I agree. Just make the reservoirs exactly the same with roads on the edges, same with the slopes etc. It's a bit more work but I think the sewage was ahead because of the reservoir being slightly different.
Water vs sewage looked even when they were both flowing, the sewage just started slightly further forward and had a slightly narrower path which would make it flow faster.
On today's episode: Matt the architect demonstrates a lack of understanding of fluid dynamics (wind, poo, water) despite his constant claims of being a drainage engineer in a previous life.
@@scottishduck88 to be fair, he already tested that the game doesn't simulate proper fluid dynamics and understanding real world physics doesn't help in the world of CS(2). Wich isn't to say, that he isn't an architect, just that if if he understands fluid dynamics, it wouldn't help here.
13:15 If you put a ruler on the screen, you can see the sewage water is in front of the normal water, that is why it went "faster". The more you know! XD
The wind speed is clearly driven by an algorithm that factors in topography. When the topography is what the developers think is realistic it seems to coincide with what you would see in the real world, which includes higher wind speeds at the tops of hills and mountains much of the time. But as you start messing with the topography in unrealistic ways the algorithm doesn't give realistic results.
It seem like the wind is controlled by a mass-flow calculation. If you look next to Heavengineer the speed goes up. If that is the case then you want really high speed you should build a narrowing gap and place all the wind turbines in the valley/gap.
Its a "Pedestrian Road" because it can be used by cars at low speed, low volume of traffic, while pedestrians can somewhat freely walk... So, the idea is, its not a ugly road with tons of markings, it's a low-volume traffic road with pedestrians in mind, that could be closed off reguarly or left open for traffic. But, in this instance it was connected to actual road roads, given no control/signage other than yield, and opened up so it was properly used as a normal road which is not it's function. You can take a drill and beat a nail into the wall. It works, not as intended, but it works out of sheer stupdiity and failure to comprehend what it is.
The wind thing is true in real life. Wind speed increases when it blows up a hill. It's the same effect that causes airflow to travel faster over the top of an aerofoil.
@@coryjarrett2952 Not sure what a tesla valve is, but if you level up the terrain on both sides in an angle creating a narrowing gap, the funnel effect makes the wind stronger and stronger the closer to the narrow gap you get, just like in real world like described above. Don't remember who did the testing, but I saw someone on youtube prove it worked.
@@marcusjohansson668 Tesla Valves are pretty cool it utilizes narrow gaps as well as loops to slow down liquid and airflow making the restricted to go one way look it up you wont be disappointed
@@coryjarrett2952 Considering wind and water behave in a somewhat similar manner - both being fluids, I'd assume a Tesla valve for wind would work similar to a Tesla valve for water. Although, unlike water, wind has much easier movement so the valve design might have to be adjusted for that.
✨Venturi Effect✨ lol. Like a house in a storm. Low speed air hits the roof, and therefore the pressure increases to go over the roof and continue on which causes more speed once it's over the obstacle... I'm pretty sure for the planet as a whole, air moves all at the same speed, under 3,000feet the air battles the 'friction layer'. So, when you have a giant mass of air moving at the same speed, the friction layer air has to maintain that speed. When it comes into contact with objects in the friction layer, the pressure builds to overcome them. Once overcome, like going up a slope(roof, hillside, whatever) that air "maintains" the pressure(which is converted to speed because of no resistance) and regains uniformity with the larger air mass of the atmosphere. Just look up Venturi Effect and Bernoulli's Principle. :)
It would appear that as wind travels between 2 points on the map, the travel time stays constant. So if you put a hill in the path the wind speed goes up, because you increase the length of its path. You could clearly see that where you put the 2 ramps and flat space next to each other at 20:10. So you might 'cheat' to increased wind power by building a steep slope and putting your wind turbines up there.
Weird how RCE doesn't know how wind turbines work. Irl, they work best on slopes between flatlands and mountains. This is because when wind travels up from flatlands to mountains they group together and have more shear force.
Slower, typically wind is a product of temperature differences and heat rises. On the “down” side of a mountain the air is thinner and there is less pressure. Similar to the vortex that follows cars and trucks as they drive. Myth busters covered that effect pretty well in regards to fuel saving. Wind is prettt much the same in physics as water, so narrow gaps in mountains speed it up and wind crashing into mountains makes it speed up as it increases the pressure. Wind moving into a larger space slows it down as it loses pressure. For water it’s the same sort of thing as waves coming into an undersea drop causing a powerful down current.
On the wind speed, I think it's the slope of the ground but also with respect to wind direction. To test you could make a cone shaped hill and see the wind speed on all sides. I bet the upwind side of the hill would have high speed wind and the downwind side would have low speeds.
