I pulled out my 1983 rules book looking for the Warp Drive rules.
I have to say I'm a little disappointed at how sparse the rules are.
A PC has a skill rating or Accomplishment under his or her
Space Sciences Index named Warp Drive Technology. But all it
says for game play is the player "has this skill."
Warp Drive Technology
All Engineering Officers have a rating of at least 10 in
this skill, and most have ratings of 40 or more. In starship
combat, this skill is used to coax extra power from the engines
and to make emergency warp speed changes.
Followed by, in another section:
Chief Engineer
He may use his skill in Warp Drive Technology to squeeze
a little more power out of the engines. ("Mr. Scott! Can you
get us more power to the shields?" "I dinna know, Cap'n,
but I'll gie herrr a trrry.") He can use this skill to make
emergency repairs to the warp engines as well (to regain
lost power), or to make emergency changes in warp speed.
And, for rules, that's about it.
Warp drive is mention, of course, in several other rule sections,
but in the context of mapping space:
Mapping Space
Gamemasters can keep telescoping this scale upward.
By doing so, whole planets, solar systems, and even the
known universe can be mapped. When expanded 16 times,
a parsec (about as far as a ship can travel in 1 day going
warp 10) is about 1 inch long.
Also,
Maps of smaller areas of space,
such as solar systems, may be made by reducing the scale.
Another useful scale is one-fourth inch equals 1 days' travel
at Warp 3, or about 25.9 billion kilometers. (By the way,
subspace radio travels about 10 billion kilometers in a second
traveling at Warp 15, and it's still too slow for some things.
Space is BIG!)
It takes about 28 hours to travel 1 parsec at Warp 10,
and thus the map of the Federation has a scale of one-fourth
inch equals about 11% days travel at Warp 10. To find the
travel time at Warp 10 between any two star systems, measure
the distance with a ruler and multiply the result by 11%
days per 1A inch.
John McCarthy has died at age 84. He was a legendary computer scientist
who was a pioneer in the field of AI, coining the term 'Artificial
Intelligence'. He also invented the Lisp programming language.
Exactly what it says on the tin. What good is philosophy? How involved was it in the generation of of our modern ideas and technology?
Philosophy is an opiate for the mind. It numbs the blinding fear of dieing we all have, because we all know one day we'll be dead.
Is it practical? I throw out an empirical observation -- with all our philosophy(s) we still have hunger in our world, and hunger is deemed to be a human creation.
But it fills your days, and occupies your mind. In the end, no one cares what you (I mean you) think.
BUT hundreds of the smartest humans on the planet have been trying to
figure out why those Neutrinos appeared to be traveling faster-than-light,
and guess what? Someone seems to have figured it out.
The OPERA team overlooks [relativistic motion of clocks on board GPS
satellites] because it thinks of the clocks as on the ground not in
orbit.
How big is this effect? Van Elburg calculates that it should cause the
neutrinos to arrive 32 nanoseconds early. But this must be doubled
because the same error occurs at each end of the experiment. So the total
correction is 64 nanoseconds, almost exactly what the OPERA team
observes.
Can anyone explain exactly why light speed is light speed... ie, why its not faster or slower?
Here is what my fading memory recalls:
The speed of light is the balancing point between a magnetic-field wave and an electric-field wave. At this speed, a magnetic-field and its partnered electric-field self-reinforce each other (or "induce" each other.)
The magnetic-field and the electric-field always act exactly perpendicular to each other (a turn of 90 degrees). At an other speed, except the speed of light, these two fields collapse and dissipate. But at the speed of light they balance each other, and self-reinforce each other.
Furthermore, it takes both of these fields working together to induce forward propagation.
What has recently happened is the laws of the universe have changed.
Last year nothing could go faster than the speed of light. But now
the laws have changed, and things can go faster than light, and this
makes time travel possible.
So, it makes sense we now all of sudden begin finding "evidence" of
time travelers.
Here is our favorite Time Traveler's update thread. Add 'em if you got 'em:
The whole Everett Many Worlds hypothesis is really just a mathematical model to map certain aspects of physics. By definition those universes are as closed off to us, as if they did not exist.
