The main problem here is trying to work irl solutions to a game that has wonky fluid physics *at best* That said, the city survived with minimal damages, so that's an irl win. Well done, Matt
How those power plants work: Basically the sun heats up the area bellow the mirrors, the hot air is lighter and tries to escape. It can only escape through the pipe in the center. In this pipe are wind turbines.
@@bbgun061 it not mirror, it window, it is basically a greenhouse. there is no lens or reflection involve, the idea is to let the heat enter and heat up the air that is trap under it. if you pain it black, the roof would be heated, not the air, it requires the heat to reach the ground, heat up the ground and hence the air under the roof. if the roof is heated up, the air above the roof would heat up and that would put air away from the system then into it. it basically a play on air pressure, you want the air pressure low so it suck cold air in from the side and pushes hot air up from the center. if the air is of the same temperature on both side of the roof, it would not be effective.
There's nothing I like more than learning actual engineering from RCE, but I do feel bad we're learning about it in a game with the worst water physics in recent memory!
The physics aren't that bad. What a lot of people don't seem to understand is that the water has an extreme amount of momentum. The water pushing up over his obstacles, even the curved ones, is realistic. The water behind it is still pushing forward. Trying to deflect the wave doesn't work because all of the water not in contact with the wall is still trying to move forward, leaving the deflecting water nowhere to go but up again.
I know a civil engineer is sort of the opposite of a military engineer, but I'd love to see a video of you doing this using the principles of a Vauban defense star. I once helped some friends making a sand castle and realized we'd started at low tide where it'd go under water so spent the next several hours with a shovel making a 3 ring 9 point star that got roughly 10 meters across and 1 meter peak to trough. The castle was eventually taken but it lasted about 2 hours past when the tide would have taken it, which i thought was pretty good, so I thought you might like to have a go
Working with these frictionless water physics, I think the best design would be a straight wall with a trench behind it. When the water flows over the wall, it will fill up the trench.
I think in this game water physics are quite "linear" A series of walls will work pretty much exactly the same as a bunch of bumps, though bumps let the water drain after When presented with a perpendicular wall, a tsunami will act ignoring momentum from the middle hitting the splitter
the game simulation block are also quite large, so it actually doesn't see alot of thing that are "small" you need a fairly thicc mountain for the game to actuallly "see" it.
‘I think it was designed by an architect. It doesn’t take the most direct route’ after seeing RCE’s previous spaghetti roads it becomes clear that we must stage an intervention, he is starting to be become what he hates.
I'm pretty sure there's no friction in this game's engine, that's why water doesn't slow down when it moves through flat land. The 45° wall actually should work better then just a straight one, but there's no friction so water slow down because it transfers kinetic energy into potential energy, but the overall energy in the whole wave is still the same, so when water finally is able to get through the wall it changes the potential energy into kinetic. Of course some of the water isn't able to get through, because it's kinetic energy is too small. It's probably water which is behind the extremum of the wave because there's less water giving it kickback energy (it's not pushed by anything) that's why only half of the water get's through when the wall is the size of the wave. Normally some of the energy would go into soil, packing it tighter, heating it, even into the sound the crashes make etc. and some water would sap into it earth, so the waves wight would get smaller and smaller, so overall energy in the wave system would decrease and another systems would gain same amount of energy.
"It doesn't take the most direct route." MEANWHILE IN THE CONCRETE TORNADO OF INFINITE CIRCULATION: The journey from point A to point B takes about 7 years.
It looks like the game uses a simple friction-less and turbulence-less model for water. So the only thing that matters is the height of the dam (which should be high enough to be able to contain all the water wave's kinetic energy in potential energy (when the water goes up at the dam)).
I think a series of walls where each one can take a "slice" off of the wave height that overtops it should probably work. How is that different than his canals? Umm...
@@HansLemurson I don't think low walls would work: canals + very low walls practically did not work (see 12:30). Ditches or "inter-wall ditches" large enough to "swallow" all the available water volume may work, but it is a one-time solution, not a universal wave deflector - so it is a kind of cheating...