In the Sewage vs Water section, I was expecting you to say True or Poo 😆 But yes I believe that one should be revisited again using roads for squaring up / measuring your earthworks to setup the course so it's as close to fair as it can be.
So... the helicopters in Cities Skylines 2 must have oscillation overthrusters (from The Aventures of Buckaroo Banzai Across the 8th Dimension), because that would explain how they pass through solid matter.
Or it just planes shifts the second it touches the building so it doesn’t hit it. And plane shifts back to the material plane when it exits the building.
I was thinking that they meant that there was an exploit that let you get around the patch and do it anyways, was a little disappointed that matt didn't try to experiment a little to see if it there is such an exploit
Oh I have a myth you'll absolutely love testing. If you place a roundabout half over a body of water. Make sure it has 3 normal exit ramps, then place a 4th at a awkward angle, it will create a 90 degree wall cars can still drive on. (It's a bit finicky with the angle. You want the roundabout to turn black on one side)
Wind in C:S (1 _and_ 2) is actually air _pressure,_ just as in real life (using a greatly simplified model, of course). How it seems to be calculated in game is that the more the air has to change directions - whether up or down, left or right - the higher the pressure. So if you'll note, that big square cliff you had at the beginning of the experiment has high pressure all around the _bottom_ of the cliff, where air has to change direction to go around, creating high pressure. At the top it's flat - air doesn't need to change directions at all, resulting in low pressure. To create a good place for windmills, create multiple narrow-ish spikes in a row, and place the turbines between the spikes. Air flowing between the spikes will have the highest possible pressure.
Day 25 of asking RCE to play Creeper World. It's a series of RTS game about fighting floods and managing resources. There's also loads of community content. CW3 and CW4 are both really good choices.
myth: you cannot kill off a whole city by removing access to healthcare and poisoning water (make sure they are very happy so they don't move out and remove external connections to prevent outside ambulances)
17:35, One engineering thing I just can’t help myself from pointing out: to be truly “Heavengineerly,” the airport would not be on top of the mesa like the rocket port, but at the bottom, probably off at a 45-degree from one of the corners, and at least a mile or so from the pedestal (perpendicular to the prevailing wind). Plane performance takes a massive hit at high altitudes (planes need air pressure for lift, and high altitudes have less air pressure). (The game itself doesn’t care about my nitpick, so carry-on if you want). 🙂
About the wind turbine and wind speed, there's a factor called "Topographic Factor", often denoted as Kzt in wind calculations, that take into considerations the local geographical features that can accelerate or decelerate wind speed. sort of like a "friction". That includes height above ground, presences of hills or valleys in the terrain. that explains why there's a sudden increase in wind speed if you modify the landscape.
Looks like the wind is being shaped by the terrain. Notice the arrows around the bottom of the Heavengineer hill. I bet you could terraform in a way to maximize wind power generation.
For the wind tests you had the game paused. I think it's obvious there's some immediate change when you alter the terrain, but I believe there is also a fluid dynamic simulation of some sort going on which will cause these to shift overtime based on the terrain.
It looked like the wind was going very fast around the vertical cliff at 17:16. I wonder if you could make a very long, tall wall and perforate it with holes at the base to channel wind for windmills.
Why do I feel like Matt is turning into an architect using the same ideas. I literally feel like the helicopter flying through buildings was already done.
For the Pedestrian Roads you just have to reframe it. In Austria we call his a "Beggnungszone" ("Meeting Zone" or so...), where Pedestrians are allowed to walk on the actual road, also Bikes can drive there and Cars are restricted to I think 20km/h (do the math for yourself americans, nobody uses the imperial system, get over it )... so... IT HAS TO BE HIS! It's a feature! Not a bug...
Got a two parter. One: Tornados can increase wind speeds in narrow places(known as 'wind tunnels' in real life) and two, having trees near a building increases wind speed nearby.
I'd say the first 'myth' is why I don't use pedestrian roads, but it doesn't matter. People will block an entire city's worth of traffic just because they want to do an illegal U-turn across a median and will wait literally all day just to do it.
Cars using pedestrian roads is actually an intended behavior. Note that every car driving this pedestrian only road has "Transporting" status. This is to allow things to be delivered with cars to building that are by such a road. This also applies to services like police, ambulances and garbage. And the side effect is that those cars can use any pedestrian roads, regardless it is to access the target building or not, to shorten their journey.
If I had to guess, pedestrian roads have lower speed limits. So cars will try to avoid them if there are other roads, but if you have bad traffic they might opt for them.
