Harnessing the TESLA VALVE'S true power in Cities Skylines!

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  • Опубліковано 31 сер 2022
  • Get 10% off my entire merch store with code "tsunami":
    www.realcivilengineer.com
    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!
    LINKS!
    PATREON: / realcivilengineer
    MERCH: www.realcivilengineer.com
    MEMBERSHIP: / @realcivilengineergaming
    REDDIT: / realcivilengineer
    TWITCH: / realcivilengineer
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    STREAM ARCHIVE: / @realcivilengineerarchive
    PLAYLISTS!
    MINI MOTORWAYS: • Mini Motorways
    INFRA: • INFRA!
    DORFROMANTIK: • Dorfromantik
    CITIES SKYLINES - ENGITOPIA: • Cities Skylines - Engi...
    KERBAL SPACE PROGRAM: • KSP
    POLY BRIDGE 2: • Poly Bridge 2
    HYDRONEER: • Hydroneer
    VARIETY PLAYLIST: • VARIETY PLAYLIST
    Epic Game Store Support-A-Creator Code: RCE
    (In connection with Epic Games’ Support-A-Creator Program, I may receive a commission from certain in-game purchases)
    #realcivilengineer #Tsunami #CitiesSkylines
  • Ігри

КОМЕНТАРІ • 1,8 тис.

  • @RealCivilEngineerGaming
    @RealCivilEngineerGaming  Рік тому +2260

    If a job's worth doing, it's worth doing properly!

    • @43211kiwi
      @43211kiwi Рік тому +7

      yes your bocking hands it vos vofit (i live in denmark ) the sroghts sjap

    • @duskyrc1373
      @duskyrc1373 Рік тому +20

      We are glad you did it properly. OCD FTW!

    • @willyexp5394
      @willyexp5394 Рік тому +3

      Yes!

    • @43211kiwi
      @43211kiwi Рік тому +3

      you are a profagsent becos it is the rirgt ting to do

    • @sussyboy7700
      @sussyboy7700 Рік тому +1

      You are an architect dont you?

  • @shadowblade5656
    @shadowblade5656 Рік тому +3379

    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.

    • @JJayzX
      @JJayzX Рік тому +72

      But at the same time better than most games, lol.

    • @bonogiamboni4830
      @bonogiamboni4830 Рік тому +119

      @@JJayzX yeah, like having a straight wave front passing through a small gap become a circular wave front. That's genuinely quite impressive.

    • @nikkiofthevalley
      @nikkiofthevalley Рік тому +79

      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.

    • @nikkiofthevalley
      @nikkiofthevalley Рік тому +46

      @@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.

    • @Temperans
      @Temperans Рік тому +25

      @@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.

  • @Marco-Tusenartist
    @Marco-Tusenartist Рік тому +2561

    I wonder how many "Knobs" Matt has hidden during his highway designs as an Engineer

    • @axldave9940
      @axldave9940 Рік тому +172

      A lot more than bored Disney artists, that's for sure.

    • @sircheese6970
      @sircheese6970 Рік тому +29

      at least 15 or more

    • @lrwerewolf
      @lrwerewolf Рік тому +111

      Bet he draws one on every pebble or stone in the bed so that the road is supported by an army of strongest shapes.

    • @timetravelingtraveler
      @timetravelingtraveler Рік тому +18

      @@sircheese6970 only 15? That must be insultingly low for him!

    • @karenmcconnell422
      @karenmcconnell422 Рік тому +7

      Ikr he must have done at least 427 or more

  • @richardpike8748
    @richardpike8748 Рік тому +907

    "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

    • @kirknay
      @kirknay Рік тому +55

      It's designed to be effectively a 1 way valve for cyclic movement, so it makes sense

    • @bstceltics4
      @bstceltics4 Рік тому +35

      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

    • @aleksitjvladica.
      @aleksitjvladica. Рік тому

      Where did you got that picture you have on channel from?

    • @rrrrrrrr1935
      @rrrrrrrr1935 Рік тому +1

      @@bstceltics4 like in the veins

    • @byMRTNjournals
      @byMRTNjournals Рік тому +11

      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.