@@konstantinavilov1192 Yeah, I think it's nothing more than just a "really deep ditch" that would become useless once it fills with water. It's just that it would be a high-altitude ditch.
there should be a game that's just _this_ (stopping tsunamis, floods,...), like how polybridge is a bridge-building puzzle game, this would be a tsunami-stopping puzzle game! (good idea? bad idea?) >x'D
In this game, the counter-physically-intuitive method that is a wall straight up is the best solution, because water in this game only has 2 properties: height over ground and speed over ground. Water goes from higher to lower, speeding up, and slow water next to fast water tend to level their speed. But "friction" with riverbeds etc. is not really a thing as you can see at 2:14 - the water at the riverbanks should be slower but it really isn't or if any then just barely at all. Therefore, the best way to deflect a wave is a steep wall because that will decelerate the most and introduce a backwards current.
I remember watching a video demonstration wave reduction and pure vertical wall is one of the worst options due to the wave crashing, going up, and the forward momentum carrying a lot of spillage over top the wall. The 45 was better due to the under wave crashing earlier and lowering the momentum of the total wave. The best, as you mentioned, was the c wall. However I’d like to have seen a Dong shaped retaining wall… And I can only trust one man for the job. You up for it?
Watching these videos and coming from the previous video I was thinking of deflection too. I thought about a large ship with the bulb below water / at the bottom to break ahead and deflect it up to the main hull where it gets split. I'm going to install the game and try it myself.
The comment I was looking for. Flood barriers pretty much reduce the wave height by the height of the barrier. Using the terrain tool to build a few barriers with sizes comparable to the first one should work while being much more compact.
@@Entenuk1 easy solution, put it at the end. Plus despite the wonky fluid dynamics, the wave should slosh between the walls, and possibly get positive interference.
We have bridges like the one in your bridge review in the US. They are built that way to minimize impact on wildlife in the mountains. One example is the “Blue ridge Parkway”
I'm wilded out by the fact that I regularly follow valid engineering decisions when I play Cities, including strongest shapes tucked subtly into the streets and maps.
"A lot" of electricity is a matter of perspective. Demand at once? Yes...a lot! Overall demand, start to finish of a tsunami? Not all that much. The key might be in trying two things: An emergency energy storage pack that stays a maximum charge to be released as supplemental power AND.... The wave...is pretty powerful! We have the ability to capture normal tidal wave energy so it seems logical we could develop tech to capture this...using the energy of the wave against it?!?
The anarchy mod brought me an idea of doing those canals extremely close to each other so that they are actually overlapping which means that 1 m³ of space where there are 2 canals will actually hold 2 cubic metres of water.
1:02 they work using glass to get the suns heat, which gets trapped under the glass, and then a tower is there to release the heat because heat goes up. inside the tower there is a turbine.
The mountain tool was clearly the best.. It basically ate up almost its own height from the wave. So if you have several V shaped mountains and/or holes in front diverting the wave back on itself and back into the sea it would be very effective
The people driving underwater probably got a call from their boss saying, "work is not canceled, you need to come in. The road is underwater? That sounds like a personal problem. Don't be late."
Love that your anti tsunami wall ends up looking more like a 17th century Vauban-style fortification. If CS ever do a war DLC then I say you already got it covered.
I think what might have helped even more is some of those large pool style ditches on the sides to take on some of the water coming in from the sides behind the city... that said, very nice Matt! 👍
Solar Updraft Towers work by letting the sun heat the air under the canopy at the base, which rises up the "chimney" at speed, turning a wind turbine in the tower.
I vaguely remember a tsunami protection technique that is several smaller walls spaced out to disrupt the energy of the wave. Wonder if something like that would work in this game.
I know right? His spaghetti roads are literally so annoying to me, they give me anxiety. When he does it i m like “WHY, why is this necessary”, it literally makes his fun videos less enjoying to watch for me. Am i alone in this?
From the way it works, it would probably be best to just make a series of tall walls. Like, if you noticed how the Tsunami was reduced in height by half in the second wall (Which I think you used as your height limit), then if you just added a second wall it would probably absorb the rest. And since stress isn't an issue, there's no reason that each wall can't be incredibly thin.
