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City in the Sky: Basic Theory and Design for a Floating City

 

 

City in the Sky: Basic Theory and Design for a Floating City

 

 

Richard Lighthouse

 

 

 

City in the Sky: Basic Theory and Design for a Floating City

Published by Richard Lighthouse at Shakespir

Copyright © 2016 by Richard Lighthouse. All rights reserved.

 

ISBN: 978xxx

 

 

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning, or otherwise, except as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without the prior written permission of the Copyright holder.

 

Limit of Liability/Disclaimer of Warranty: While the author has used his best efforts in preparing this document, he makes no representations or warranties with respect to the accuracy or completeness of the contents and specifically disclaims any implied warranties or fitness for a particular purpose. No warranty may be created or extended by sales representatives or sales materials. The author shall not be liable for any loss of profit or any other commercial damages, including but not limited to incidental, special, consequential, or other damages.

 

NOTE TO GOVERNMENT AGENCIES AND THEIR CONTRACTORS:

Theft of Intellectual Property and violation of copyright is a serious matter. Under no circumstances did the author consent to such criminal activity. Attempts to conceal criminal activity is even more serious, which may result in charges of Felony Fraud and/or Felony Conspiracy. The author does not license any material for groups or organizations.

 

 

original – 15 March 2016

Houston, Texas, U.S.A.

Revision 1a – 15 March 2016

 

 

 

City in the Sky: Basic Theory and Design for a Floating City

 

 

TABLE OF CONTENTS

 

Introduction

 

Conclusions

 

References

 

 

 

Abstract

 

 

This short technical paper describes the basic theory and design for floating cities in the clouds, which have been described in numerous science fiction books and movies. Any structure or object can be made to behave as though it were essentially massless. This is done by synchronizing an electrical signal on the surface of the object with the blinking frequency of our universe (Lighthouse Frequency) which is 1.039 THz. Imagine a sine wave split by the x-axis with the top half representing matter and the bottom half representing antimatter. The x-axis being sequential time, in our terms. Each time the sine wave crosses the x-axis, all fundamental forces collapse to zero (representing the single point of the Electrical Universe). When we synchronize an electrical signal with the sine wave, just before crossing the x-axis, all objects and structures will behave as though they are massless. Note that this feature explains the Hutchison Effect, which is basically operating at a harmonic of the Lighthouse Frequency. The Hutchison Effect has demonstrated “levitation” many times. Each reader must comprehend that our physical universe literally blinks off and on, more than one trillion times every second.

 

 

Introduction

Previous papers on the Lighthouse Frequency have shown how the blinking of our physical universe can be utilized for three kinds of travel:1, [2]

 

1) Time Travel

2) Distance Travel

3) Travel between parallel universes

 

 

In this paper, we will discuss utilizing the Lighthouse Frequency for “levitation” of an object. Some might call this “antigravity,” however, technically this is not correct. The buildings in our city in the sky give the illusion of floating, in our terms, because part of the time they are in “free-fall” and part of the time, they are floating. The average of these values, gives the apparent “antigravity” effect.

So part of the time, our buildings have mass, and part of the time they are massless. By manipulating the percent of time between these values, we can make the buildings rise or fall in altitude in a gradual way.

 

Let’s begin by defining some terms:

 

 

ENP – Expanding Neutral Point; this point is an overlap point between matter and antimatter, just as matter begins to re-materialize or “blink on” from the previous construction.

 

CNP – Collapse Neutral Point; this point is also an overlap point between matter and antimatter. (Note that these terms are arbitrary because from the perspective of the negative universe or antimatter – the terms would be reversed.)

 

 

Figure 1. Note that the red line identifies a frequency that is precisely synchronized to pulse just before the CNP occurs each interval. At this precise moment, the mass of any object will seem to be nearly zero. An object or structure will respond to the electrical signal as though it had near-zero mass.5

 

 

 

In our terms, as the physical universe collapses each interval (at the CNP), the gravitational force and the physical mass of each object will seem to approach zero. This can be expressed:

 

g ----> 0

m ----> 0

 

 

If we take one small fraction of an interval “backwards” from the CNP, the gravitational force and the physical mass of an object will have very small values relative to their “time-averaged” values. In our terms, this would be much less than 0.1% of the “time-averaged” value.

 

To precisely maintain synchronization with this point in the blinking universe is not a simple task, technologically. It will require digital sampling, signal generation, and amplification that are beyond current technology. This technological development can be achieved using a Gamma-Ray Clock (GRC), which breaks down the intervals of time to about 10^21 cycles per second. And while weak signals can be generated now, large amplification of the signal will be required for them to be useful.

 

It may also be possible to directly utilize the Neutral Points thru synchronization. Although in theory, this may imply that an object has zero mass, and the equations for such a point become a singularity or unsolvable.

 

We now understand that it is possible to synchronize with a moment in blinking time, when the gravitational force and physical mass are close to zero. The energy required to “levitate” entire buildings is quite small, because it has nothing to do with the static mass of the object or structure.

