can see by the graph, the periods of the ships start to skyrocket at around width 45 (according to the function in the original rule post)

Re: Real Life Speeds

Posted: April 14th, 2019, 8:59 am
by Moosey
How large must the fourth ship be?

Code: Select all

x = 21, y = 3, rule = ChaseShip
A.G$A8.G$A19.G!
I feel we have a fast-growing function, though it won’t grow VERY fast.

Re: Real Life Speeds

Posted: April 14th, 2019, 10:15 am
by Saka
Moosey wrote:How large must the fourth ship be?

Code: Select all

x = 21, y = 3, rule = ChaseShip
A.G$A8.G$A19.G!
I feel we have a fast-growing function, though it won’t grow VERY fast.
What do you mean?
Also, I just posted the function for the period in the post for the rule.

Re: Real Life Speeds

Posted: April 14th, 2019, 12:02 pm
by Moosey
Saka wrote:
Moosey wrote:How large must the fourth ship be?

Code: Select all

x = 21, y = 3, rule = ChaseShip
A.G$A8.G$A19.G!
I feel we have a fast-growing function, though it won’t grow VERY fast.
What do you mean?
Also, I just posted the function for the period in the post for the rule.
How large must the fourth ship in that line be so that it won’t be destroyed and stopped by the previous one?

Re: Real Life Speeds

Posted: April 15th, 2019, 7:23 am
by Saka
I've made an even slower version of the rule:

Code: Select all

@RULE ChaseShipBin
********************************
**** COMPILED FROM NUTSHELL ****
****         v0.5.7         ****
********************************

0: vaccuum
1: start
2: left c2 1
3: left c2 2
4: binary counter
5: binary 1
6: binary thing
7: counter stop
8: stop explode
9: count eraser
10: startmarker
11: c/1 left
12: reactivator
13: death
14: complete count eraser


@TABLE
neighborhood: vonNeumann
symmetries: none
n_states: 15

var any.0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var _a0.0 = {2,3}
var _b0.0 = {1,2,3,5,6,7,8,9,10,11,12,13,14}
var _c0.0 = {0,5,6}
var _d0.0 = {0,1,2,3,4,5,7,8,9,10,11,12,13,14}

0, any.0, 1, any.1, any.2, 2
1, any.0, any.1, any.2, any.3, 4
0, any.0, 11, _a0.0, any.1, 5
_a0.0, 5, any.0, any.1, any.2, 12
0, 11, any.0, any.1, 3, 4
0, 5, any.0, any.1, 2, 13
_b0.0, any.0, 13, any.1, any.2, 13
_b0.0, any.0, any.1, 13, any.2, 13
13, any.0, any.1, any.2, any.3, 0
2, any.0, any.1, any.2, any.3, 3
3, any.0, any.1, any.2, any.3, 0
0, any.0, 3, any.1, any.2, 2
_c0.0, any.0, 9, any.1, any.2, 9
9, any.0, any.1, any.2, 4, 10
9, any.0, any.1, any.2, _d0.0, 0
4, any.0, 9, any.1, any.2, 0
14, any.0, 1, any.1, any.2, 2
14, any.0, any.1, any.2, any.3, 0
4, any.0, 14, any.1, any.2, 12
6, any.0, 10, any.1, any.2, 14
any.0, any.1, 14, any.2, any.3, 14
0, any.0, any.1, any.2, 4, 5
5, any.0, any.1, any.2, 4, 6
5, any.0, any.1, any.2, 6, 6
6, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 6, 5
7, any.0, any.1, any.2, 6, 8
0, any.0, any.1, 8, any.2, 11
0, any.0, any.1, any.2, 8, 7
8, any.0, any.1, any.2, any.3, 9
0, any.0, 11, any.1, any.2, 11
11, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 12, 12
12, any.0, any.1, any.2, any.3, 0
10, any.0, any.1, any.2, 12, 1
6, any.0, 10, any.1, any.2, 14
In this version, instead of creating a photon "reactivator", it uses another binary counter, and once the binary counter reaches the ship, it creates a photon that erases the counter and bounces back and reactivates the ship. This keeps the constant population at 2 and makes it slower as well.
Fastest: c/76o

Code: Select all

x = 3, y = 1, rule = ChaseShipBin
A.G!
The width 4 ship has speed c/1589o and the width 5 ship is a c/393309o. I've calculated that the period for the width 6 ship is around 6 442 451 107, give or take at most 2.
I have yet to find the formula for the speed.

