Can you stop a tsunami WITH A TSUNAMI in Cities Skylines?
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- Опубліковано 20 сер 2024
- We're back in Cities Skylines (City Skyline) engineering a way to stop a huge tsunami from wiping out my city! We'll be testing some myths including whether a tsunami can stop a tsunami, whether a forest fire can stop a tsunami and whether underwater defenses can stop a tsunami!
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#realcivilengineer #Tsunami #CitiesSkylines
At this point Matty is slowly turning into Submariner.
Or just a submarine
And a mass murderer
Of architects
Real Civil Subnautica, when?
He couldn't hack it
@@ryuail You... you are needed on the board(I meant on the board of asking matt to play games that he likely will never see since I see another comment that makes me rethink my use of the term board[probably should have said council])
every episode Matt is getting better and better ideas... next episode:
I stopped a TSUNAMI with a TORNADO and it created TSUNAMINADO!!
Dont give him more ideas
😳
Surely there has to be sharks involved somehow??? 😆
Tsunaminado t-shirts coming soon
I was going to say… can you stop a tornado with a tsunami?
I'm assuming the water physics are simulated in cells, then interpolated. Some sections of the walls are thinner than the cell size is wide/deep.
The Physics in the game is quite good, actually if you send a pulse in the opposite direction it will sum with the other (constructive interference)... so that explains why the wave got "taller" between the walls.
Also the "ripples" where the boat was travelling were caused by diffraction, when a plane wave passes through a "slit" and diffracts forming circular waves...
That’s better than my “I dunno, water clips through terrain sometimes”.
Buddy, were engineers here, not molecular scientists. Get with the program :p
@@ruichikawa calling it quite good is an overstatement
Myth: hexagonal cities would be the best city layout for optimal traffic efficiency and services coverage.
The problem with that is that you would need to turn at every single intersection. A triangular grid would work better, since you get straight lines back, though then you have to deal with six way intersections...
@@argenteus8314 from a real life perspective, a hexagon-based city with roundabouts in every vertex would probably be a nightmare to drive around, but the NPC of CitySim games seem not to care about mundane things like confusing GPS directions or G-forces. Still, a triangle-based or split-hexagon pattern would also be interesting to explore.
@@argenteus8314 That is not a problem it is a solution. Turns regulate speed. And with a well planned system of one way roads you could even eliminate traffic lights.
@@michaelr2604 Still sounds incredibly annoying. I mean, maybe in the densest part of a city where you don't need to cross super long distances, but I certainly wouldn't want the whole world to be covered in a hexagonal grid (which wouldn't actually even be possible, since hexagons don't tile the sphere, but still, if you're gonna consider something at all you should be considering the most extreme form thereof, an actual good idea should work on any scale). If we're gonna have cars at all, then we're clearly already saying convenience is more important than safety, so if that's the case, we'd better go all out in whatever direction we choose. Either design a system that's safe for humans to navigate around(ie, walkable, car free cities) or a system that's efficient and convenient for cars, you can't have both, trying to compromise between two goals is always going to be worse from the perspective of either goal.
@@argenteus8314 as you said before, hexagons are actually just a bunch of triangles. The seams between hexagons in a sphere (mind you that I highly doubt we will ever cover 100% of Earth with anything) could be bridged with triangles to end up having essentially an icosphere.
I'd love to see you try and create a water park with the landscaping tools. Like a giant aqueduct that leads to a huge slide where you can see whether water can fly through the air.
I doubt it will fly, based on the crazy behavior we've seen so far, but it would be cool to see the attempt!
Fun fact about water sources, they serve double purpose, they not only spawn water, they also slurp the excess. For example, if water reaches the limit (shown as white line while placing water source) water source will take that water in to not create overflow. If you look closely, oceans in this game have big water sources on the far end of the map to take excess water from higher and smaller water sources (like rivers). So placing many water sources on bottom serves basically no purpose for tests like in your video
So water sources in the right place, and at the correct level, should stop the tsunami?
@@1FatLittleMonkey If you spam it, maybe. It has a speed on which it "consumes". I haven't played much with them yet, mostly to speed up filling of mega dams, but i think water source produces and consumes water at the same speed. May be wrong though. Never experimented with them extensively.
Matt FINALLY got Extra Landscaping tools! Things are about to get craAzy 🤪
Are you the real notanengineer who is shamed by all of us?
@@LeroxYT not shamed by all. Some have respect.
@@Steveddie93 i not XD no i have cause i wanted to be an architect since i was 6 lol and now i want still to be an architect,buut i also want to trie UA-cam in a jear
@@LeroxYT I have thought about youtube as well, if Matt can do it, anyone can!
"You can't control the sea!" Netherlands: "And I took that personally"
Why not just throw meteors at the tsunami? There's also the sinkhole disaster, perhaps it works better than using the landscape tools?