20:00 So it is the steepness. When wind hits a ridgeline it is forced upwards and can cause higher wind speeds than surrounding areas. Sail plane pilots use this to stay aloft and it's called ridge lift. There are also thermals but that's caused by heat
RCE: Important Game Design Note Some moving assets calculate their path ON LAUNCH, meaning if you change the terrain after they've departed, they'll stick to their route till they return cause they can't change it live. So if that mountain was built during pause, it returned via the route it had made before the ground was altered.
As the developers are from the nordics the pedestrian roads are not that weird, we have plenty of "pedestrian first" areas/roads, where cars are allowed to drive at pedestrian speeds, and have to yield for pedestrians in the full area. Point being that you have access for people living there etc, but not something you want to drive through as a thoroughfare as other roads will be faster. There should ofcourse be an ability to forbid car traffic on them as that is also a common thing over here.
Of course the sewage won. You set up an architect designed building versus an engineered one. Even after the water arrived, it didn’t want to mess with the engineered building. If the buildings were the same *then* it would be a fair test.
Here is a fun myth for you to test: You can pollute or otherwise affect your city from outside the boundary of your city. If you buy all the map tiles, the tiles outside the area of the purchaseable tiles are actually a mirror of the purchaseable tiles, and will have the same ores, water, pollutions, wind, etc, updated in realtime. You can have pollution sources on your map cause pollution on your map from the mirror outside your map xD One other myth. Unlike above, not tested myself; but I do not believe there is any radiation in this game. So like, if nuke plant catches fire/burns down, no harm no foul...
Most pedestrian roads in sweden allows cars, as long as its within speed limits, which is 7km/h (walking speed). This is for allow trucks to deliver to wares to stores etc.
Myth: Wind turbines on more steeply curved hills will produce more energy than flatter curved hills (like the way air moves faster over the top of an airplane wing than it does below it in order to create a pressure difference and generate lift).
I'm pretty sure the wind speed is based on slopes because the wind speed at the corners of heavengineer were absolutely mental, and also the mountains had an upward slope driving the wind from below upward which means more wind volume
It's a "pedestrian road", not a "pedestrian _only_ road", so it makes sense that cars are allowed there. It's quite a normal thing in western/nothern Europe.
Does a windturbine at the end of a well build 'funnel' produce more energy then on regular terrein? Idea to test, build the windturbine where the wind 'exitst' the map and see how much it produces. Then buy the whole map and raise the ground level from the widest area furthest away from the turbine, making it less wide closer to the turbine. So that all the wind (coming from outside the map?) Will end up in the funnel toward the turbine. Also, does wind come from outside the map? Could you place a turbine at the edge of the map and will it still produce? And what if you then raise the terrein a bit away from the edge of the map?
when i first started watching this channel i was a criminologist now im an engineer and having a much better time and can now be truly part of the community
I feel like the helicopter and land one could use another test, cause for the same reason you initially built the towers before the helicopters came out was ignored this time as you were testing a helicopter already out
Biffa may not like your elaborate road Layouts but he certainly Liked your Electricity Export Business as he copied your idea and used it in his latest video upload I think he needs to be housed in architect island
I have a theory about the wind speed. You know how when water is forced into a tighter channel it speeds up. I think that's what's happening with the wind, because the wind is down at the ground, and up in the sky, so when you have a slope they are forced to merge, and therefore speed up. That is my theory but I am in no way an expert so please correct me if I'm wrong
No that’s right. If you have one “unit” of wind pressure in an area, if it moves into a hill or mountain, the volume of space is now smaller but there’s still the same unit of wind, increasing the pressure and all the wind pushes into itself. Likewise on the other side of the mountain there will be low pressure and much slower wind. Very similar mechanics to water.
The wind is compressed? Hot and cold temperatures don't mix as low as 1⁰ difference. If there's a hot air mass above trapping a cooler body mass it creates pressure. When there are gaps in the pressure the colder mass moves. A Thermo mass like a hill or slope increases speed like a venturi.
With the helicopters flying through the ground myth. Or constant elevation above ground. I just want to point out that you built the ground AFTER the helicopter was on site. It could have cached its path finding as it were before you built the skateramp pyramid thing. Is it more likely they just fly at a constant world coordinate? Yes it is. BUT, you can't just bust something when you are literally changing the world mid experiment. Or you could have just said "No, helicopters don't avoid skyscrapers because i built one right on top of the helicopter and it was inside it!" See what i mean? You have to test things from start to end when it comes to busting myths. If you change the parameters mid experiment you aren't really testing the game to its full.
