Harnessing the TESLA VALVE'S true power in Cities Skylines!
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- Опубліковано 31 сер 2022
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We're back in Cities Skylines (City Skyline) engineering a way to stop a huge tsunami from wiping out my city by using the oldest of technologies- a tesla valve- this time I build it properly!
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#realcivilengineer #Tsunami #CitiesSkylines - Ігри
If a job's worth doing, it's worth doing properly!
yes your bocking hands it vos vofit (i live in denmark ) the sroghts sjap
We are glad you did it properly. OCD FTW!
Yes!
you are a profagsent becos it is the rirgt ting to do
You are an architect dont you?
Moral of the story: the water physics in this game are just absolutely wonky and chaotic in so many ways, so it's some kind of miracle that you've gotten anything to work at all.
But at the same time better than most games, lol.
@@JJayzX yeah, like having a straight wave front passing through a small gap become a circular wave front. That's genuinely quite impressive.
From my experience with making fluid sims, this is amazing. I have honestly no idea how they managed to make this so stable, most of mine end up generating infinite energy out of nowhere in some situations.
@@mrhotdogs7623 Perfect simulation of water or other liquids is not possible, you would need to have infinite computing power and RAM, as floating point (IEEE 754) uses more RAM and processing power the more decimal points you want to use, and as such, you cannot ever simulate something with infinite precision.
Lines of code measure nothing meaningful.
Why would someone get "copyrighted" for writing code? That doesn't make even the slightest smidgen of sense.
@@nikkiofthevalley code can actually be copyrighted. However that only covers specific things not general implementations.
It is similar to how you cannot copyright musical notes, chords, etc. But you can copyright a full song.
I wonder how many "Knobs" Matt has hidden during his highway designs as an Engineer
A lot more than bored Disney artists, that's for sure.
at least 15 or more
Bet he draws one on every pebble or stone in the bed so that the road is supported by an army of strongest shapes.
@@sircheese6970 only 15? That must be insultingly low for him!
Ikr he must have done at least 427 or more
"It's just spread out the amount of water over time"
I think that's actually a great way to explain the Tesla valve. It truly does just kinda slow down the rate of a fluid, as opposed to sealing it off
It's designed to be effectively a 1 way valve for cyclic movement, so it makes sense
Its not made to be a valve in the way you think of, its more or less a check valve it allows water to flow while keeping it from coming back
Where did you got that picture you have on channel from?
@@bstceltics4 like in the veins
High, sudden pressure is completely stopped in a Tesla valve. Moral of the story is that when dealing with a wave rather than a stream, a suppressor type design is better than a Tesla valve design.
As a failed architect, I really liked the way you put up a pic of one thing, and then built something completely different, in the last video. Glad to see that the City planners kept you on. Great vid!
To be a valve it needs to be a pressurised system, there needs to be covers over the waterways and that's probably not possible in the game
As an engineer who really doesn't like architects and designers - I really like that you liked it, cause it just proves my point :D
@@byMRTNjournals covers are nice but not required for a valve system of fixed height.
@@NVMDSTEvil then it's not a pressurised system
@@byMRTNjournals amazing.
I think one of the reasons that there was so much water still reaching the city, especially compared to your previous design is that there was less backflow because the ground was completely level instead of slightly sloped throughout the valve so the water just kept going towards the City instead of loosing momentum because of the slope, if that makes sense
Great video though!
Second big reason would be that the in-game water physics are whack, the slopes have a really minuscule if any effect on the momentum of water. One of the reasons his Tsunami Suppressor™ worked better is likely because it just broke up the wave more and sent more water backwards with more chambers.
Yeah, I think the water didn't have anywhere else to go cause there wasn't a slope and there was still a slight flow towards the city. If you sloped everything back towards the beach I think it would have been completely dry
It was level in mine too!
@@VemorrFrantik think because it was wider so the water spreads more while here it has a defined root and with the water fysics being wanky like you said it just ignored a large part of the backflow
@@RealCivilEngineerGaming No, it was not. You didn’t fill in all the terrain in the first video, and the whole terrain is sloped by default
Saw the comments on the last vid that talked about the valve shape being wrong.