  • @MrLeafeater
    @MrLeafeater Рік тому +729

    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!

    • @byMRTNjournals
      @byMRTNjournals Рік тому +25

      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

    • @Blackraven6
      @Blackraven6 Рік тому +4

      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

    • @NVMDSTEvil
      @NVMDSTEvil Рік тому +1

      @@byMRTNjournals covers are nice but not required for a valve system of fixed height.

    • @byMRTNjournals
      @byMRTNjournals Рік тому +1

      @@NVMDSTEvil then it's not a pressurised system

    • @NVMDSTEvil
      @NVMDSTEvil Рік тому

      @@byMRTNjournals amazing.

  • @f.s.5863
    @f.s.5863 Рік тому +776

    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!

    • @VemorrFrantik
      @VemorrFrantik Рік тому +184

      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.

    • @zacharybrendlen9018
      @zacharybrendlen9018 Рік тому +32

      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

    • @RealCivilEngineerGaming
      @RealCivilEngineerGaming  Рік тому +156

      It was level in mine too!

    • @leeuwengames315
      @leeuwengames315 Рік тому +23

      @@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

    • @rccookie6202
      @rccookie6202 Рік тому +29

      @@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

  • @HuugTuub
    @HuugTuub Рік тому +677

    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.

    • @nicazer
      @nicazer Рік тому +10

      Engineering can be humbling if you don't know what you're doing (i am very familiar)

    • @DuplexWeevil337
      @DuplexWeevil337 Рік тому +4

      Indeed he is

    • @neodinium7316
      @neodinium7316 Рік тому +3

      @@nicazer engineering student here... this^^^^^^ this so much

    • @nicazer
      @nicazer Рік тому +5

      @@neodinium7316 ive been known to amaze my professors with my… “creativity”

    • @Orholam5
      @Orholam5 Рік тому +1

      yes, thanks for following up :)

  • @Operator_jake
    @Operator_jake Рік тому +81

    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.

    • @5in1killa
      @5in1killa 10 місяців тому +3

      Yes, making the water move further slows the wave down.

  • @Blargenth
    @Blargenth Рік тому +261

    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!

    • @dIancaster
      @dIancaster Рік тому +32

      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.

    • @alexsyn2531
      @alexsyn2531 Рік тому +14

      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.

    • @officialteaincorporated243
      @officialteaincorporated243 Рік тому +1

      ​@@dIancaster Maxim Silencer was the original term they were patented under by Hiram Percy Maxim, they are not 'actually a suppressor'

  • @baconmantube
    @baconmantube Рік тому +403

    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.

    • @dtkedtyjrtyj
      @dtkedtyjrtyj Рік тому +84

      One _way_ flow limiter.
      So really the next test is to rebuild it the other way around and see that the destruction is unimpeded.

    • @square7546
      @square7546 Рік тому +22

      @@dtkedtyjrtyj Or maybe fill the city with water and start a tsunami there.

    • @CrossWindsPat
      @CrossWindsPat Рік тому +10

      I don't think the game simulated the speed of the wave. I think it just traveled a further direction than the control wave.

    • @mrtaco5956
      @mrtaco5956 Рік тому +1

      He said that……

    • @lannik_0
      @lannik_0 Рік тому +2

      It also needs continuous flow

  • @GnosticDemiurge
    @GnosticDemiurge Рік тому +354

    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.

    • @drakon489a
      @drakon489a Рік тому +19

      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

    • @torydavis10
      @torydavis10 Рік тому +20

      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.

    • @damsonrhea
      @damsonrhea Рік тому +3

      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.

    • @Sampfire
      @Sampfire Рік тому +2

      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

    • @bensoncheung2801
      @bensoncheung2801 Рік тому

      Perhaps he should have built suppressors before the Tesla valves for a more accurate simulation.

  • @nick11crafter
    @nick11crafter Рік тому +19

    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

  • @nomad8333
    @nomad8333 Рік тому +89

    As a fellow perfectionist, I absolutely appreciate the time you spent making the ground perfect!

  • @Torthrodhel
    @Torthrodhel Рік тому +138

    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.