Windmill more power on hills is a bust. It is totally map dependant. In most maps I have seen, the wind speed on the top of hills is slower, but picks up on the way down... this is realistic. The thing you did with changing the terran made the wind change, but when you did it again to both extremes, you didn't wait for that to happen after you unpaused it. Then when you did the slopes, instead of only working on the way down, it worked for going up also, which is not realistic. But if follows the way they designed the game, because as in a previous video you had a school on a 1-way street and the "coverage" was the wrong way on that street. Just as the wind is fast up hill here.
My freeway traffic is God awful because people are cutting across four lanes of traffic constantly and doing left turns and u turns with a no left turn sign. Super annoying
I mean, the helicopters and tall buildings, those are special tall buildings, it's possible that if you had a normal high tower of dense office/commercial, it might behave differently.
Maybe Heavengineer is just so high that the air's so thin it's not enough to spin the turbine? Normally people would need oxygen to survive but we have to remember the people of Heavengineer are Ascendant Engineers.
You can actually terraform outside the map borders even if you click first on a tile that you already own and then pull the cursor outside . I’ve done it to create canyons and dams for example
"Pedestrian roads" aren't. They're just roads with low speed limits. So if it's faster overall to use the slower road because it's shorter, then the pathfinder will use it. Things like "heavy traffic ban" in the first game worked the same.
Sewage vs Water is definitely one that will need to be revisited.
I'm gonna guess the sewage got a bit more poo-sh behind that liquidy mess
I'll see myself out now 😹
Buildings can be buried
Looks like the fluids were sloshing and the poop happened to be sloshing in right direction, otherwise they are the same speed.
I agree. Just make the reservoirs exactly the same with roads on the edges, same with the slopes etc. It's a bit more work but I think the sewage was ahead because of the reservoir being slightly different.
both using the same fluids physics code, only difference is color so yeah they're just as fast. Why would they even program a speed difference in?
Water vs sewage looked even when they were both flowing, the sewage just started slightly further forward and had a slightly narrower path which would make it flow faster.
On today's episode: Matt the architect demonstrates a lack of understanding of fluid dynamics (wind, poo, water) despite his constant claims of being a drainage engineer in a previous life.
Ceteris paribus
He even comments about how they're going at the same speed, you can easily tell they're the same. So disappointing.
@@scottishduck88 to be fair, he already tested that the game doesn't simulate proper fluid dynamics and understanding real world physics doesn't help in the world of CS(2). Wich isn't to say, that he isn't an architect, just that if if he understands fluid dynamics, it wouldn't help here.
Can one bury a building?
13:15 If you put a ruler on the screen, you can see the sewage water is in front of the normal water, that is why it went "faster". The more you know! XD
Matt: I’m gonna use a new map because I don’t wanna hurt Engitwopia.
Also Matt: *proceeds to hurt Engitwopia for 20 more minutes*
It’s probably a copy mo go the map
Agreed
Or he just copied the files for engitwopia
The wind speed is clearly driven by an algorithm that factors in topography. When the topography is what the developers think is realistic it seems to coincide with what you would see in the real world, which includes higher wind speeds at the tops of hills and mountains much of the time. But as you start messing with the topography in unrealistic ways the algorithm doesn't give realistic results.
It seem like the wind is controlled by a mass-flow calculation. If you look next to Heavengineer the speed goes up. If that is the case then you want really high speed you should build a narrowing gap and place all the wind turbines in the valley/gap.
Yep I saw that too! Actually pretty cool.
It'd be pretty awesome if you could actually recreate the Venturi effect in game.
@falinestixiaolong9691 you can!
I love how Matt rediscovered the need for the barrier poles on the pedestrian path to keep cars off it 😂😂😂
Its a "Pedestrian Road" because it can be used by cars at low speed, low volume of traffic, while pedestrians can somewhat freely walk... So, the idea is, its not a ugly road with tons of markings, it's a low-volume traffic road with pedestrians in mind, that could be closed off reguarly or left open for traffic.
But, in this instance it was connected to actual road roads, given no control/signage other than yield, and opened up so it was properly used as a normal road which is not it's function.
You can take a drill and beat a nail into the wall. It works, not as intended, but it works out of sheer stupdiity and failure to comprehend what it is.
The wind thing is true in real life. Wind speed increases when it blows up a hill. It's the same effect that causes airflow to travel faster over the top of an aerofoil.
I wonder what would happen if you made a tesla valve to control the wind?
@@coryjarrett2952 Not sure what a tesla valve is, but if you level up the terrain on both sides in an angle creating a narrowing gap, the funnel effect makes the wind stronger and stronger the closer to the narrow gap you get, just like in real world like described above.