I love how you're able to take criticism, Matt.
Greatest youtuber of all time.
Engineering can be humbling if you don't know what you're doing (i am very familiar)
Indeed he is
@@nicazer engineering student here... this^^^^^^ this so much
@@neodinium7316 ive been known to amaze my professors with my… “creativity”
yes, thanks for following up :)
Hey Matt, the wave appears to move slower because you forced it to move in a non linear line, but in fact, it's moving the same speed as the control variable (wave by river). Think in traffic, if from your house the grocery store is 1km away and the road is perfectly straight, you only travel 1km. If the road has twists and turns in it, then you will travel more than 1km even though the store is physically 1km away.
Yes, making the water move further slows the wave down.
I feel your previous tesla valve worked better because it is designed for a sudden quick surge. If its based off a silencer it is designed for the sudden abrupt expulsion of gas a gunshot generates. And a tsunami in a very slow motion can be consider a sudden abrupt surge of material as well. So good call to use that over a real tesla valve RCE!
What? No. The "silencer"- actually a suppressor- only has a clear-cut hole through the middle because it needs to allow a bullet to go through. It's not because it's a better design for slowing shockwaves. The hole is purely for the bullet. The Tesla valve is inarguably better suited for this case.
I think what happened here is that his earlier valve was slanted all the way so the excess water could slowly flow back.
Here he did a slope on the first fifth of the way, so the slowed excess water would spread ok the flat surface instead of just flowing back into the ocean.
@@dIancaster Maxim Silencer was the original term they were patented under by Hiram Percy Maxim, they are not 'actually a suppressor'
remember, the tesla valve isn't meant to "stop" water, it's just a passive flow limiter so it did exactly what is was designed to do- slow down and even out the flow.
One _way_ flow limiter.
So really the next test is to rebuild it the other way around and see that the destruction is unimpeded.
@@dtkedtyjrtyj Or maybe fill the city with water and start a tsunami there.
I don't think the game simulated the speed of the wave. I think it just traveled a further direction than the control wave.
He said that……
It also needs continuous flow
So, I believe the reason the "suppressor" worked better was that at each of the "baffles", the wave was presented with a binary filter - was there a wall there or not? Only the wave where there wasn't a wall got past. Once past that wall, the wave then spread out again, reducing its height as it expanded, until it reached the next baffle. As a result, the number of baffles was the main contributing factor.
To put it another way, if the initial volume of water was 11, and at each baffle 4 got caught in the baffle and didn't progress, the volume of the wave front reduced 11 -> 7 -> 3 - and then the large expansion chamber at the end gave it even more room to spread out, with the end result that by the time it reached the city, the water had spent nearly all its volume down side chambers and expansion volumes, resulting in a barely there wave.
By contrast, in the "Tesla Valve", the design had a lot less room for water to expand and "waste" itself and fewer baffles, and given the model of water in the game appears near frictionless, the long curving chamber at the end just served to somewhat time-delay the water rather than give it expansion room as in the first one.
I think the water in the tesla valve isn't behaving correctly. It is designed that the water primarily takes the loop rather than the short path, and the physics engine just seemed to split it evenly
Yeah this is an exercise in broken video game physics, not real physics. The reason it didn't work is because the water passed straight through solid earth.
That's basically what seemed to happen to me. The value delayed it, but didn't stop it. The Baffles were actually stopping part of the wave each time.
The 'deflection' aspect - through part of the wave back at itself, didn't appear to matter. It models a deflection as a wave going 'backwards', but that doesn't actually reduce the amount of water going forward. I'm pretty sure two waves going in opposite direction would just pass through each other unreduced.
You are absolutely correct. And it's even more interesting if think that 2 wall parallel and with enough room from each other would rather slow down or even stop the tsunami more effective than a Tesla valve in this game
Perhaps he should have built suppressors before the Tesla valves for a more accurate simulation.