    • @anarki2004
      @anarki2004 Рік тому +7

      Oh good, he acknowledged your comment. I've been trying to raise awareness about this for a couple weeks now lol

  • @nekto4658
    @nekto4658 Рік тому +335

    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

    • @RealCivilEngineerGaming
      @RealCivilEngineerGaming  Рік тому +173

      Wut...

    • @GermanEliteSoldier
      @GermanEliteSoldier Рік тому +56

      @@RealCivilEngineerGaming the translate is fury lol

    • @wenomechainsama1233
      @wenomechainsama1233 Рік тому +18

      @@RealCivilEngineerGaming Truss me! im an engineer

    • @nekto4658
      @nekto4658 Рік тому +25

      @@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*

    • @nekto4658
      @nekto4658 Рік тому +11

      @@RealCivilEngineerGaming or just sub to 'extra landscaping tools'

  • @robinvanlier
    @robinvanlier Рік тому +13

    3:18 I'm glad you're doing this properly Matt. A moment of silence for your fingers' selfless service to proper engineering.

  • @fatersteve
    @fatersteve Рік тому +32

    It would be really interesting to see a tesla valve added to a river in this game

    • @bozhijak
      @bozhijak Рік тому

      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.

  • @Gizmos10
    @Gizmos10 Рік тому +126

    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

  • @Cowatude
    @Cowatude Рік тому +74

    I love how you came back to the concept. Architects would never.

  • @dredhounds6832
    @dredhounds6832 Рік тому +13

    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!

  • @lrwerewolf
    @lrwerewolf Рік тому +142

    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.

    • @khiemgom
      @khiemgom Рік тому +2

      Yeah but wave moving direction is wrong

    • @lrwerewolf
      @lrwerewolf Рік тому +7

      @@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.

    • @NoahGooder
      @NoahGooder Рік тому +1

      so basicly the water must smash repeatily to slow down

    • @MrT3a
      @MrT3a Рік тому +4

      @@lrwerewolf Which is why I keep asking RCE to try it in Timberborn.

    • @jedipotater1388
      @jedipotater1388 Рік тому

      @@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.

  • @asteriabrill8905
    @asteriabrill8905 Рік тому +158

    Mr. Engineer you’ve helped me sleep with my insomnia more than anything else i’ve tried, i just need to thank you

    • @RealCivilEngineerGaming
      @RealCivilEngineerGaming  Рік тому +142

      Not sure if that's a compliment or insult to my videos, but I'm glad they have helped you either way!

    • @ezrarichardson279
      @ezrarichardson279 Рік тому +21

      @@RealCivilEngineerGaming 😂! Me neither. I guess you just have to accept it lol

    • @th01m3nn
      @th01m3nn Рік тому +2

      Hahahaha

    • @mursallazuardy
      @mursallazuardy Рік тому +6

      @@RealCivilEngineerGaming it's 11pm here, so yeah sometimes I stayed long enough to watch the whole vid, but some other times... XD

    • @Solent19
      @Solent19 Рік тому +2

      @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

  • @deathtrooper9003
    @deathtrooper9003 Рік тому +9

    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.

  • @Helix142
    @Helix142 Рік тому +16

    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.

  • @robinlambregts
    @robinlambregts Рік тому +72

    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.

  • @KreppelSeppel
    @KreppelSeppel Рік тому +36

    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.

  • @xSpeedBoyx
    @xSpeedBoyx Рік тому +10

    I wish the game had actual water physics. Engineering water is harder than people think. You got the perfect idea though mate. ❤

    • @Fuchsia_tude
      @Fuchsia_tude Рік тому +1

      Modeling water as a continuous flow field is actually pretty accurate anyway.

  • @lebraumjames2962
    @lebraumjames2962 Рік тому +2

    12:58 did you just test if the water's offside, mate? HAHAHA

  • @SpartanJames113
    @SpartanJames113 Рік тому +53

    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.

    • @nekto4658
      @nekto4658 Рік тому +10

      I have a feeling that Timberborn water physics is actually worse than you think and worse than it is in cities skylines

    • @ntfoperative9432
      @ntfoperative9432 Рік тому +5

      No, timberborn physics are worse, because it's less realistic, more Minecraft

    • @ragerancher
      @ragerancher Рік тому +7

      Timberborn water physics are incredibly wonky, you just have to look at how a supposedly steady system will occasionally flood for no apparent reason.