Next episode: "can disasters (such as meteors) stop a tsunami in cities skylines?"
That what I would like to see as well 😅
Could you try to capture the tsunami in an elevated reservoir and use it to generate hydroelectric power over time?
You should be able to fix pretty much all of your troubles with water clipping, by making the (terrain) walls thicker. It has to do with the 'resolution' of the terrain, which is only a mesh made of floating coordinate points. It seems that a certain number of points (thickness) are needed for the water to be able to interact and collide with the terrain.
I'm not sure how much the water likes 90° vertical angles, but I'd imagine that it too can produce some strange results.
You might be able to test out a tsunami vs tsunami by making a semicircular giant canal that stretch out the entire land. Assuming the canal will channel the tsunami that enter at both along their curve, they’ll meet somewhere in the middle of the arc
I dont know how and why youtube recommennded this channel to me, Ive never been really interested in engineering, however now Im binging every single video here, Im hooked and subscribed😄
Nice, enjoy!
Same
When we see a tsunami,
Normal people: oh no
RCE : free content
I think the myth that workers in this game actually need a road/path access to keep industry/offices functional should finally be busted
I feel bad for all the people sacrificed for these experiments lol
"Your sacrifice is one I'm willing to make"
This series is like the stopping the train in GTA vids, you know nothing is gonna happen, but still entertaining
Lol good comparison I agree.
Best comment 😆
Myth: If you deflect the oringinal tsunami near the start, will it deflect the second tsunami?
On today's episode: Matt discover wave dynamics and constructive interference
I thought they learn it on Civil Engineering...
MYTHBUSTED IDEA...
How about using windmills or wind generators and place them all over the beach and see if that stops a tsunami??
Video idea:Can a bridge kill a Architect?
Only if the architect doesn't have a leg to stand on
2 Waves do not cancel each other out .They just go through each other and heads in the direction it was always going
Wall-to-wall specialization spreads fire the fastest. Water spawners also acts as drain, if the water level is below their set height.
Next video of RCE: Can you put out a fire with a flamethrower?
i mean, you can't exactly just point a flamethrower at a fire and put it out, but you can burn the area around a fire down in a controlled way to remove the fire's fuel, and that will stop it
I couldn't say if it follows real-world water physics... But after the amount of city skylines videos I've watched, I can say that this was exactly what I expected from the game.
Mythbuster series would be really cool. Are there volcanos? That would be neat
this series went from trying to find neat ideas to try engineering in cities skylines, now it's just tsunamifest the playlist
Myth: will "superblocks" reduce traffic?
What if the artifical tsunami is set to hit from the side ? Should change the current and divert the wave
You should have used the biggest brush for the water source and made it really tall.
Myth: RCE can go an entire episode without any strong shapes
The shape is his signature, it's like his primal instinct.
A couple more tsunami "stopping" ideas for you:
1. You could borrow a landform something like the poo-cano / architectville from your Engitopia city, then bust a hole in the side the entire height. Try to make the flash flood as madly tall as possible at the very beginning. Make sure you put some constraining walls in this one, too. Heck it might even be a nice bonus to see the brown water got up against the blue water.
2. Examine how far the tsunami normally sucks out the shoreline, put in an artificial reef just barely in front of that line. Make sure there are small cuts in the reef (perpendicular to the shore) so it mostly finishes draining just before the tsunami hits the reef.
I love your videos
You can also increase the size of the water source as well as it's height, but making a bunch of small ones might have the same effect.
"You can't control the sea, this is mother nature's land!"
-RCE
Not yet, but in a few decades we will defeat the demon queen and bend her to our will.
As a Portsmouth person my whole life, "it failed massively" would work as the city's motto.
On timberborn, I'm working my way to making skynet... I'm down to 18 beavers but 80 golems, they self create and self regulate their foods etc. Strangely satisfying.
You can try what's the minimum possible and start expanding skynet empire...
hello fellow engineers and welcome back to city skylines!!!
16:36
Matt: you can't control the sea.
The Dutch: I beg you pardon!?!?!?!?!?
Mythbusters: Timberborn.
Can you create a situation where you use water wheels with an excess of power used to pump water back to the start to keep waterwheels going? Can you violate the 2nd Law of Thermodynamics?
I love that Matt knows perfectly how flood lamination in drainage works but still takes the time to make long ass experiments
new video idea: engineer teaches how to make the most efficient roads/highways layout to minimise traffic in cities skylines
When an engineer uses "Fight Fire with Fire" logic to solve flooding problems.
“You can’t control the sea”
The Netherlands; “🤔”
@16:36 "You can't control the sea".
The Dutch: "Hold my Deltaworks..."