This was great to watch! Having barely avoided a tsunami myself this year. No where near as crazy as this simulation but still great to learn what types of nonmechanical methods work.
It's entirely possible that the wave simulations in this game are not the most accurate... That said, I want to try these with my kids next time we're at the beach.
1:02 "solar updraft towers - which i don't know how they work.." So i don't know if these things exist in real life, but the way it _appears_ to work, at least based on the image the game provides, is there is a large surface area at the base to collect solar energy, and redirect the heat to the central spire. Presumably heated air is vented/expelled up through the column within which there is a series of propeller blades/turbine generators that convert the mechanical energy into electric current through rotor windings.
My first city in CS was devastated by a flood because I didn't know that disaster response units didn't repair roads and let the city fall into bankruptcy. After that, I was conscious about floods and tried to come up with ideas to deter them. It takes a lot of soil but landscaping is the way to go to protect even against the biggest of floods. What worked for me best was to build a large rampart in the middle with guiding walls made of dirt spaced on either side of the advanced rampart. The walls would form a channel behind the initial block and the floor was depressed. It was meant to make a lake of sorts that could drain over time. Depending on the geography, I may have needed some more canals. However, the landscaped diversions into a lake or reservoir worked very well for anything behind the set up. I liked to think that citizens would pay top dollar to be in the city that is the most secure against floods while also being an attraction to people for hiking and camping when the reservoir was dry. People may even want to come see the mega-flood of the century fill up the area. Definitely a unique feature to a city. Barrier islands are also pretty good at stopping smaller floods.
keep an eye on rivers too- estuaries and rivers spell doom during large tsunami, as they can track multiple km inland (over flat/sea level ground) up rivers :)
Matt! In your defense, we can say that all your buildings worked, but the game uses the calculation of the water flow on the surface only. The game simply does not take into account any turbulent phenomena that lay in the base of your main structures)
Solar updraft towers are pretty simple as a concept. See all that window-y bit at the bottom? That's like a greenhouse. As the sun comes in, it heats up the air The warmer air rises up the chimney in the middle, creating an "updraft". Whack some wind turbines in the chimney, attach them to a generator, voila.
The proper way to do this is to calculate the width you want to block. calculate the height and depth of the wave. Multiply all 3 together to get the volume of the water. Make a canal of that volume to collect that water. Alternatively, calculate the energy of the wave from the volume and the speed figure out how much energy a flood wall removes by testing a bunch of them and then work out how much flood wall you need. I'm not sure if it works out the efficiencies quite right though in that water going down and then up to the same height should lose energy but that doesn't seem to have happened
The wave will follow the wall if the wall ends the wave will wrap around and flood your city. Carry the trench all the way past the town on the back side. A couple pumps in the trench is not a bad idea niether
1 big thing you missed and made very huge impact is earthquake... Tsunami happen after big earthquake in sea.. With that wave it must be 10richter above to make huge tidal... And 10richter can destroy your wall , crush your canal and hill
The best tsunami defense would be to make an array of large extremely powerful lasers coupled with a rapid (very) early warning system. When the warning system is triggered, it could allow measurement of the tsunami velocity so that the lasers could start evaporating water along the coast. The rapidly expanding steam would create a barrier of sorts that would push back when the tsunami wave actually arrives, disrupting it. Also since some of the water near the coast would be vaporized, there would be slightly less water for the tsunami to pull out to sea when the visible wave starts to form further reducing impact. Now, this isn't possible in reality. The power of the lasers needed would be absolutely massive, and need extremely efficient cooling systems to allow them to run long enough (for example, the LFEX can produce a 2,000 trillion watt laser , but only for a trillionth of a second). But ... it could still work in a game if there were a mod for it ;)
New residents: "Oh, look at those mountains in the distance." Real Civil Engineer: "Those aren't mountains." (yes, the algorithm brought me here directly from the waves scene in Interstellar)
As someone new to this... the engineers vs architect is interesting as a maintainer we don't particularly like engineers. Always gotta put things in hard to see and hard to reach spots... at least in planes and jets.
you could have reloaded your save as soon as you saw the wall fail, but I commend your dedication to fully wiping out your city and it's population with each attempt.