Re: Real Life Speeds

Posted: April 15th, 2019, 8:30 am
by PkmnQ
I'm in the middle of making a rule for a new ship. I've created half of the process, and I'm taking a break for my mind.

Re: Real Life Speeds

Posted: April 15th, 2019, 12:31 pm
by AforAmpere
For Saka's newest rule, for a gap of n, the period is equal to:

Code: Select all

3 * 2^(3 * 2^(n-1) + 2n - 1) + 15 * 2^(n - 1) + 10n +3
A gap of 100 has a period with more digits than could be stored on Earth.

Re: Real Life Speeds

Posted: January 17th, 2021, 6:54 am
by yujh
:|
sorry for necroposting!
might it be possible to find a rotate4reflect neighbourhood rule simulating this:

Code: Select all

x = 13, y = 51, rule = ChaseShip3
A.G5$A2.G5$A3.G5$A4.G5$A5.G5$A6.G5$A7.G5$A8.G5$A9.G5$A10.G5$A11.G!

Code: Select all

@RULE ChaseShip3
#A modification of saka's ChaseShipBin

@TABLE
neighborhood: vonNeumann
symmetries: none
n_states: 15

var any.0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var _a0.0 = {2,3}
var _b0.0 = {1,2,3,5,6,7,8,9,10,11,12,13,14}
var _c0.0 = {0,5,6}
var _d0.0 = {0,1,2,3,4,5,7,8,9,10,11,12,13,14}

2,0,13,0,0,4
0, any.0, 1, any.1, any.2, 2
1, any.0, any.1, any.2, any.3, 4
0, any.0, 11, _a0.0, any.1, 5
_a0.0, 5, any.0, any.1, any.2, 12
# 0, 11, any.0, any.1, 3, 4
0, 5, any.0, any.1, 2, 13
_b0.0, any.0, 13, any.1, any.2, 13
_b0.0, any.0, any.1, 13, any.2, 13
13, any.0, any.1, any.2, any.3, 0
2, any.0, any.1, any.2, any.3, 3
3, any.0, any.1, any.2, any.3, 0
0, any.0, 3, any.1, any.2, 2
_c0.0, any.0, 9, any.1, any.2, 9
9, any.0, any.1, any.2, 4, 10
9, any.0, any.1, any.2, _d0.0, 0
4, any.0, 9, any.1, any.2, 0
14, any.0, 1, any.1, any.2, 2
14, any.0, any.1, any.2, any.3, 0
4, any.0, 14, any.1, any.2, 12
6, any.0, 10, any.1, any.2, 14
any.0, any.1, 14, any.2, any.3, 14
0, any.0, any.1, any.2, 4, 5
5, any.0, any.1, any.2, 4, 6
5, any.0, any.1, any.2, 6, 6
6, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 6, 5
7, any.0, any.1, any.2, 6, 8
0, any.0, any.1, 8, any.2, 11
0, any.0, any.1, any.2, 8, 7
8, any.0, any.1, any.2, any.3, 9
0, any.0, 11, any.1, any.2, 11
11, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 12, 12
12, any.0, any.1, any.2, any.3, 0
10, any.0, any.1, any.2, 12, 1
6, any.0, 10, any.1, any.2, 14
(This rule has slower speeds, fastest c/424)


EDIT:SLOWER:

Code: Select all

@RULE ChaseShip4

@TABLE
neighborhood: vonNeumann
symmetries: none
n_states: 15

var any.0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var _a0.0 = {2,3}
var _b0.0 = {1,2,3,5,6,7,8,9,10,11,12,13,14}
var _c0.0 = {0,5,6}
var _d0.0 = {0,1,2,3,4,5,7,8,9,10,11,12,13,14}