The 'suppressor' was able to reduce the amount of water coming in because most of the water that hit it reflected to do directly back out
You should consider using the overlay/filter that shows water current as the little arrows, it would offer a bit of a more scientific visual of the flow direction and force
As a fellow perfectionist, I absolutely appreciate the time you spent making the ground perfect!
Much easier way to fill in an area like that now: just make an aeroplane district. One of my favourite things about the DLC; it's a much quicker way to level terrain. So long as you make a beginning point at the height you want it, it's almost instantaneous, rather than "fading in" like the normal brushes do. The brush size also goes one bigger so that helps a lot too.
You can easily then just remove the district afterwards. It won't change the landscaping you did with it.
Oh good, he acknowledged your comment. I've been trying to raise awareness about this for a couple weeks now lol
Matt, please, add extra landscaping tools mod it'll really speed up terraforming.
And just with move it you can build the floodwalls on the bottom and then set their height to the higher ones and it'll make dirt walls for you so you won't need to spend hours to rise land
Wut...
@@RealCivilEngineerGaming the translate is fury lol
@@RealCivilEngineerGaming Truss me! im an engineer
@@RealCivilEngineerGaming if u use 'move it' you can select the floodwalls and rise them holding 'page up'.
But if you already have floodwalls at the needed high level you can click the up-pointing arrow, then the icon that looks like chart and there click the 'set the height to an object' tool (or smth like that) and click that higher level floodwall (which should be white when you drag the cursor to it). *The floodwall will immediately pop to the higher one and create a dirt wall*
@@RealCivilEngineerGaming or just sub to 'extra landscaping tools'
3:18 I'm glad you're doing this properly Matt. A moment of silence for your fingers' selfless service to proper engineering.
It would be really interesting to see a tesla valve added to a river in this game
But that volume of water has to go somewhere. Intuitively you would want this somewhere at the beginning of tributaries. Not towards the very end and maximum flow.
Water wins.
I think the reason you spent so long on ironing out the creases wasn't due to being a perfectionist but that you just thoroughly enjoyed working all over the strongest shape
You're right. He does enjoy working up and down the shaft.
best thing i heard today
I love how you came back to the concept. Architects would never.
In future reference, you should use roads rather than sea walls when making your template to cut out. if a road is placed the ground stays at the elevation directly below it (Just don't delete the road after the terrain around it has been radically changed. loved the vid!
It actually IS intended that water goes both paths -- in fact, it's necessary. It's the collision between the straight flow and redirected flow that creates the stalling action.
Yeah but wave moving direction is wrong
@@khiemgom Which is not quite relevant given RCE was speaking to actual Tesla valves under real world Navier-Stokes fluid dynamics. With aberrant physics one would expect aberrant results.
so basicly the water must smash repeatily to slow down
@@lrwerewolf Which is why I keep asking RCE to try it in Timberborn.
@@lrwerewolf one would expect unaccepted results? So...quantum physics breakthroughs are what...unaccepted to you? If you're gonna try to use fancy words, at least use them correctly.
Mr. Engineer you’ve helped me sleep with my insomnia more than anything else i’ve tried, i just need to thank you
Not sure if that's a compliment or insult to my videos, but I'm glad they have helped you either way!
@@RealCivilEngineerGaming 😂! Me neither. I guess you just have to accept it lol
Hahahaha
@@RealCivilEngineerGaming it's 11pm here, so yeah sometimes I stayed long enough to watch the whole vid, but some other times... XD
@Real Civil Engineer Why do you keep messing with the game with literally the worst water physics ever? I thought you actually were an engineer and not one in an extremely unrealistic game
There’s this mod that could help you (I think it’s called landscaping tools) it adds a few extra features like fully customizable brush sizes and such that make it much easier to large scale terrain work like this. I’ve played around with it and had the brush easily 10x the size of yours- which might help in the future.
i will say i have a few mods you could check out for the water the list goes as follows [Immersive Water,Rainfall,Tides] maybe these would enhance your future water experiments could maybe use them all together as well. also in city skylines water needs to be above buildings for a amount of time for them to get destoryed.