 

Figure 2. Building subsegment. Each isolated structure is limited to about 300 stories, because the generated signal may become to weak beyond this distance. (Note that Al Beilek mentioned this regarding his travel to the 28th century.) This makes it possible to have structures more than 1 mile high (1700 meters) by utilizing building segments. Each segment is floated separately. There is no limit to how high the structure can be made.

 

 

F
igure 3. Basic electronics package consisting of 5 main components. The Gamma-Ray Clock breaks down each moment (one trillionth of a second) into much smaller intervals (about 10^21) The Synchronizer uses the timing signal from the Gamma-Ray Clock to correctly identify the Neutral Points in the cycle and properly insert an electrical trigger point for the Signal Generator, which generates a harmonic of the Lighthouse Frequency (i.e., 2.078 THz, 4.156 THz, etc.) The Signal Amplifier then increases the “volume” of the signal so that it can transit the entire building without being attenuated or muted. A battery backup is provided for redundancy purposes.

 

 

Conclusions

 

So we have attempted to define a point within the blinking physical universe whereby the gravitational force and physical mass of objects approach a value of zero. This is significant because it makes some things possible that were previously considered impossible.

 

Also note that the “overlap” points or Neutral Points present us with a unique opportunity to glimpse into the universe of negative matter or antimatter. [6]

 

Note that Seth discussed the city in the clouds a number of times, as a probable future, and he encouraged ESP class members to focus on this probability. Also, Jane Roberts’ books on Oversoul Seven describe a city in the clouds.

 

This document is a living document. The author reserves the right to make corrections and changes.

 

 

References

 

 

1. Richard Lighthouse, “Mathematical Solution Unifying the Four Fundamental Forces in Nature,” Shakespir.com, 2013.

 

2. Richard Lighthouse, “Time Travel: An Approximate Mathematical Solution,” Shakespir.com, 2013.

 

3. Seth (Jane Roberts); Early Sessions, Session 108, 1964. “I had intended, and still will, involve us in a discussion of the parallel development of the physical universe, the world of negative matter, and the dream world. For each one depends upon the existence of the other. There are so many interconnections…”

 

4. Seth (Jane Roberts); Early Sessions, Session 61, 1964. “This physical matter on your plane we will call positive matter. To the field of negative matter, your positive matter would be termed negative… The point is that perception is the criteria for what you call matter. You do not perceive the negative interval.”

 

5. Seth (Jane Roberts); Early Sessions, Session 63, 1964. “One could be compared to what I will call a before image. Your universe is the focal point for physical manifestation, where the manipulation of matter predominates… The other of the two universes is formed as energy passes through your field, and can be likened to an after image.

 

6. Seth (Jane Roberts); Early Sessions, Session 66, 1964. “This point of over lapse, or overlap, this point of overlap is extremely important, for there are points of overlapping in all universes; and this will also be a basic factor in travel…”

 

 

Acknowledgments

 

Acknowledgments: The author gratefully acknowledges Seth, Jane Roberts, and Rob Butts for their significant contributions.

 

Conflicts: The author experienced no conflicts of interest in writing this paper.

 

About: The author holds a Master of Science (M.Sc.) degree in Mechanical Engineering from Stanford University.

 

Contact: RLighthouse1 –at- fastmail point fm

Rlight767 -at- yahoo point com

 

Historical Note: The author realized the significance of the “overlap” or Neutral Points and their potential use on 28 – 29 January 2014.

 

Funding:

This research was generously supported with a grant from the Foundation Opposed to Academic Puffery (FOAP).

 

 

 

APPENDIX

 

 

If it is possible to directly utilize the Neutral Points and bring the implied mass of an object to zero – it becomes a possible explanation for how the stone blocks in the Great Pyramids were moved and positioned. If a direct frequency can cause an object’s mass to become zero, then the object would seem to levitate or float. This would make it easy for one or two people to move large stone blocks weighing many tons.


City in the Sky: Basic Theory and Design for a Floating City

This short technical paper describes the basic theory and design for floating cities in the clouds, which have been described in numerous science fiction books and movies. Any structure or object can be made to behave as though it were essentially massless. This is done by synchronizing an electrical signal on the surface of the object with the blinking frequency of our universe (Lighthouse Frequency) which is 1.039 THz. Imagine a sine wave split by the x-axis with the top half representing matter and the bottom half representing antimatter. The x-axis being sequential time, in our terms. Each time the sine wave crosses the x-axis, all fundamental forces collapse to zero. When we synchronize an electrical signal with the sine wave, just before crossing the x-axis, all objects and structures will behave as though they are massless. Note that this feature explains the Hutchison Effect, which is basically operating at a harmonic of the Lighthouse Frequency. The Hutchison Effect has demonstrated “levitation” many times. Each reader must comprehend that our physical universe literally blinks off and on, more than one trillion times every second.

  • Author: Richard Lighthouse
  • Published: 2016-03-16 04:05:07
  • Words: 1692
City in the Sky:  Basic Theory and Design for a Floating City City in the Sky:  Basic Theory and Design for a Floating City