The main problem here is trying to work irl solutions to a game that has wonky fluid physics *at best*
That said, the city survived with minimal damages, so that's an irl win. Well done, Matt
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Bleep, bop. I'm the Meme Bot.
Beep, bop. I'm the Philosophy Bot. Here, have a quote:
"We are what we repeatedly do. Excellence, then, is not an act, but a habit"
~ Groot
Beep, bop... I'm the Philosophy Bot. Here, have a quote:
"I am Groot"
~ Groot
@@philosophy_bot4171 Beep, bop: I didnt ask
How those power plants work: Basically the sun heats up the area bellow the mirrors, the hot air is lighter and tries to escape. It can only escape through the pipe in the center. In this pipe are wind turbines.
Then why does it have mirrors? It should have anti-mirrors. (Or paint the base black)
@@bbgun061 sorry, wrong word, maybe some kind of glad or different material that sucks in the heat or maybe Glas or lenses.
CHALLENGE: Stop the Tsunami in the sea BEFORE it gets to land.
@@bbgun061 it not mirror, it window, it is basically a greenhouse. there is no lens or reflection involve, the idea is to let the heat enter and heat up the air that is trap under it. if you pain it black, the roof would be heated, not the air, it requires the heat to reach the ground, heat up the ground and hence the air under the roof. if the roof is heated up, the air above the roof would heat up and that would put air away from the system then into it. it basically a play on air pressure, you want the air pressure low so it suck cold air in from the side and pushes hot air up from the center. if the air is of the same temperature on both side of the roof, it would not be effective.
It basically combines the mechanics of a greenhouse, a hot air ballon and a wind turbine
There's nothing I like more than learning actual engineering from RCE, but I do feel bad we're learning about it in a game with the worst water physics in recent memory!
agreed... awesome last name btw XD
Agreed
Agreed...
Yeah man he using real to fake and it not work cuz game logic
The physics aren't that bad. What a lot of people don't seem to understand is that the water has an extreme amount of momentum. The water pushing up over his obstacles, even the curved ones, is realistic. The water behind it is still pushing forward. Trying to deflect the wave doesn't work because all of the water not in contact with the wall is still trying to move forward, leaving the deflecting water nowhere to go but up again.
I know a civil engineer is sort of the opposite of a military engineer, but I'd love to see a video of you doing this using the principles of a Vauban defense star. I once helped some friends making a sand castle and realized we'd started at low tide where it'd go under water so spent the next several hours with a shovel making a 3 ring 9 point star that got roughly 10 meters across and 1 meter peak to trough. The castle was eventually taken but it lasted about 2 hours past when the tide would have taken it, which i thought was pretty good, so I thought you might like to have a go
Working with these frictionless water physics, I think the best design would be a straight wall with a trench behind it. When the water flows over the wall, it will fill up the trench.
I would say probably trench in front to reduce height first
He should've made them longer. The V shape stuff, the walls should have been longer to avoid the water flooding, or at least to reduce the volume.
0:12 Span entire oceans ??? 😂😂 Now that would be impressive
Fr!
I think in this game water physics are quite "linear"
A series of walls will work pretty much exactly the same as a bunch of bumps, though bumps let the water drain after
When presented with a perpendicular wall, a tsunami will act ignoring momentum from the middle hitting the splitter
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CHALLENGE: Stop the Tsunami in the sea BEFORE it gets to land.
the game simulation block are also quite large, so it actually doesn't see alot of thing that are "small" you need a fairly thicc mountain for the game to actuallly "see" it.
So in order to save a city from a mega tsunami, we only need a project that costs five times the value of the city itself. Sounds good.
‘I think it was designed by an architect. It doesn’t take the most direct route’ after seeing RCE’s previous spaghetti roads it becomes clear that we must stage an intervention, he is starting to be become what he hates.
I came to the comments to tease him about this as well.
to be fair, I think that was a downloaded map, but still
@@monad_tcp he’s talking about a spaghetti road that he built in a previous video, not the hairpin in this video
@@Simon-jv9bm This hairpin was build by me :)
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It made me crave a first person game where you randomly wake up as one citizen of a town about to be hit by a giant tsunami and you need to survive.