In city skylines terraforming canals using roads or floodwalls on top doesnt work well.
When u remove the dirt next to it the game reads that as deleted, but every road, floodwalls, building etc needs to have dirt underneath it so it shows dirt.
Thats why u have leaks.
I mean I think the tesla valve works fine, but a main factor is also the little entrance of the valve, I mean it's just such a little amount of water coming in the valve. The main part is done by the huge walls.
I wish the game had actual water physics. Engineering water is harder than people think. You got the perfect idea though mate. ❤
Modeling water as a continuous flow field is actually pretty accurate anyway.
12:58 did you just test if the water's offside, mate? HAHAHA
Shame Timberborn doesn't have half levies to make curve approximations. With its water physics it'd be really interesting to see if the Tesla Valve would work more like its supposed to in real life.
I have a feeling that Timberborn water physics is actually worse than you think and worse than it is in cities skylines
No, timberborn physics are worse, because it's less realistic, more Minecraft
Timberborn water physics are incredibly wonky, you just have to look at how a supposedly steady system will occasionally flood for no apparent reason.
Timberborn's apparent water physics appear to work very similarly to Cities Skylines.
Water is generated at a source, and fills out the available volume. As it flows "downhil" the game tracks the rate of that flow which generates a current.
The water physics in Timberborn are, I think, actually a bit better than the physics in CS. The rate of flow appears to respond to the width of the path.
@@Taolan8472 I don't think it would work that well when water collides in the Tesla valve but it might be better than I think
For mass landscaping in future check out the "more landscaping options" mod for bigger brush sizes
Well since i don't see any comments about it i am gonna say it i did indeed enjoy that you smoothed out that Land at 2:59 and seconds following. Good Job Matt ^-^
2:50 just to make you feel worse. There's a mod to make bigger brush sizes. Also can you raise and lower the the height of the "dam wall" pieces when you place it?
Yep this confirms that the water magic engineer math does not work right in game if it's clipping through the ground
The point of a tesla valve is to make sure liquid moves in a single direction, so maybe if you make a poo lake on the city side heading to the ocean, might be a better test.
It would be interesting seeing this on a slope with the constant water you mentioned. Great build. I appreciate all the cleanups you did to the structure.
the point of the T valve is that each loop in the valve is CUMULATIVE flow restriction. the more loops, the slower it gets. ie, you can control how much restriction you want.
As much as I love these videos, I'd really like to see these sort of things in a game with better water physics. I think it would be really interesting to learn about these concepts with actually sport of accurate demonstrations.
Sport
Timberborn maybe?
If you haven't yet, you should see 2kliksphillip's video on Hydrophobia, you sound like you'd enjoy it
Maybe make a demo irl. Do you realise how hard it is to simulate fluids accurately?
Did the wave slow down, or was the path it took just longer than the control wave because it was forced to go side to side? Considering you saw no speed difference last time I think it might be going the same speed
Bingo
I was looking for this comment! I'd imagine that it was just the long path length. it seems the water travels at the same speed regardless of wave height
If you're willing to tackle this project one more time, I do have a suggestion. The Tesla valve was intended to allow a fluid to flow easily in one direction but be highly restrictive in the opposite direction, all without moving parts. Using it to protect a city from a tsunami doesn't make a lot of sense, but using it to protect a river might.
This worked way better! Here's some changes I'd like to see you make:
1 - converging cone collecting the entire tidal wave and funneling it into the main penis/city width - maybe this will extend the duration of the energy pulse giving the valve more pressure to work with
2 - diminishing tesla valve "chamber" volumes - it seems like you're able to slow the wave but to get the most from the valve you need to fill the chambers, so they'll have to get narrower as it goes along
3- storage for the excess water at the end, perhaps a return drain to the sea
12:03
Tesla himself wrote that his valve supposed to stop impulse flow, not constant, this means that you are completely worng and Tesla valve intended to stop waves.
Cool, now for the next video build the tesla valve into a flowing river or canal and see what happens.