    • @Taolan8472
      @Taolan8472 Рік тому +7

      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.

    • @nekto4658
      @nekto4658 Рік тому +1

      @@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

  • @atomic7528
    @atomic7528 Рік тому +34

    For mass landscaping in future check out the "more landscaping options" mod for bigger brush sizes

  • @UselessBunny
    @UselessBunny Рік тому +2

    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 ^-^

  • @Jack_Wolfe
    @Jack_Wolfe Рік тому +9

    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?

  • @EvLSpectre
    @EvLSpectre Рік тому +25

    Yep this confirms that the water magic engineer math does not work right in game if it's clipping through the ground

  • @alexprach
    @alexprach Рік тому +22

    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.

  • @jonasuriel7936
    @jonasuriel7936 Рік тому +2

    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.

  • @uncletrashero
    @uncletrashero Рік тому +1

    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.

  • @treset
    @treset Рік тому +111

    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.

    • @lailoutherand
      @lailoutherand Рік тому

      Sport

    • @e1123581321345589144
      @e1123581321345589144 Рік тому

      Timberborn maybe?

    • @Logan-tk6eh
      @Logan-tk6eh Рік тому +2

      If you haven't yet, you should see 2kliksphillip's video on Hydrophobia, you sound like you'd enjoy it

    • @AB-gb6zz
      @AB-gb6zz Рік тому +1

      Maybe make a demo irl. Do you realise how hard it is to simulate fluids accurately?

  • @Noelwiz
    @Noelwiz Рік тому +41

    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

    • @CrossWindsPat
      @CrossWindsPat Рік тому +1

      Bingo

    • @RileyBuilding
      @RileyBuilding Рік тому +1

      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

  • @CamManTheWise
    @CamManTheWise Рік тому +1

    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.

  • @RyanMcIntyre
    @RyanMcIntyre Рік тому +1

    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

  • @cachatt
    @cachatt Рік тому +5

    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.

  • @looneyflight
    @looneyflight Рік тому +3

    Cool, now for the next video build the tesla valve into a flowing river or canal and see what happens.

  • @Jack_Wolfe
    @Jack_Wolfe Рік тому +1

    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.

    • @Jack_Wolfe
      @Jack_Wolfe Рік тому

      7:22 when you should have noticed the error. :D

  • @G0nz4x
    @G0nz4x Рік тому +2

    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.-

  • @GummieI
    @GummieI Рік тому +4

    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 :)

  • @EnzoVinZ
    @EnzoVinZ Рік тому +6

    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.

  • @michaelmills8205
    @michaelmills8205 Рік тому

    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.

  • @nevisstkitts8264
    @nevisstkitts8264 Рік тому +1

    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.

  • @VenomLynn57
    @VenomLynn57 Рік тому +9

    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.

  • @beefstu84
    @beefstu84 Рік тому +19

    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

  • @Lockdif_4xfuelsave
    @Lockdif_4xfuelsave Рік тому +1

    8:16 not a perfectionist more like an architect 😌 love to see u came to our side

  • @lajyo
    @lajyo Рік тому +10

    Seems to act more like sound waves

  • @BrandenAllen
    @BrandenAllen Рік тому +4

    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.

  • @Panthalonies
    @Panthalonies Рік тому +6

    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!

  • @Sammysapphira
    @Sammysapphira Рік тому

    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.

  • @aphiz4505
    @aphiz4505 Рік тому

    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...

  • @sixtenwidlund4258
    @sixtenwidlund4258 Рік тому +20

    Notification squad

  • @DjEzgo84
    @DjEzgo84 Рік тому +4

    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

  • @KCHTOfficial
    @KCHTOfficial Рік тому

    Im so glad you did that properly and got out all the creases, i needed that

  • @michaelccozens
    @michaelccozens 9 місяців тому

    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!

  • @doodlemed2184
    @doodlemed2184 Рік тому +8

    4:36 it's quite hard to do, I've never built one of these before... We know Matt, we know.