And yet, certain aspects of both light and of gravity may point to the possibility that they are not so closed of as they first seem. It may also explain dark energy and dark matter, not so much that they are dark, they just are not here.
How do we explain something having effects in our universe, but not being here. The effect is here, so is not the cause here too?? I guess most of it could not be here and yet still a tiny part of it could be here. So, it here right? I'm confused again.
wings they heard. At least not in the
conventional sense, strapped to Mavra's
back was a back-pack helicopter powered
by a lawn mower engine. It had a six
foot wing span, and Harry could see
Marva laughing in glee at her new found
flight ability.
"Gods how these vamps are driven by their
insanity," Harry said to anyone who was
listening.
Mavra tossed a hand full of small bags
at them.
"Move!" shouted Fix. It was not necessary,
as both Harry and Mouse were diving headlong
under the scant protection the Blue Beetle
would provide.
The DoD’s main research arm, the Defense Advanced Research Projects Agency or DARPA, has announced that they will be awarding $500,000 in seed money to one of a number of various organizations that will be in the running to take on a 100-year research project that will be tasked to design a business plan for the eventual development of interstellar travel.
We know the Earth is finite, and at some point in our history
we will need to start thinking about traveling to other places in the universe.
Now is a good time!
I think America needs a new "space program" or technology program to
stimulate business development, and ultimately our economy.
If we can become ripe with ideas, and develop new technology to spawn
new industry, then we can train our citizens and put them to work. Peeps
will have jobs, and make money (again).
Darth Vader will put up a little defense.
It will mainly be moving around fast and some shielding tricks.
But in the end, Godzilla will end the sith known as Darth Vader.
In Hanover, Germany, in the year 1915 a small booklet
was published entitled "Zwei neue Kriegspiele!" ("Two
New War Games!"). One was FREE CHESS, a variant of
the board game. The other was MATE. Obviously the
time was not right for two make-believe war games
while the reality of World War I occupied center
stage. So, Herr Capellen's booklet never emerged
from obscurity. Through the kindly persistence of a
bookdealer's wife I obtained a copy. (The only other
I have come across is part of the CHESS collection in
the Royal Library at The Hague, the Netherlands.)
MATE is a card game played with only 20 cards, yet
with this limited material an amazing diversity of
playing situations develop. It is almost unique
among card games being completely a game of skill.
Number of Players: Two.
The deck: From a standard deck of cards use the
following 20:
clubs : A 10 K Q 7
spades : A 10 K Q 7
hearts : A 10 K Q 7
diamonds: A 10 K Q 7
This is known as the "Single Mate Deck." The game,
at the option of the players, can also be played with
the "Double Mate Deck," which is made up from two
ordinary decks as follows (the decks should preferably
have the same backs):
clubs : A 10 K 7 7
spades : A 10 K K 7
hearts : A 10 10 K 7
diamonds: A A 10 K 7
(Until the players are familiar with the game, it is
a good idea to copy the above table on a piece of
paper, or an index card, and keep it handy for
reference.)
In both decks the suits rank in the value as shown,
with clubs the highest and diamonds the lowest.
(This is the same sequence as in Bridge except that
here clubs are placed at the top rather than at the
bottom.) The cards rank in value as shown, with Ace
being the highest and 7 the lowest.
The Play: One player, whom we will call X, is chosen
to deal the first hand. He shuffles the cards and
deals ten to each, in groups of five at a time.
X, the dealer, leads any card he wishes. Y, the
opponent, must then play a card of the same suit.
If he has more than one card of that suit, he may
play whichever he chooses. If he lacks a card of the
suit led, he must play a card of the same rank (such
as Ace on Ace, 10 on 10, etc.). The cards, as they
are played, are kept face up in front of each player
instead of being played to the center of the table.
The two cards, one from each player, constitute the
first "move" (in keeping with the fact that MATE has
more in common with board games of skill than with
card games, this term is used rather than "trick").