You awaken in the bedroom of your house in a coastal city suburb. There is a mega-tsunami approaching the city. You have ... a shovel. 😂
I'm pretty sure there's no friction in this game's engine, that's why water doesn't slow down when it moves through flat land. The 45° wall actually should work better then just a straight one, but there's no friction so water slow down because it transfers kinetic energy into potential energy, but the overall energy in the whole wave is still the same, so when water finally is able to get through the wall it changes the potential energy into kinetic. Of course some of the water isn't able to get through, because it's kinetic energy is too small. It's probably water which is behind the extremum of the wave because there's less water giving it kickback energy (it's not pushed by anything) that's why only half of the water get's through when the wall is the size of the wave. Normally some of the energy would go into soil, packing it tighter, heating it, even into the sound the crashes make etc. and some water would sap into it earth, so the waves wight would get smaller and smaller, so overall energy in the wave system would decrease and another systems would gain same amount of energy.
Bro you wrote a few paragraphs under a UA-cam video but yes you do make some good points
@@allthingsandres1653 I’ve seen a few pages, i copies it and put it into google docs and it was 2.3 pages long
Wow that's a lot more than a few paragraphs
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Exactly what i was thinking
"It doesn't take the most direct route."
MEANWHILE IN THE CONCRETE TORNADO OF INFINITE CIRCULATION: The journey from point A to point B takes about 7 years.
City Skylines is DEFINITELY the best series of this channel together with Planet Crafter and Timberborners!
yes
Ya
And inner space
I agree
Yes
RCE:
"whoosh, if this was slightly shorter that would have been a disaster"
CITY:
*coverd in water*
It looks like the game uses a simple friction-less and turbulence-less model for water. So the only thing that matters is the height of the dam (which should be high enough to be able to contain all the water wave's kinetic energy in potential energy (when the water goes up at the dam)).
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I think a series of walls where each one can take a "slice" off of the wave height that overtops it should probably work. How is that different than his canals? Umm...
@@HansLemurson I don't think low walls would work: canals + very low walls practically did not work (see 12:30). Ditches or "inter-wall ditches" large enough to "swallow" all the available water volume may work, but it is a one-time solution, not a universal wave deflector - so it is a kind of cheating...
@@konstantinavilov1192 Yeah, I think it's nothing more than just a "really deep ditch" that would become useless once it fills with water. It's just that it would be a high-altitude ditch.
CHALLENGE: Stop the Tsunami in the sea BEFORE it gets to land.
As a Dutchman whom is constantly at war with the sea this is a pretty good video
there should be a game that's just _this_ (stopping tsunamis, floods,...), like how polybridge is a bridge-building puzzle game, this would be a tsunami-stopping puzzle game! (good idea? bad idea?) >x'D
i mean i distinctly remember an og ios mobile game similar lol
fantastic idea
👍
A bit different than you’re imagining but you should check out From Dust
Should've been titled "Engineer struggles with trying to apply real-life physics to a video game that clearly does not follow them"
I think we need a bridge that can deflect tsunamis
Genius
Smart
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1:18 attack on titan ahhhh scene 😭🙏💀😭🙏💀🙏💀
RCE: It (the road) was built by an architect - it doesn't take the most direct route...
Me: *eyes RCE's InfraSpace playthrough...*
His roadways in InfraSpace are engineered for very specific purposes.
@@BurningWell yes, to be a chaotic as possible!
Remember malicious compliance is a thing maybe the infraspace city council has pissed of the infraspace engineers.
THIS IS TRASH MY CONTENT IS BETTER!!
CHALLENGE: Stop the Tsunami in the sea BEFORE it gets to land.
In this game, the counter-physically-intuitive method that is a wall straight up is the best solution, because water in this game only has 2 properties: height over ground and speed over ground. Water goes from higher to lower, speeding up, and slow water next to fast water tend to level their speed. But "friction" with riverbeds etc. is not really a thing as you can see at 2:14 - the water at the riverbanks should be slower but it really isn't or if any then just barely at all.
Therefore, the best way to deflect a wave is a steep wall because that will decelerate the most and introduce a backwards current.