  • @RuToClose
    @RuToClose Рік тому +5

    Thank you for doing this properly, to look nice.

  • @1truefreedomfighter
    @1truefreedomfighter Рік тому +1

    Love it!
    Would have liked a bigger opening at the beginning of the valve.
    Your "suppressor" design did work much better.

  • @hory-portier
    @hory-portier Рік тому

    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.

  • @alecnorona4277
    @alecnorona4277 Рік тому +8

    I was gonna mention the tesla valve was asymmetric and this is how engineering works

  • @fortunateniftyfat920
    @fortunateniftyfat920 Рік тому +3

    you should get the mod extra landscaping tools, it would make building things like this much easier.

  • @unlearning_distance
    @unlearning_distance Рік тому

    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!

  • @markburt7895
    @markburt7895 7 місяців тому

    im so so so so proud of you for letting your ocd with the flatness of a solid mountain completely overwhelm you xx

  • @xenon-aeronautical
    @xenon-aeronautical Рік тому +4

    Engineers forever! Thank you for posting so often and entertaining us all.

  • @duskyrc1373
    @duskyrc1373 Рік тому +8

    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).

  • @R_SENAL
    @R_SENAL Рік тому

    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.

  • @KapitanWalnut
    @KapitanWalnut Рік тому

    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.

  • @crystaline1577
    @crystaline1577 Рік тому +19

    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

  • @astrotom.
    @astrotom. Рік тому +5

    Im glad the structural walls are there otherwise who knows what would happen

  • @johnwieliczko6195
    @johnwieliczko6195 Рік тому

    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.

  • @Erowens98
    @Erowens98 Місяць тому

    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.

  • @joewilson5814
    @joewilson5814 Рік тому +3

    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!

  • @Chicken.
    @Chicken. Рік тому +7

    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.

  • @g3arjammer837
    @g3arjammer837 Рік тому

    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.

  • @Zuiker1
    @Zuiker1 Рік тому +3

    I love the Nikola tesla stanning

  • @rickandrygel913
    @rickandrygel913 Рік тому +2

    1:19 An asymmetrical tesla valve?
    You mean... a tesla valve?

  • @abelshadrim7882
    @abelshadrim7882 10 місяців тому

    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.

  • @JesusMiranda09
    @JesusMiranda09 Рік тому

    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."

  • @azraelvrykolakas157
    @azraelvrykolakas157 Рік тому +7

    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?

    • @pgtmr2713
      @pgtmr2713 Рік тому

      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.

  • @Horizon4123
    @Horizon4123 Рік тому +7

    Hehehe

  • @aaronwillets1172
    @aaronwillets1172 Рік тому

    “I didn’t mean to make a knob. Sometimes in engineering it just happens.”
    True. 1995 Toyota Tacoma Water Pump Gasket says hello

  • @davidmunoz8171
    @davidmunoz8171 Рік тому +2

    0:32
    AWW YEH! MATT'S EYES' REVEAL CLIP! 👁👁

  • @mikeellison4082
    @mikeellison4082 Рік тому +6

    *I* am glad you did it properly RCE, repeated stress injuries be damned!

  • @killianjones224
    @killianjones224 Рік тому +4

    Missed opportunity to run the river down the valve.

  • @TheExplosiveGuy
    @TheExplosiveGuy Рік тому

    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.

  • @Spriglithika
    @Spriglithika Рік тому +1

    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

  • @provi_2244
    @provi_2244 Рік тому +3

    Day 25 asking RCE to make a KSP video

  • @kaiser-hu7we
    @kaiser-hu7we Рік тому +5

    first

  • @clau-se
    @clau-se Рік тому

    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.

  • @lisakingscott7729
    @lisakingscott7729 Рік тому

    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.

  • @farnone6166
    @farnone6166 Рік тому +3

    2

  • @fierykilljoy5921
    @fierykilljoy5921 Рік тому +1

    @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.

  • @janikarkkainen3904
    @janikarkkainen3904 Рік тому

    The sequel we asked for! Awesome that you decided to tackle this again with a more proper form of the Tesla Valve! :)

  • @granatmof
    @granatmof Рік тому

    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.

  • @Sortac
    @Sortac Рік тому

    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.