Try creating highways or very wide lane roads. They will run perpendicular to the tsunami. Each one instantly dips one level, then to the second level and terminates. Thus creating a small dry cave. Do this for the entire width of your shoreline, then copy and paste with each subsequent row. On your last set of cave tunnel roads before your city, have those highways extend as far as possible to give more cave volume. You could build it so that you have a final set at negative 2 and another final set at negative 1 running the full length of the map.
Another myth I’d like you to try is to use said highway tunnels to reroute rivers underground.
I need an architect’s “pooh-cano” vs a tsunami
16:06 Nope, the trench already filled with water before the tsunami even got there 🤣🤣
This feels like someone forgot about the principle of superposition for waves lol
water in city skyline acts way closer to light, probably because it's way less taxing to render "light" and texture it like water rather than rendering actual fluid dynamics.
@@ledocteur7701 its because its rendered like a 2D surface, there are two kinds of waves, longitudinal waves and transverse waves. Water is transverse wave, but its modeled as longitudinal wave like light then mapped to height like a longitudinal wave, its a trick. Because a transverse wave would required you to model 3D vectors instead of 2D vectors, it would be much more taxing on the physics GPU.
@@monad_tcp that is basically what I meant, but explained way better than I ever could.
I dont know if this has been suggested yet, but maybe you should try defeating a tsunami with other natural disasters in a "Who is the strongest natural disaster!" tournament.
Myth: Cities with only bridges for roads are impossible.
Meteors vs Mega Tsunami: The force of the impact pushes the water back + the craters they make help reduce the water
Sewage tsunami vs Mega Tsunami: The premise of this video but with sewage, which may be denser than water (in this game) and could have a more substantial effect
16:14 yes, when there are ditches on the sea floor, that does make waves happen.
“You can’t control the sea” The Netherlands:”we’ll see about that one”
You should try destroying the Tsunami with meteors. Not only will they impact the Tsunami, but they’ll also make craters for the Tsunami to flow into.
You should also try redirecting the Tsunami on itself, but not like the Tesla Valve.
In the real world, I think the two tsunamis colliding would be pretty similar to this. The water in a tsunami isn’t actually traveling at the speed of the wave. It’s the wave traveling through the water. When two waves “hit” each other its not water running into other water. it’s where the elevated section of two waves line up. That just causes the water to rise twice as high (constructive interference). The setup you have here might be different though because you have an actual stream of water moving and it could cancel out momentum in the other direction.
The Tony Hawk Underground sound effect was a nice touch well done editor 😂👍🏼
Hey, I am studying waves at the moment and I had an idea: could you use a polariser to stop a wave? As your tsunami moves up and down (vertically) you could use horizontal bars as a polarising filter that would not let any water through.
The trench worked because the mass of water entering and remaining in said trench. Creating an underwater trench would help, because all that water fills the void. However you also made walls, which pushed water up from the sea bed to fall as part of the tsunami.
That boat segment was so much fun.
That boat is like " I don't care if you're screwing with nature! I have cargos to deliver! "
16:35 "The sea is Mother Nature's Land!" - Some Engineer ;) [HA!]
I love how one movie basically changed the definition of the word inception.
Tony Hawk reference, with special move FX was epic lol
Myth: Travelers would rather go through toll roads at max prices vs going through a wild maze of confusing roads.
Myth: Engineers make better Tsunami stoppers than Architects.
"You can't control the sea, this is Mother Nature's land" xd
Well, as the saying goes, the tsunami of my tsunami is my friend.
So here's my 2 hypothesis to water just going through walls:
1: when the game checks for water movement it might check for an area, so if the wall is too short the game wont detect, so you'd need thicker walls
2: the game checks for the slope every x space to ckeck if the water is hitting a wall ot sth, so it might be like "so in position x the slope is 0, keep going. in position x+1 the slant is 0, keep going" while at x+0.5 it's completely vertical, but the game misses that. And that would be why vertical stuff has problems in this game (like almost vertical waves being practically invisible from the side and stuff)
I love this video. My favorite so far. FYI my favorite way to fight the tsunami is with sink holes. I just pepper the ocean and shore line with holes to swallow the wave.
Myth: Industrial zones is the most flammable out of all, which means there's still a chance to stop a tsunami with fire
I remember asking about digging holes under the ocean in front of a tsunami in a past video but wasn't noticed.
Kind of neat that you happened to cover it somewhat anyway by chance.
If you sent two tidal waves into a head-on collision, wouldn't they deflect back in the direction from which they came?
The tony hawk edit with the special move sound effect got me xD respect
ngl clicked on ur channel to see you had uploaded 23 seconds ago shocked me lol
I think the question is now: how bad can you make a tsunami?