I remember watching a video demonstration wave reduction and pure vertical wall is one of the worst options due to the wave crashing, going up, and the forward momentum carrying a lot of spillage over top the wall. The 45 was better due to the under wave crashing earlier and lowering the momentum of the total wave. The best, as you mentioned, was the c wall. However I’d like to have seen a Dong shaped retaining wall… And I can only trust one man for the job. You up for it?
Watching these videos and coming from the previous video I was thinking of deflection too. I thought about a large ship with the bulb below water / at the bottom to break ahead and deflect it up to the main hull where it gets split. I'm going to install the game and try it myself.
Your first straight wall was more effective than that monstrosity
The comment I was looking for.
Flood barriers pretty much reduce the wave height by the height of the barrier. Using the terrain tool to build a few barriers with sizes comparable to the first one should work while being much more compact.
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Yes, but that would've made the video shorter and kinda boring.
@@Entenuk1 easy solution, put it at the end.
Plus despite the wonky fluid dynamics, the wave should slosh between the walls, and possibly get positive interference.
CHALLENGE: Stop the Tsunami in the sea BEFORE it gets to land.
10:46 The bar: Build shelters
If a disaster hits your city, your citizens can go to shelters
Your mitigation technique depend on CS modelling fluid dynamics somewhat correctly and since water in CS acts like liquid jello it does not.
"Just build these under the road like we do in real life" Oh we know Matt, we know when our roads are dug up for every utility company 5 times a year.
We have bridges like the one in your bridge review in the US. They are built that way to minimize impact on wildlife in the mountains. One example is the “Blue ridge Parkway”
wow thats a beautiful road. will have to drive it someday
The simplest engineering solution is to build up on the hill. But I don't think the water in this simulation is acting correctly.
I loved this has turned into a "Coastal Engineering Simulator" Series
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1:38 That was uncalled for 😔💔
Man I got to say this sea fighting series is amazing! I love watching the methods you use. Engineers will always win!
12:40 “I think she’s crying. Ignore her, ignore her.”
*pans to cars driving straight through each other*
16:40
I'm wilded out by the fact that I regularly follow valid engineering decisions when I play Cities, including strongest shapes tucked subtly into the streets and maps.
"A lot" of electricity is a matter of perspective. Demand at once? Yes...a lot! Overall demand, start to finish of a tsunami? Not all that much. The key might be in trying two things: An emergency energy storage pack that stays a maximum charge to be released as supplemental power AND....
The wave...is pretty powerful! We have the ability to capture normal tidal wave energy so it seems logical we could develop tech to capture this...using the energy of the wave against it?!?
The anarchy mod brought me an idea of doing those canals extremely close to each other so that they are actually overlapping which means that 1 m³ of space where there are 2 canals will actually hold 2 cubic metres of water.
1:02 they work using glass to get the suns heat, which gets trapped under the glass, and then a tower is there to release the heat because heat goes up. inside the tower there is a turbine.
i have to admit city skylines have pretty decent water physics when it doesnt freak out or just completely ignore physics
better (water physics) than the beaver game for sure
It's great until it's not
You mean pretty good until it doesn't?
CHALLENGE: Stop the Tsunami in the sea BEFORE it gets to land.
The mountain tool was clearly the best.. It basically ate up almost its own height from the wave. So if you have several V shaped mountains and/or holes in front diverting the wave back on itself and back into the sea it would be very effective
,,it doesn’t take the most direct route“
May I remind you of something called „Trucknado“?
2:29 Person in the city: 'Those aren't mountains...'
"it was designed by an architect, it doesn't take the most direct route" queue up the infra space reel
The people driving underwater probably got a call from their boss saying, "work is not canceled, you need to come in. The road is underwater? That sounds like a personal problem. Don't be late."
Side note, anyone else get AOT vibes at 1:20?
I was just about to comment that
Me I saw this comment 7secs before 1:20
Love that your anti tsunami wall ends up looking more like a 17th century Vauban-style fortification. If CS ever do a war DLC then I say you already got it covered.