Don't remember who did the testing, but I saw someone on youtube prove it worked.
@@marcusjohansson668 Tesla Valves are pretty cool it utilizes narrow gaps as well as loops to slow down liquid and airflow making the restricted to go one way look it up you wont be disappointed
@@coryjarrett2952 Considering wind and water behave in a somewhat similar manner - both being fluids, I'd assume a Tesla valve for wind would work similar to a Tesla valve for water. Although, unlike water, wind has much easier movement so the valve design might have to be adjusted for that.
✨Venturi Effect✨ lol. Like a house in a storm. Low speed air hits the roof, and therefore the pressure increases to go over the roof and continue on which causes more speed once it's over the obstacle... I'm pretty sure for the planet as a whole, air moves all at the same speed, under 3,000feet the air battles the 'friction layer'. So, when you have a giant mass of air moving at the same speed, the friction layer air has to maintain that speed. When it comes into contact with objects in the friction layer, the pressure builds to overcome them. Once overcome, like going up a slope(roof, hillside, whatever) that air "maintains" the pressure(which is converted to speed because of no resistance) and regains uniformity with the larger air mass of the atmosphere.
Just look up Venturi Effect and Bernoulli's Principle. :)
It would appear that as wind travels between 2 points on the map, the travel time stays constant. So if you put a hill in the path the wind speed goes up, because you increase the length of its path. You could clearly see that where you put the 2 ramps and flat space next to each other at 20:10. So you might 'cheat' to increased wind power by building a steep slope and putting your wind turbines up there.
I'd like to see the sewage water vs regular water myth revisited, and this time from the top of a very large hill
Weird how RCE doesn't know how wind turbines work. Irl, they work best on slopes between flatlands and mountains. This is because when wind travels up from flatlands to mountains they group together and have more shear force.
One of the reasons why in UK u'll find a lot offshore wind turbines.
I thought that was just so the government could hide them cheaply when they failed so people wouldn't find out.
what about wind coming down from the mountain? is that faster or slower?
What can you expect from an engineer
Slower, typically wind is a product of temperature differences and heat rises. On the “down” side of a mountain the air is thinner and there is less pressure. Similar to the vortex that follows cars and trucks as they drive. Myth busters covered that effect pretty well in regards to fuel saving. Wind is prettt much the same in physics as water, so narrow gaps in mountains speed it up and wind crashing into mountains makes it speed up as it increases the pressure. Wind moving into a larger space slows it down as it loses pressure.
For water it’s the same sort of thing as waves coming into an undersea drop causing a powerful down current.
We have pedestrian roads in Spain that are mixed, the pedestrian has priority over the car, and the car can only go at 20km/h but they can go there
Sweden too. I remember the speed limit being "walking speed"; essentially if you can go slower in your car you are exceeding the limit.
Myth: You can't play the game if you uninstall it
With how buggy and unpolished this game is, you probably still can after uninstalling it.
Busted: Stream it from another PC 😂
Busted: cloud gaming
Have you played on phone
Busted:play on vr😂
On the wind speed, I think it's the slope of the ground but also with respect to wind direction. To test you could make a cone shaped hill and see the wind speed on all sides. I bet the upwind side of the hill would have high speed wind and the downwind side would have low speeds.
love that circle of fire you have going on in the forest 20:58 try keep it alive and make it permanent part of engitopia
In the Sewage vs Water section, I was expecting you to say True or Poo 😆 But yes I believe that one should be revisited again using roads for squaring up / measuring your earthworks to setup the course so it's as close to fair as it can be.
So... the helicopters in Cities Skylines 2 must have oscillation overthrusters (from The Aventures of Buckaroo Banzai Across the 8th Dimension), because that would explain how they pass through solid matter.
Or it just planes shifts the second it touches the building so it doesn’t hit it. And plane shifts back to the material plane when it exits the building.
So.... During the test release you actually could build and change terrain outside of the city limits. It's loooong been batched out though
I was thinking that they meant that there was an exploit that let you get around the patch and do it anyways, was a little disappointed that matt didn't try to experiment a little to see if it there is such an exploit
@@AMan-xz7tx that's fair, though in Matt's defense.... I play this game a lot and haven't found a way to exploit it via terraforming
@@AMan-xz7txI was also disappointed by how quickly he gave up. He didn't even try.