2,0,13,0,0,4
14,0,0,0,4,4
0, any.0, 1, any.1, any.2, 2
1, any.0, any.1, any.2, any.3, 4
0, any.0, 11, _a0.0, any.1, 5
_a0.0, 5, any.0, any.1, any.2, 12
# 0, 11, any.0, any.1, 3, 4
0, 5, any.0, any.1, 2, 13
_b0.0, any.0, 13, any.1, any.2, 13
_b0.0, any.0, any.1, 13, any.2, 13
13, any.0, any.1, any.2, any.3, 0
2, any.0, any.1, any.2, any.3, 3
3, any.0, any.1, any.2, any.3, 0
0, any.0, 3, any.1, any.2, 2
_c0.0, any.0, 9, any.1, any.2, 9
9, any.0, any.1, any.2, 4, 10
9, any.0, any.1, any.2, _d0.0, 0
4, any.0, 9, any.1, any.2, 0
14, any.0, 1, any.1, any.2, 2
14, any.0, any.1, any.2, any.3, 0
4, any.0, 14, any.1, any.2, 12
6, any.0, 10, any.1, any.2, 14
any.0, any.1, 14, any.2, any.3, 14
0, any.0, any.1, any.2, 4, 5
5, any.0, any.1, any.2, 4, 6
5, any.0, any.1, any.2, 6, 6
6, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 6, 5
7, any.0, any.1, any.2, 6, 8
0, any.0, any.1, 8, any.2, 11
0, any.0, any.1, any.2, 8, 7
8, any.0, any.1, any.2, any.3, 9
0, any.0, 11, any.1, any.2, 11
11, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 12, 12
12, any.0, any.1, any.2, any.3, 0
10, any.0, any.1, any.2, 12, 1
6, any.0, 10, any.1, any.2, 14

Code: Select all

x = 6, y = 16, rule = ChaseShip4
A.G5$A2.G5$A3.G5$A4.G!
1:c/847
2:c/24770
3:c/6291938

Re: Real Life Speeds

Posted: January 17th, 2021, 12:44 pm
by Moosey
We should probably make spaceships that have a speed slower than even the Knuth rule. I was working on a rule that calculated hardy hierarchy of an expression in an ordinal notation I made (with a limit which is at least greater than phi(w,0) and probably at least FSO), but I never finished the rule. Such a project would trivially, however, allow for spaceships of a speed of, say, c/H_phi(w,0)(100). Would anyone care to perhaps collaborate with me or finish my rule so as to create such a spaceship?

Re: Real Life Speeds

Posted: January 18th, 2021, 12:47 am
by yujh
BUMP
Here's a slower version of Chaseship

Code: Select all

@RULE ChaseShip5

@TABLE
neighborhood: vonNeumann
symmetries: none
n_states: 15

var any.0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var _a0.0 = {2,3}
var _b0.0 = {1,2,3,5,6,7,8,9,10,11,12,13,14}
var _c0.0 = {0,5,6}
var _d0.0 = {0,1,2,3,4,5,7,8,9,10,11,12,13,14}

2,0,13,0,0,4
14,0,0,0,4,4
0, any.0, 1, any.1, any.2, 3
1, any.0, any.1, any.2, any.3, 4
0, any.0, 11, _a0.0, any.1, 5
_a0.0, 5, any.0, any.1, any.2, 12
# 0, 11, any.0, any.1, 3, 4
0, 5, any.0, any.1, 2, 13
_b0.0, any.0, 13, any.1, any.2, 13
_b0.0, any.0, any.1, 13, any.2, 13
13, any.0, any.1, any.2, any.3, 0
2, any.0, any.1, any.2, any.3, 3
3, any.0, any.1, any.2, any.3, 0
0, any.0, 3, any.1, any.2, 2
_c0.0, any.0, 9, any.1, any.2, 9
9, any.0, any.1, any.2, 4, 10
9, any.0, any.1, any.2, _d0.0, 0
4, any.0, 9, any.1, any.2, 0
14, any.0, 1, any.1, any.2, 2
14, any.0, any.1, any.2, any.3, 0
4, any.0, 14, any.1, any.2, 12
6, any.0, 10, any.1, any.2, 14
any.0, any.1, 14, any.2, any.3, 14
0, any.0, any.1, any.2, 4, 5
5, any.0, any.1, any.2, 4, 6
5, any.0, any.1, any.2, 6, 6
6, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 6, 5
7, any.0, any.1, any.2, 6, 8
0, any.0, any.1, 8, any.2, 11
0, any.0, any.1, any.2, 8, 7
8, any.0, any.1, any.2, any.3, 9
0, any.0, 11, any.1, any.2, 11
11, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 12, 12
12, any.0, any.1, any.2, any.3, 0
10, any.0, any.1, any.2, 12, 1
6, any.0, 10, any.1, any.2, 14
Fastest:c/1633:

Code: Select all

x = 3, y = 1, rule = ChaseShip5
A.G!
2:c/49374

Code: Select all

x = 4, y = 1, rule = ChaseShip5
A2.G!
3:c/12583438
4:IDK!

Re: Real Life Speeds

Posted: July 22nd, 2022, 3:18 pm
by HotWheels9232
Sorry for replying here, but Blinkerspawn, it seems like the formula is wrong. Check 2x9. The formula says that the 2x9 is p273, but actually it is p275. I'm not sure if I made a mistake because sometimes, it is hard to see the mistake.

Edit 1:
I'm pretty sure that something is going crazy. Your 2x28 was 268435515 but the formula should make it much larger than 2^28, but 2^28 is 268435456.

Edit 2:
I think you need a clear definition of 2xn. 2x28's bounding box is 2x29, so I would think that it is 2x29. So now it is clear. But, you said that 2x1 is p4 but it should be p7. 2x0 should be p4.

Edit 3:
2^36 is 68719476736, so you must have confused yourself.

Re: Real Life Speeds

Posted: July 22nd, 2022, 4:00 pm
by toroidalet
HotWheels is referring to the OP. Maybe this should be clearer.
HotWheels9232 wrote:
July 22nd, 2022, 3:18 pm
I think you need a clear definition of 2xn. 2x28's bounding box is 2x29, so I would think that it is 2x29. So now it is clear. But, you said that 2x1 is p4 but it should be p7. 2x0 should be p4.
The 2*28 ship has a bounding box of 2*28, a population of 29=28+1, and 27 state 2 cells. The confusion arises from the fact that X seems to actually refer to the number of state 2 cells in order for the formula to work.
I'm pretty sure that something is going crazy. Your 2x28 was 268435515 but the formula should make it much larger than 2^28, but 2^28 is 268435456.
No, it's 2N - (2X+1), not 2N + (2X+1), so the values stay close to 2^X. The non-recursive formula is 2^X + 2X + 3 (X=state 1 cells) or 2^(W-1) + 2W + 1 (W=width). Also, those are the values for the 2*29 ship (see above).

Re: Real Life Speeds

Posted: July 22nd, 2022, 4:19 pm
by HotWheels9232
toroidalet wrote:
July 22nd, 2022, 4:00 pm
I'm pretty sure that something is going crazy. Your 2x28 was 268435515 but the formula should make it much larger than 2^28, but 2^28 is 268435456.
No, it's 2N - (2X+1), not 2N + (2X+1), so the values stay close to 2^X. The non-recursive formula is 2^X + 2X + 3 (X=state 1 cells) or 2^(W-1) + 2W + 1 (W=width). Also, those are the values for the 2*29 ship (see above).
It is because it is before I found the right definition of X.

Also, my current collection:

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x = 31, y = 71, rule = ReallySlow
12.B.B$12.B.B4.D$12.3B4.C$14.B$14.B2$12.3B$14.B4.D$14.B4.CB$14.B$14.B
2$12.B.B$12.B.B4.D$12.B.B4.C2B$12.B.B$12.B.B2$10.B.3B$10.B3.B4.D$10.B
3.B4.C3B$10.B3.B$10.B3.B2$8.3B.3B$10.B3.B4.D$8.3B3.B4.C4B$8.B5.B$8.3B
3.B2$8.B.B.3B$8.B.B.B6.D$8.3B.3B4.C5B$10.B3.B$10.B.3B2$8.3B.3B$10.B.B
.B4.D$10.B.3B4.C6B$10.B3.B$10.B.3B2$6.B.B.B.3B$6.B.B.B.B6.D$6.B.3B.3B
4.C7B$6.B3.B3.B$6.B3.B.3B2$4.3B.3B.3B$6.B3.B.B$4.3B3.B.3B4.D$4.B5.B3.
B4.C8B$4.3B3.B.3B2$4.3B.3B.3B$4.B5.B3.B4.D$4.3B.3B.3B4.C9B$6.B3.B3.B$
4.3B.3B.3B2$2.B.3B.B.B.3B$2.B.B.B.B.B3.B4.D$2.B.B.B.3B3.B4.C10B$2.B.B
.B3.B3.B$2.B.3B3.B3.B2$3B.3B.3B.3B$2.B.B.B3.B3.B4.D$3B.B.B3.B.3B4.C
11B$B3.B.B3.B3.B$3B.3B3.B.3B!
Edit 1:
Replace the state 2 cells if the numbers with state 1, to avoid the blinking.

Edit 2:
The 2x15 bounding box one is just 14 off of the lifespan of this methuselah:

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x = 11, y = 5, rule = B3/S23
8bo$8b2o$8bobo$b3o$o2bo!
And the 2x12 one is just 4 off of the final pospulation.

Edit 3:
All the ships with periods less than a million:

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x = 38, y = 101, rule = ReallySlow
14.A.A$14.A.A4.D$14.3A4.C$16.A$16.A2$14.3A$16.A4.D$16.A4.CB$16.A$16.A
2$14.A.A$14.A.A4.D$14.A.A4.C2B$14.A.A$14.A.A2$12.A.3A$12.A3.A4.D$12.A
3.A4.C3B$12.A3.A$12.A3.A2$10.3A.3A$12.A3.A4.D$10.3A3.A4.C4B$10.A5.A$
10.3A3.A2$10.A.A.3A$10.A.A.A6.D$10.3A.3A4.C5B$12.A3.A$12.A.3A2$10.3A.
3A$12.A.A.A4.D$12.A.3A4.C6B$12.A3.A$12.A.3A2$8.A.A.A.3A$8.A.A.A.A6.D$
8.A.3A.3A4.C7B$8.A3.A3.A$8.A3.A.3A2$6.3A.3A.3A$8.A3.A.A$6.3A3.A.3A4.D
$6.A5.A3.A4.C8B$6.3A3.A.3A2$6.3A.3A.3A$6.A5.A3.A4.D$6.3A.3A.3A4.C9B$
8.A3.A3.A$6.3A.3A.3A2$4.A.3A.A.A.3A$4.A.A.A.A.A3.A4.D$4.A.A.A.3A3.A4.
C10B$4.A.A.A3.A3.A$4.A.3A3.A3.A2$2.3A.3A.3A.3A$4.A.A.A3.A3.A4.D$2.3A.
A.A3.A.3A4.C11B$2.A3.A.A3.A3.A$2.3A.3A3.A.3A2$4.A.A.A.3A.3A$4.A.A.A3.
A3.A4.D$4.3A.A.3A.3A4.C12B$6.A.A.A5.A$6.A.A.3A.3A2$4.3A.3A.3A.A$4.A.A
3.A3.A.A$4.3A.3A.3A.A4.D$4.A.A.A3.A3.A4.C13B$4.3A.3A.3A.A2$2.A.3A.A.A
.A.3A$2.A.A3.A.A.A.A6.D$2.A.3A.3A.A.3A4.C14B$2.A.A.A3.A.A3.A$2.A.3A3.
A.A.3A2$3A.3A.3A.3A.A$2.A3.A.A.A.A.A.A4.D$3A.3A.3A.A.A.A4.C15B$2.A.A
3.A.A.A.A.A$3A.3A.3A.3A.A2$3A.3A.3A.3A.A$A3.A3.A5.A.A$3A.3A.3A3.A.A4.
D$A.A3.A3.A3.A.A4.C16B$3A.3A.3A3.A.A!
Edit 4: Actually 100 thousand, not million

Edit 4:
We agree with the passenger airline!