I think what might have helped even more is some of those large pool style ditches on the sides to take on some of the water coming in from the sides behind the city... that said, very nice Matt! 👍
Solar Updraft Towers work by letting the sun heat the air under the canopy at the base, which rises up the "chimney" at speed, turning a wind turbine in the tower.
You should try making a Tesla Valve, if the water physics are somewhat accurate it should diminish substantially the flow of water
I think we can tell already from this video that "somewhat accurate" isn't the way to describe Cities: Skylines' water physics.
"this road which is... uh, I think it was designed by an architect" had be laughing out loud.
I vaguely remember a tsunami protection technique that is several smaller walls spaced out to disrupt the energy of the wave. Wonder if something like that would work in this game.
From one disaster to the next, now the city has to worry about nuclear plants being taken out.
Waterworld was vastly underrated.
very true.
you need to try concave shape barriers to reduce inertia before trying to direct/split the current/wave.
I appreciate the connection to engineering deeper than just the word.
0:11 the hzm bridge!
Since when does RCE worry about "the most direct route"
I know right? His spaghetti roads are literally so annoying to me, they give me anxiety. When he does it i m like “WHY, why is this necessary”, it literally makes his fun videos less enjoying to watch for me. Am i alone in this?
From the way it works, it would probably be best to just make a series of tall walls. Like, if you noticed how the Tsunami was reduced in height by half in the second wall (Which I think you used as your height limit), then if you just added a second wall it would probably absorb the rest. And since stress isn't an issue, there's no reason that each wall can't be incredibly thin.
I’m finally starting to believe, that this guy is an Engineer!
This is one of those ‘Ahhhhh… the Internet’ videos from the late 90’s.
Dig a trench. a 10ft wall with a 6ft trench becomes a 16ft wall.
Congrats on reaching 14 on trending and congrats on saving the city as well 👏 love your vids keep up the good work fellow Matt!
This was great to watch! Having barely avoided a tsunami myself this year. No where near as crazy as this simulation but still great to learn what types of nonmechanical methods work.
It's entirely possible that the wave simulations in this game are not the most accurate... That said, I want to try these with my kids next time we're at the beach.
They also change with simulation speed. By running at full speed instead of normal speed, it lowers the water simulation detail.
@@webjr1981 good point
CHALLENGE: Stop the Tsunami in the sea BEFORE it gets to land.
2:43
The Poseidon Adventure ship: "Oh hell no! Not this bullox again! I'm outta here! Duces!"
wouldn't it be cool to have a game that specializes in tsunami defence? levels like poly bridge etc
9:00 RCE becoming Real civil engineer ...giving lessons and all
Chat :- Matt where's the nob jokes man
The ending shows that if you'd only put the flood barrier further from the city, it'd have been pretty much dry
I'm glad you redid this bc I was a bit unsatisfied with the lack of actual hydrodynamic engineering last time
I'm surprised you didn't use the strongest shape to break the tsunami
1:02 "solar updraft towers - which i don't know how they work.." So i don't know if these things exist in real life, but the way it _appears_ to work, at least based on the image the game provides, is there is a large surface area at the base to collect solar energy, and redirect the heat to the central spire. Presumably heated air is vented/expelled up through the column within which there is a series of propeller blades/turbine generators that convert the mechanical energy into electric current through rotor windings.
I really enjoy watching these videos, and actually being taught some rough civil engineering tips. As its something id like to go into as a career
1:05 solar panels at the bottom heat air that gets funneled up the tower through a turbine.
2:49 You forgot the T.
No? one… cares!
@@DiamondJesse409 I do.
Congrats
There is an easier solution, a giant wall around the city that goes to hight limit
That's obviously not viable irl.
@@luminatron neither is the thing RCE did, but whatever
to me the best solution is changing of map or close your eye if u dont seen it happen it definitely didnt happen
CHALLENGE: Stop the Tsunami in the sea BEFORE it gets to land.