Oh I have a myth you'll absolutely love testing. If you place a roundabout half over a body of water. Make sure it has 3 normal exit ramps, then place a 4th at a awkward angle, it will create a 90 degree wall cars can still drive on. (It's a bit finicky with the angle. You want the roundabout to turn black on one side)
Rephrase you need to add the last one to the roundabout. Cant make it from the roundabout outwards
Wind in C:S (1 _and_ 2) is actually air _pressure,_ just as in real life (using a greatly simplified model, of course). How it seems to be calculated in game is that the more the air has to change directions - whether up or down, left or right - the higher the pressure. So if you'll note, that big square cliff you had at the beginning of the experiment has high pressure all around the _bottom_ of the cliff, where air has to change direction to go around, creating high pressure. At the top it's flat - air doesn't need to change directions at all, resulting in low pressure. To create a good place for windmills, create multiple narrow-ish spikes in a row, and place the turbines between the spikes. Air flowing between the spikes will have the highest possible pressure.
13:40 if you know fluid dynamics, the water flowed down through a wider path, so theres more resistance.
In Timberborn you can change the speed of the water and make you water wheels more efficient.
Day 25 of asking RCE to play Creeper World.
It's a series of RTS game about fighting floods and managing resources. There's also loads of community content. CW3 and CW4 are both really good choices.
Yes
myth: you cannot kill off a whole city by removing access to healthcare and poisoning water (make sure they are very happy so they don't move out and remove external connections to prevent outside ambulances)
17:35, One engineering thing I just can’t help myself from pointing out: to be truly “Heavengineerly,” the airport would not be on top of the mesa like the rocket port, but at the bottom, probably off at a 45-degree from one of the corners, and at least a mile or so from the pedestal (perpendicular to the prevailing wind). Plane performance takes a massive hit at high altitudes (planes need air pressure for lift, and high altitudes have less air pressure).
(The game itself doesn’t care about my nitpick, so carry-on if you want). 🙂
The evaporation myth could be more controlled if you made the concrete canals and make a pool that way.
About the wind turbine and wind speed, there's a factor called "Topographic Factor", often denoted as Kzt in wind calculations, that take into considerations the local geographical features that can accelerate or decelerate wind speed. sort of like a "friction". That includes height above ground, presences of hills or valleys in the terrain. that explains why there's a sudden increase in wind speed if you modify the landscape.
Looks like the wind is being shaped by the terrain. Notice the arrows around the bottom of the Heavengineer hill. I bet you could terraform in a way to maximize wind power generation.
For the wind tests you had the game paused. I think it's obvious there's some immediate change when you alter the terrain, but I believe there is also a fluid dynamic simulation of some sort going on which will cause these to shift overtime based on the terrain.
It looked like the wind was going very fast around the vertical cliff at 17:16. I wonder if you could make a very long, tall wall and perforate it with holes at the base to channel wind for windmills.
I'm just happy Matt knows the difference between Busted and Confirmed
Another myth, similar to the pedestrian-only road: cars will use a bus-/service-vehicle-roads if it avoids traffic or is faster.
Can a train passing through a crossing hit a car?
myth: cars can't burn.
Why do I feel like Matt is turning into an architect using the same ideas. I literally feel like the helicopter flying through buildings was already done.
Motorway Matt deleting Heav-engineer is arguably the most architect thing he's done.
For the Pedestrian Roads you just have to reframe it. In Austria we call his a "Beggnungszone" ("Meeting Zone" or so...), where Pedestrians are allowed to walk on the actual road, also Bikes can drive there and Cars are restricted to I think 20km/h (do the math for yourself americans, nobody uses the imperial system, get over it )... so... IT HAS TO BE HIS! It's a feature! Not a bug...
yeah weird, right? celebrating their independence every year but love the empire enough to still use their units...
@@mathiasvofrey9240 keep hating. Logic is overrated 💪🦅🇺🇸
@@TheSloppyjoejr Not sure how „logic“ is coming together with the imperial system but you do you - you have your precious freedom to use it ofc 😅😅
@@Asathor456 read the comment again. I was joking
In Denmark, you can actually drive on pedestrian roads, unless specifically marked. They are pedestrians first, not pedestrian only.
those be some mighty fire fighter helis, carrying 300m³ of water whilst 1m³ weighs about 1 metric ton...
Anti-Gravity water tanks apparently. lol
Got a two parter. One: Tornados can increase wind speeds in narrow places(known as 'wind tunnels' in real life) and two, having trees near a building increases wind speed nearby.
wind is recalculated when terraforming
you can clearly see it at the bottom of havengeneer - you created red arrows by placing a tall pillar
I'd say the first 'myth' is why I don't use pedestrian roads, but it doesn't matter. People will block an entire city's worth of traffic just because they want to do an illegal U-turn across a median and will wait literally all day just to do it.