The player who played the higher card, or the higher
suit when rank is followed, leads for the second
move. When playing with the Double Mate Deck is it
possible for two identical cards to be played on a
move. In this case the first to be played is
considered the higher.
Play continues in this manner until a player leads a
card that his opponent cannot follow, either in suit
or rank. The player leading the card has given
"mate" to his opponent, and play stops. If all ten
moves can be played without a mate, it is a "draw."
Scoring: For purposes of scoring a mate, each card is
considered to have a value as follows:
Ace = 11
10 = 10
King = 4
Queen= 3
7 = 7
The value of the mating card is multiplied by the
number of the move in which the mate is given. For
example, if a player gives mate with a Queen in the
first move he scores 3·1 = 3 points, while if he gives
mate with an Ace in the tenth move, he score 11·10 =
110 points.
In case of a draw neither player scores.
Rounds and Matches: After the first game has been
played and scored, the cards are picked up and, without
being reshuffled, exchanged between the players. Y,
who now has the cards X previously held, leads any
card he wishes to start the second game. Two games
constitute a "round" and, since each player has the
opportunity to play each hand, the luck of the deal is
eliminated.
After the first round, Y gathers the cards, shuffles
them, and deals out new hands. A second round in now
played in a similar manner to the first. Two rounds
constitute a "match." The player who has scored the
greater total number of points is the winner of the
match and the measure of his victory is the difference
between the two total scores.
Foreplacing and Overmate: "Foreplacing" of cards is an
important part of the game, but I have postponed
introducing it until the beginner has had a chance to
familiarize himself with the basic play. Advanced
players can make use of foreplacing to reap the largest
possible score from a particular hand.
Foreplacing allows the players, at the start of each
individual game, to remove a card from their hand, show
it, and then place it face down before them.
A foreplaced card does not enter into the play of that
game. The contestant who will lead to the first move
announces whether he wishes to foreplace a card, after
which the opponent has a similar choice. The opponent,
however, may not foreplace a card of the same suit or
rank as that foreplaced by the first player.
If a player who foreplaces a card succeeds in giving
mate, the multiplying number of the move is increased
by 1. Thus, in this case, a mate given in the seventh
move with a King scores 8·4 = 32 points.
If both players foreplace a card there will be a
maximum of only nine moves in the game. If only one
player foreplaces a card, and the game proceeds that
far, the player with only nine cards uses his ninth
played card also as his tenth. A mate given in this
tenth move is known as an "overmate" and scores double.
Thus, an overmate given with an Ace scores 11·11·2 =
242 points (the maximum possible) for the player who
foreplaced. If the other player gave mate in the tenth
move with an Ace, the score would be 10·11·2 = 220
points.
Variations: The following rules can be added to the
basic game for a change of pace. The particular
variation to be used must, of course, be agreed on in
advance by the players.
1. Mate with Free Move- Once during and individual
game either player X or player Y (whoever uses
it first) may, even though he has a card of the
same suit as that led, answer the lead with a
card of the same rank, announcing "Free move"
as he does so.
2. Mate with King's Privilege- When a King is led
the opponent must follow with another King if
he has one. If not, he follows with a card of
the same suit.
Figure Privilege is the same as King's
Privilege except that the same rule applies to
Queens as well as Kings.
3. Mate with Free Move and King's (or Figure)
Privilege- This is a combination of variation 1
and variation 2. If the Free Move is taken in
answer to the play of a King (or Queen), it
allows the player to follow in suit even though
he has another King (or Queen) which he could
play.
4. R variation- Play this game with a Pinochle deck.
Ok, this has been bugging me for days. Why do the ghosts in movies such as "The Grudge" and "Ju-On" make that weird growling, creaking sound? Is that what Japanese ghosts do as opposed to moaning and shaking chains like in the Sonic Drive-In commercials?
I'm pretty sure these sounds are due to artistic license instead of cultural differences.
.
But speaking of Japanese ghosts and cultural differences, in Japan ghosts follow you.
They follow you home, follow you to work, follow you to parties, etc. As opposed to
American ghosts which tend to stay in one place, like a spooky old house, and you have
to walk into their domain.