I love how engineers are so annoyed by architectures 😂
I want to see a Tesla valve array of water channels
My first city in CS was devastated by a flood because I didn't know that disaster response units didn't repair roads and let the city fall into bankruptcy. After that, I was conscious about floods and tried to come up with ideas to deter them. It takes a lot of soil but landscaping is the way to go to protect even against the biggest of floods. What worked for me best was to build a large rampart in the middle with guiding walls made of dirt spaced on either side of the advanced rampart. The walls would form a channel behind the initial block and the floor was depressed. It was meant to make a lake of sorts that could drain over time. Depending on the geography, I may have needed some more canals. However, the landscaped diversions into a lake or reservoir worked very well for anything behind the set up. I liked to think that citizens would pay top dollar to be in the city that is the most secure against floods while also being an attraction to people for hiking and camping when the reservoir was dry. People may even want to come see the mega-flood of the century fill up the area. Definitely a unique feature to a city. Barrier islands are also pretty good at stopping smaller floods.
3:50 this looks like somin graystillplays or lets game it out would write.
"I've never defended against a tsunami before." Well that's because you're an engineer, not a lawyer.
keep an eye on rivers too- estuaries and rivers spell doom during large tsunami, as they can track multiple km inland (over flat/sea level ground) up rivers :)
I've been loving this series, it's really cool to learn about actual civil engineering!
Matt! In your defense, we can say that all your buildings worked, but the game uses the calculation of the water flow on the surface only. The game simply does not take into account any turbulent phenomena that lay in the base of your main structures)
You know, if only you could just, build a wall around the city.
Solar updraft towers are pretty simple as a concept. See all that window-y bit at the bottom? That's like a greenhouse. As the sun comes in, it heats up the air
The warmer air rises up the chimney in the middle, creating an "updraft". Whack some wind turbines in the chimney, attach them to a generator, voila.
"From small sail boats to HUGE unsinkable vessels"
*shows vid of Costa Concordia which capsized*
The proper way to do this is to calculate the width you want to block. calculate the height and depth of the wave. Multiply all 3 together to get the volume of the water. Make a canal of that volume to collect that water. Alternatively, calculate the energy of the wave from the volume and the speed figure out how much energy a flood wall removes by testing a bunch of them and then work out how much flood wall you need. I'm not sure if it works out the efficiencies quite right though in that water going down and then up to the same height should lose energy but that doesn't seem to have happened
The wave will follow the wall if the wall ends the wave will wrap around and flood your city. Carry the trench all the way past the town on the back side. A couple pumps in the trench is not a bad idea niether
RCE IS TRENDING Lessgooooooo!!!!
1 big thing you missed and made very huge impact is earthquake...
Tsunami happen after big earthquake in sea..
With that wave it must be 10richter above to make huge tidal...
And 10richter can destroy your wall , crush your canal and hill
Good job Matt. Water physics work better in this game at 1x speed. It will suck for you to watch, but Schmichael can speed it up in post
Bridge Review skit reminds me of Rick and Morty🤣😭
The best tsunami defense would be to make an array of large extremely powerful lasers coupled with a rapid (very) early warning system. When the warning system is triggered, it could allow measurement of the tsunami velocity so that the lasers could start evaporating water along the coast. The rapidly expanding steam would create a barrier of sorts that would push back when the tsunami wave actually arrives, disrupting it. Also since some of the water near the coast would be vaporized, there would be slightly less water for the tsunami to pull out to sea when the visible wave starts to form further reducing impact. Now, this isn't possible in reality. The power of the lasers needed would be absolutely massive, and need extremely efficient cooling systems to allow them to run long enough (for example, the LFEX can produce a 2,000 trillion watt laser , but only for a trillionth of a second). But ... it could still work in a game if there were a mod for it ;)
11:32 ah yes, the IUD design, a fantastic defence against all sorts of unwanted liquids
New residents: "Oh, look at those mountains in the distance."
Real Civil Engineer: "Those aren't mountains."
(yes, the algorithm brought me here directly from the waves scene in Interstellar)
CE: I feel sorry for you.
Architect: I don't think about you at all.
As someone new to this... the engineers vs architect is interesting as a maintainer we don't particularly like engineers. Always gotta put things in hard to see and hard to reach spots... at least in planes and jets.
0:05
Every "Unsinkable" ship that sunk has just been triggered.
you could have reloaded your save as soon as you saw the wall fail, but I commend your dedication to fully wiping out your city and it's population with each attempt.