Cars using pedestrian roads is actually an intended behavior. Note that every car driving this pedestrian only road has "Transporting" status. This is to allow things to be delivered with cars to building that are by such a road. This also applies to services like police, ambulances and garbage. And the side effect is that those cars can use any pedestrian roads, regardless it is to access the target building or not, to shorten their journey.
If I had to guess, pedestrian roads have lower speed limits. So cars will try to avoid them if there are other roads, but if you have bad traffic they might opt for them.
20:00
So it is the steepness. When wind hits a ridgeline it is forced upwards and can cause higher wind speeds than surrounding areas. Sail plane pilots use this to stay aloft and it's called ridge lift. There are also thermals but that's caused by heat
RCE: Important Game Design Note
Some moving assets calculate their path ON LAUNCH, meaning if you change the terrain after they've departed, they'll stick to their route till they return cause they can't change it live. So if that mountain was built during pause, it returned via the route it had made before the ground was altered.
6:57
Wow, 300 tons of water. That's one strong helicopter!
As the developers are from the nordics the pedestrian roads are not that weird, we have plenty of "pedestrian first" areas/roads, where cars are allowed to drive at pedestrian speeds, and have to yield for pedestrians in the full area. Point being that you have access for people living there etc, but not something you want to drive through as a thoroughfare as other roads will be faster. There should ofcourse be an ability to forbid car traffic on them as that is also a common thing over here.
Of course the sewage won. You set up an architect designed building versus an engineered one. Even after the water arrived, it didn’t want to mess with the engineered building. If the buildings were the same *then* it would be a fair test.
Here is a fun myth for you to test: You can pollute or otherwise affect your city from outside the boundary of your city. If you buy all the map tiles, the tiles outside the area of the purchaseable tiles are actually a mirror of the purchaseable tiles, and will have the same ores, water, pollutions, wind, etc, updated in realtime. You can have pollution sources on your map cause pollution on your map from the mirror outside your map xD
One other myth. Unlike above, not tested myself; but I do not believe there is any radiation in this game. So like, if nuke plant catches fire/burns down, no harm no foul...
so what matt proved is there is more water in the sea than in a lake.. good one matt
Engitwotopia was such a feat in engineering, it had already busted the myths of the helicopters in earlier episodes
Most pedestrian roads in sweden allows cars, as long as its within speed limits, which is 7km/h (walking speed). This is for allow trucks to deliver to wares to stores etc.
Myth: Wind turbines on more steeply curved hills will produce more energy than flatter curved hills (like the way air moves faster over the top of an airplane wing than it does below it in order to create a pressure difference and generate lift).
The helicopters flying through buildings is something everybody must have seen by now.
One suggestion for the windturbine... terraform a funnel so the windiness power focuses on one spot...the spot where a windturbine is placed
7:47 Nice to hear about the Lumpy Bumps again.
I'm pretty sure the wind speed is based on slopes because the wind speed at the corners of heavengineer were absolutely mental, and also the mountains had an upward slope driving the wind from below upward which means more wind volume
Myth idea: you can make over 100 million pounds from exporting electricity on a giant scale (larger than engiTWOpia)
It's a "pedestrian road", not a "pedestrian _only_ road", so it makes sense that cars are allowed there. It's quite a normal thing in western/nothern Europe.
Does a windturbine at the end of a well build 'funnel' produce more energy then on regular terrein?
Idea to test, build the windturbine where the wind 'exitst' the map and see how much it produces. Then buy the whole map and raise the ground level from the widest area furthest away from the turbine, making it less wide closer to the turbine.
So that all the wind (coming from outside the map?) Will end up in the funnel toward the turbine.
Also, does wind come from outside the map?
Could you place a turbine at the edge of the map and will it still produce?
And what if you then raise the terrein a bit away from the edge of the map?
The pool, water, and water Reese reminds me of the Lego store, having those make your own boat races
when i first started watching this channel i was a criminologist now im an engineer and having a much better time and can now be truly part of the community
Myth: if there is a fire then helicopter firefighters will prefer water over sewage.
So until it gets fixed, pedestrian only roads have no actual use, because they'll be used by traffic anyway.
good job devs
Next myth : do trees suck up water?
I feel like the helicopter and land one could use another test, cause for the same reason you initially built the towers before the helicopters came out was ignored this time as you were testing a helicopter already out
Here's one to test; Wind Turbines work better between valleys than on open plains.
Biffa may not like your elaborate road Layouts but he certainly Liked your Electricity Export Business as he copied your idea and used it in his latest video upload I think he needs to be housed in architect island
"Don't want to hurt Engitopia."
Mate, it's built for hurt and nothing else.