5:18 oh no. i hope it gets a rebuild later in the video, its lost its central flow path. the "tears" are meant to split the central flow to feed it back, without changing the direction of the central flow. Otherwise it wont work in reverse to let water out. The tear drops dampeners look good though. It should still work to stop the water.
I would have said to start the thing to keep the central core, fill the outside, then cut the wallls into the main flow to to steal 1/3 ish of the water without cutting the central path.
7:22 when you should have noticed the error. :D
also in the original one, between the valves and the city there was a wide open field instead of a channel that directed all the water to the city, so water dispersed and was absorbed by the ground better than in this one and I think that is quite relevant for cities skylines water physics.-
I am very happy you took your time to properly smoothened the filling, would have annoyed me a lot with weird cresses and such sticking around :)
Instead of blocking 90% of the wave with a cliff, you should line up multiple tesla valves to damper the whole width of the wave. Seeing that the water only enters through a small canyon is not very convincing that it works.
I think the differences in the efficency of the two designs is primarily a result of how the wave is being modeled in the physical engine. The flowback sections of the values don't really do much to slow the wave, but each time you funnel the wave through a slit, the wave expands in all directions, spreading the mass of water over a larger area. The "silencer" design had more slits, effectively removing more of the water from hitting the city than the "proper valve" design. In fact, a design that is just a series of tiny, tightly packed slits for the water to travel through might be the best way to deal with the wave in the game while maintain the ocean view. It probably wouldn't work in reality though.
12:12 per Tesla patent, the design is meant for impulsive flow, NOT steady flow as suggested in the video. Also, while improved, the model is still not a Tesla Valvular Conduit, lacking key flow energy management attributes, e.g. destructive interference. Finally, the design strongly suggests at least five sets of alternating thrust reversers and the model has only two. The patent indicates three sets minimum to gain reversal effect. The little islands forming the thrust reversal channels should have a lift generating wing form with a very sharp trailing edge. The thrust reversers not only redirect flow, but the wing body accelerates the flow into the reverse direction, acting as a flow eductor. The flow needs to experience alternating expansion and contraction.
Great job on being closer, My father(electrical mechanical Engineer) says you just forgot the direct flow path down the center allowing full flow from the other direction. I also doubt the game would allow the the Valve to work properly anyways.
Awesome integrity to acknowledge the feedback. It would have been interesting to see the two designs next to each other as a side by side comparison of an RCE valve vs a Tesla valve
8:16 not a perfectionist more like an architect 😌 love to see u came to our side
Seems to act more like sound waves
It worked out really well. But I feel like the curves are still off just a tad. They should point back to the straight pieces at about a 90° angle.
Matt, I would love to see this experiment in real life! As a fellow engineer, I feel like this can be done with a bin, some dirt and water! It’d be cool to see if this would be the case in real life!
do it do it do it!
It's great to see how well you're doing man, I'm really happy for you. I remember finding your channel on your first videos with barely any views. Rare to find somebody explode and hold on to such an audience, you're a real gem.
Actually ever since I see your other method of stopping tsunami where you use trenches, I thought of maybe it wouldn't be too deep, if it's in the shape of Tesla valve. The structure can also work as a dam, so instead of digging trenches, just build the Tesla valves in the sea. The empty space in between can be part of the city with roads travel through them. The entrance of the valve would be a hydroelectric power plant, daming the sea... Maybe the first dam wouldn't be enough, but you can add another dam on every intersection of the valve to add more depth...
Notification squad
Discord squad
Notification sqaud
Notifications didn’t work but I’m still early
Can you make teslavalve for the river too? Would be nice to see the water to flow on the valve and valve slowing the zunami down
Im so glad you did that properly and got out all the creases, i needed that
Great video, thanks!
I'm not sure your old "Frankenstein" Tesla worked better than your new one so much as the design of your new one inadvertently and drastically reduced the amount of land over which the wave could spread itself. In particular, the in-fill of the channel along the connection between the last valve and the city eliminated a lot of "flood plain" from which your previous experiment benefited.