If they fixed the water physics in this game, these demos would be amazing
Myth: There is a road layout around Stonehenge that the Druids will be happy with
you probably can't do it in cities: skylines, but levee / tsunami / dam banks can be shaped in such a way as to redirect the force of the tsunami back into itself. they're not 100% efficient, but if you have a bunch of them in a row it should reduce the power of the wave to a point where it doesn't cause damage
In theory, this WOULD work, provided the defensive waves had enough mass (?) behind them, but this game doesn't have the most accurate water physics
i dont think this would work in theory, in physics, waves normally just pass eachother, amplifying eachother when two peaks meet
@@BetaTestingUrGf exactly what I wanted to write.
Wave do not interfere with each other. They travel through each other without any change. Depending on the location this can lead to: both going down = deep drop
Both going up = huge wave
One going up one going down=nothing (or less depending on whether both had the same size to begin with)
The effect is called superposition (of waves; if you Google it because otherwise Google will think you want to know something about quantum physics as those states are described as wave functions as well hence showing superposition)
Myth to bust: is air traffic a thing? And can you manage it in any way if it exists?
How about testing out the "Line" capability of Tsunami defending
Nice video!
Certain waves carry energy through each other. The only way you can stop a crest is with a trough and vice versa. If you throw 2 crests at each other, the energy carries through and they aren’t phased by each other. The only way I see it working is by inverting and increasing the energy to create some sort of destructive interference. Probably doesn’t work with water but it could with a string for certain.
P.S. I didn’t watch the entire video and I’m also assuming that the title is clickbait. Just posting this here in case someone is genuinely curious about how the logic in the title would work.
Tsunamis like “thanks, more water to destroy you”
Myth to test.
Is it possible in the stock game to have a city with 1 small water supply where the sewage is expelled upstream, filtered and turned back into fresh drinking water?
Limitations
You can't use the sea or a natural river.
You can't have it more than 4 tiles wide or 10 tiles long.
You can have unlimited depth.
You can use the water mods you used in this episode however, as for the sewage treatment, you can only use vanilla assets which clean rivers.
You can't have the treatment inland such as the water treatment plant.
the water spots, are not just spawners, they also suck in water if waterlevel is too high.
I never noticed them doing that in all the time I have been messing around with them. It always seems to drain away rather than being removed at the spawn.
@@--_DJ_-- let's say you make a river with a water spot at the top. Make the river end at a lake, at much lover elevation. If you only have the water spot at the top, and you don't have anything taking out the water (like water pumps) , it will eventually fill the lake, and flod your city. If you place a waterspot in the lake, with the height a bit lower than the bank of the river, it will not flood your city.
Many vanilla maps, that have springs in mountains, that end in lakes, and and not i the the ocean have the water spots set up like this.
I love how Matt tries so hard to stop the tsunami and it’s fun. Why not try big holes?
Hey Matt! The Water is escaping because the walls are to thin. This is was or is still the problem with the poop slide. Nothing to do with mass, just the walls
Drop the water dow n a funnel in mass and then redirect it straight towards the tsunami so it has more force
What would a meteor do to a tsunami as it reaches the beach?
Yes!! you got extra landscaping tools! i knew youd have fun with it man!
@Real Civil Engineer you know there is a whole game centered around tsunami defense, its called "Creeper World"
How to build waterproof walls: Use the largest brush and raise all of the terrain to required height. Lay down flood walls. Drop the height back to the original and you get very thin walls. Then use the Soften tool, set the brush weight low and go over the thin walls. This will build the walls up from the ground, with a slight slope, still being very thin.
Also, you can load any map in the Map Editor, then export it as a heightmap.. Then open it in a photo editor, manipulate it there, you can make perfectly straight lines, very accurate steps, squares, circles, very smooth and accurate slopes etc etc. If in the game map editor you first set down few "samples", spots that are raised to known height, for ex 500m, 100m.. you can then use those to sample the grayscale value in the photo editor from those spots and get precise elevations.
And then of course, import them back to the game, save (remember that filename and map name are two things.. otherwise your new map will show as "newmap".. And remember to check the box that says "publish", it will only make it visible it in your list of playable maps, it is not uploading it anywhere.. If starting from scratch with the map editor, remember to make the "outgoing/incoming roads", you need to draw them all the way to the edge so that last node is half outside and inside.
Myth:
High residential and high buildings (other than flood walls) have an impact on tsunamies
love rce giving a shoutout to the home city
Myth: RCE is never going to make a timberborn episode
If you modify terrain during pause, the game need some time to update to the new terrain once time is on. That's why water is leaking trough the wall.
Or your water sources are too close to the wall (nearly inside)
A lot of big towers try to stop a tsunami! That would be a cool myth to bust
He did that last video. The large buildings work really well to stop it
@@jabcmw1 ok thanks :)