"Cars will use pedestrian roads..."
And that's why city engineers use barricades. It's not a City Skylines 2 glitch; it's a human stupid feature.
I've noticed cars also drive on bus only roads as well
3:11 dornedo be like : welcome welcome 😂😂😂😂😂😂 suagat nahi karoge hamara 😂😂😂
I have a theory about the wind speed. You know how when water is forced into a tighter channel it speeds up. I think that's what's happening with the wind, because the wind is down at the ground, and up in the sky, so when you have a slope they are forced to merge, and therefore speed up.
That is my theory but I am in no way an expert so please correct me if I'm wrong
No that’s right. If you have one “unit” of wind pressure in an area, if it moves into a hill or mountain, the volume of space is now smaller but there’s still the same unit of wind, increasing the pressure and all the wind pushes into itself. Likewise on the other side of the mountain there will be low pressure and much slower wind. Very similar mechanics to water.
The wind is compressed? Hot and cold temperatures don't mix as low as 1⁰ difference. If there's a hot air mass above trapping a cooler body mass it creates pressure. When there are gaps in the pressure the colder mass moves. A Thermo mass like a hill or slope increases speed like a venturi.
With the helicopters flying through the ground myth. Or constant elevation above ground.
I just want to point out that you built the ground AFTER the helicopter was on site. It could have cached its path finding as it were before you built the skateramp pyramid thing.
Is it more likely they just fly at a constant world coordinate? Yes it is. BUT, you can't just bust something when you are literally changing the world mid experiment.
Or you could have just said "No, helicopters don't avoid skyscrapers because i built one right on top of the helicopter and it was inside it!"
See what i mean? You have to test things from start to end when it comes to busting myths. If you change the parameters mid experiment you aren't really testing the game to its full.
Though I loved simcity when I was young, CS never quite got me. This mythbusting is fascinating, though
You can increase wind velocity on flat ground by creating a funnel out of a wall of higher terrain
If a “myth” is confirmed to be true, it was never a myth. It was just an untested hypothesis.
Myth: Helicopters can put out forest fires at a higher altitude than what they fly at
Windmill more power on hills is a bust. It is totally map dependant. In most maps I have seen, the wind speed on the top of hills is slower, but picks up on the way down... this is realistic. The thing you did with changing the terran made the wind change, but when you did it again to both extremes, you didn't wait for that to happen after you unpaused it. Then when you did the slopes, instead of only working on the way down, it worked for going up also, which is not realistic. But if follows the way they designed the game, because as in a previous video you had a school on a 1-way street and the "coverage" was the wrong way on that street. Just as the wind is fast up hill here.
I think Real Civil Engineer is going crazier and crazier each build lol
As a wind energy engineer I can say that slope and roughness of the terrain are indeed 2 major factors for wind energy production
On the version where content creators play cities 2 before launch date, you could terraform outside the limits
These myths are always entertaining, but it's clear that people give this game (and CS1 to a large extent) way too much credit...
"Cars use pedestrian roads to avoid traffic" - Confirmed
Also true IRL. 😂
"This myth is gonna be really fun. It involves poop."
I just got the game and am loving it overall, but the broken pedestrian streets and "no turn" signs make it annoying to build specific things
My freeway traffic is God awful because people are cutting across four lanes of traffic constantly and doing left turns and u turns with a no left turn sign. Super annoying
I mean, the helicopters and tall buildings, those are special tall buildings, it's possible that if you had a normal high tower of dense office/commercial, it might behave differently.
Myth Idea: Build a 0 to 30k Population City and Name it Great Mattan
"There is no sight to where ther helicopter's comming." - "Can't you see the fire?!"
- No. No, obviously, they can't see it!
😂
Props for the poo vs water race. it just looked super cool no matter what lol.
Maybe Heavengineer is just so high that the air's so thin it's not enough to spin the turbine? Normally people would need oxygen to survive but we have to remember the people of Heavengineer are Ascendant Engineers.
Myth: water cannot flood over a dam
You can actually terraform outside the map borders even if you click first on a tile that you already own and then pull the cursor outside . I’ve done it to create canyons and dams for example
9:34 you can terraform outside owned land in first skylines. Did it couple days ago
Chicago sunroofed that building for science, respect
I'm so happy matt posted a video of him busting on everything🥰
"Pedestrian roads" aren't. They're just roads with low speed limits. So if it's faster overall to use the slower road because it's shorter, then the pathfinder will use it.
Things like "heavy traffic ban" in the first game worked the same.
Have you played any of the Tropico series? I think you'd really enjoy tropico6. Especially the humor.