Of course, nothing's really going to help much if you only have measures in place to abate the rate of flow, but not actually any drainage through which the tsunami water could leave once its forward momentum had been eliminated. Neat experiment, though!
4:36 it's quite hard to do, I've never built one of these before... We know Matt, we know.
Drowning sped up version
Thank you for doing this properly, to look nice.
Love it!
Would have liked a bigger opening at the beginning of the valve.
Your "suppressor" design did work much better.
As a programmer, after a few of your videos, I think I figured out the mechanics of the water in this game. It looks like speed of water is constant, and you can delay water by manipulating distance it has to travel by not making it go in a straight line and manipulate height of the wave by making water having to cover larger area, as it should be taking some set amount of water for square meter or whatever units game engine uses that the water travels on.
So that way the only thing calculated is to decide for water where it has lower level of water and is adjutant to the water that the calculation is being made for. But it should also remember at least the direction it's traveling towards, to prevent instantly switching direction to go back both sides of the tide. Using speed based calculations for it would require more calculations, which are not necessary for this game and could possibly cause some performance issues with larger amount of water.
I was gonna mention the tesla valve was asymmetric and this is how engineering works
you should get the mod extra landscaping tools, it would make building things like this much easier.
I think one reason the water kept coming was the adjustment in the slope of the land. The land was leveled with near-city levels in mind. This possibly changed results between this and the suppressor model. Great video!
im so so so so proud of you for letting your ocd with the flatness of a solid mountain completely overwhelm you xx
Engineers forever! Thank you for posting so often and entertaining us all.
Might have been worth spreading that initial slope out over the whole length of the valve. As it is, as soon as the water reaches the top of the slope, it is guaranteed to spread out over the flat ground. Alternatively, put the slope at the end rather than the beginning (that would be a lot easier).
Ok, right after commenting on the last one I realized it was telling me to watch this. This is ALMOST what you need. It's closer but probably worse than the last one. The solution : Hybridize the 2. Because the Tesla valve was never meant for a wave you have to make the impact point wider, it can't funnel water properly with such a narrow path. So do the same thing, BUT taper it downward slowly to the smaller path, add another node to the valve system before the city too, and you can actually start lowering the height of the valve walls as it gets closer to the city and the wave form shrinks, thus giving the denizens Some view w/their space needle-like building.
Since the Tesla Valve is meant to be a one-way valve, it would be better to do this on a river where you want water to be able to continue to flow out relatively unimpeded, but you want to block big surges of water coming back upriver. Think about it in a more real-world scenario: if your only goal is to block a big wave or tidal surge from the ocean, then you'd just build a seawall. But if you need to contend with a river flowing from land to sea as well as block a surge, that's where you get into the engineering.
for this valve to work it would need to be on a slight slope, so that the water that has been slowed by the valve doesnt just spread out into your city
Im glad the structural walls are there otherwise who knows what would happen
Tesla valves are actually best utilized in scenarios with high frequency and low amplitude oscillations. In a constant flow scenario, the Tesla valve simply acts like a pipe with a very high pressure drop. This is semi analogous to electronic diodes where they can take only so much voltage in the opposite direction before “breaking” and allowing flow in the opposite direction.
In fluid flow through parallel channels, the pressure loss will always be equal in each channel. And since pressure loss is a function of minor loss coefficient and frictional loss. And both are functions of flow velocity. Much more of the water volume will flow down the straight path than the curved path, not the other way around. As it'll have to flow faster for its frictional losses to match the huge minor loss of the curve.
A tesla valve functions by having a much higher minor loss coefficient in one direction than the other.
At least, that's how it works in real world physics.
Love the amount of time you put into your videos. Would love to see this combined with the "ocean view" video and dig the Tesla Valve into the ground. Keep up the awesome videos!
13:01 it didn't slow the wave down, the wave just had more space to travel since even it's fastest path was curved rather than straight.