Code: Select all

x = 48, y = 5, rule = ReallySlow
A.3A.A.A.3A.3A.A.3A$A.A.A.A.A.A.A.A3.A.A.A4.D$A.A.A.3A.3A.3A.A.3A4.C
20B$A.A.A3.A.A.A.A.A.A3.A$A.3A3.A.3A.3A.A.3A!
And the whole thing:

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x = 48, y = 125, rule = ReallySlow
20.A.A$20.A.A4.D$20.3A4.C$22.A$22.A2$20.3A$22.A4.D$22.A4.CB$22.A$22.A
2$20.A.A$20.A.A4.D$20.A.A4.C2B$20.A.A$20.A.A2$18.A.3A$18.A3.A4.D$18.A
3.A4.C3B$18.A3.A$18.A3.A2$16.3A.3A$18.A3.A4.D$16.3A3.A4.C4B$16.A5.A$
16.3A3.A2$16.A.A.3A$16.A.A.A6.D$16.3A.3A4.C5B$18.A3.A$18.A.3A2$16.3A.
3A$18.A.A.A4.D$18.A.3A4.C6B$18.A3.A$18.A.3A2$14.A.A.A.3A$14.A.A.A.A6.
D$14.A.3A.3A4.C7B$14.A3.A3.A$14.A3.A.3A2$12.3A.3A.3A$14.A3.A.A$12.3A
3.A.3A4.D$12.A5.A3.A4.C8B$12.3A3.A.3A2$12.3A.3A.3A$12.A5.A3.A4.D$12.
3A.3A.3A4.C9B$14.A3.A3.A$12.3A.3A.3A2$10.A.3A.A.A.3A$10.A.A.A.A.A3.A
4.D$10.A.A.A.3A3.A4.C10B$10.A.A.A3.A3.A$10.A.3A3.A3.A2$8.3A.3A.3A.3A$
10.A.A.A3.A3.A4.D$8.3A.A.A3.A.3A4.C11B$8.A3.A.A3.A3.A$8.3A.3A3.A.3A2$
10.A.A.A.3A.3A$10.A.A.A3.A3.A4.D$10.3A.A.3A.3A4.C12B$12.A.A.A5.A$12.A
.A.3A.3A2$10.3A.3A.3A.A$10.A.A3.A3.A.A$10.3A.3A.3A.A4.D$10.A.A.A3.A3.
A4.C13B$10.3A.3A.3A.A2$8.A.3A.A.A.A.3A$8.A.A3.A.A.A.A6.D$8.A.3A.3A.A.
3A4.C14B$8.A.A.A3.A.A3.A$8.A.3A3.A.A.3A2$6.3A.3A.3A.3A.A$8.A3.A.A.A.A
.A.A4.D$6.3A.3A.3A.A.A.A4.C15B$8.A.A3.A.A.A.A.A$6.3A.3A.3A.3A.A2$6.3A
.3A.3A.3A.A$6.A3.A3.A5.A.A$6.3A.3A.3A3.A.A4.D$6.A.A3.A3.A3.A.A4.C16B$
6.3A.3A.3A3.A.A2$6.A.3A.A.A.3A.3A$6.A3.A.A.A.A.A.A.A$6.A.3A.A.A.A.A.
3A4.D$6.A3.A.A.A.A.A3.A4.C17B$6.A.3A.A.A.3A3.A2$2.3A.3A.3A.A.3A.3A$4.
A.A5.A.A.A.A3.A$2.3A.3A.3A.A.3A.3A$2.A3.A.A.A3.A.A.A3.A4.D$2.3A.3A.3A
.A.3A.3A4.C18B2$3A.3A.A.A.3A.3A.3A$A5.A.A.A3.A3.A.A.A4.D$3A.3A.3A.3A.
3A.3A4.C19B$2.A.A5.A3.A.A5.A$3A.3A3.A.3A.3A.3A2$A.3A.A.A.3A.3A.A.3A$A
.A.A.A.A.A.A.A3.A.A.A4.D$A.A.A.3A.3A.3A.A.3A4.C20B$A.A.A3.A.A.A.A.A.A
3.A$A.3A3.A.3A.3A.A.3A!
285.89264356263 m/s