Found your channel yesterday and have started binging videos. I’ve enjoyed my stay so far so I’m definitely gonna be sticking around here for a very very long time. I subbed and hit the bell. I appreciate and enjoy the wholesomeness of your content with little sprinkles of chaos and knowledge every so often to make it extra entertaining for the viewer. It’s quite an interesting formula that’s pretty unique but quite simplistic at it’s core. Hopefully this comment finds you well and is good feedback. Have a great day/night or whatever it is when you read this RCE.
I love the Nikola tesla stanning
1:19 An asymmetrical tesla valve?
You mean... a tesla valve?
I suppose due to limitations in the game physics, the water didn't behave as it should, but perhaps you could assist the Tesla Valve by adding a slope towards the ocean. This way, not only would the shape help slow down the water, but gravity would also come into play. Another idea is to add a slope for the "internal" flow of the valve. This way, in theory, you could slow down the water so that, effectively, on the longer side, the water would flow at a higher speed, thus creating a current in the opposite direction of the tsunami.
You may have coined a new phrase.
Definition of:
in engineering theory
1-used to say what should happen or be true if an engineering theory is correct and architects are minimally involved.
"In engineering theory, a Tesla valve should work."
2-used to say that something seems to be true or possible as an idea but may not actually be true or possible
"I agree with you 'in engineering theory,' but realistically I don't think we have the time, money, manpower or crayons to do that."
How difficult would it be to slope the entire thing? And would that basically sort it?
Or just have a sloped field after the bulwarkway.
Also can you run a highway through that that?
Ramp then a spiral bi of highway to get the cars up and over. I was thinking of a ramp too... Then I thought why not turn the last "valve" on it's side. So all the water gets turned around.
Hehehe
“I didn’t mean to make a knob. Sometimes in engineering it just happens.”
True. 1995 Toyota Tacoma Water Pump Gasket says hello
0:32
AWW YEH! MATT'S EYES' REVEAL CLIP! 👁👁
*I* am glad you did it properly RCE, repeated stress injuries be damned!
Missed opportunity to run the river down the valve.
Just to fair, you _did_ succeed in making the equivalent of a suppressor for waves instead of hot gas lol. The previous design is exactly how the baffles in a suppressor catch and slow down fast-moving gas from a gun. Ideally a suppressor would be designed just like a tesla valve, but so far we haven't invented bullets that can move in squiggly lines as they fly through lol.
Matt. Seeing you, *very publicly,* learn from your wrongs, is like, the coolest thing I have **ever** seen.
I genuinely value getting to watch your videos every day, and I am very glad I got to see this (sorry about your hand
Day 25 asking RCE to make a KSP video
first
The water simulation in C:S is mathematically sound, but it is done in larger chunks, so thin and vertical walls are not going to hold all the water. Use wider walls or change vertical to slightly sloped walls. even 60-70° vertical slope should work fine, that usually works without leaks. Also if at some point the game discovers a mass of water under the terrain, the water is pushed out above the terrain. So you had a mix of 2 events - thin and vertical walls allowed the wave to seep into the terrain (use sloped do not use vertical) and then water which seeped under the ground was pushed out.
Another obvious interesting application of a tesla valve would be for river flow reduction past power generation weirs, which would also allow fish to swim upriver.
Such structures upstream of habitation could help in river flood control.
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Nah u actually first
@Real Civil Engineer At 11:45 if you pause the water could be getting in at the crack in the wall just to the right of the entrance to the canal looks like its in line with the line above it in the cliffs too.
The sequel we asked for! Awesome that you decided to tackle this again with a more proper form of the Tesla Valve! :)
There are some mods to make the area that you can affect much larger I think.
Also the point of the tesla valve is somewhat to act as a fluid diode. It would be nice to it be along the river to allow the river to flow out.
Altogether though, your ah-ha or trench operated the best to protect against the full wave front while still affording the ocean view.
The full engineering challenge should therefore be to protect the city, allow the river to flow mostly naturally, and preserve the views.
3:03
I also do this all the time, it's such an unnecessary time waste but it's still soooo damn satisfying, once it's finished.