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

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We're back in Cities Skylines (City Skyline) engineering a way to stop a huge tsunami from wiping out my city by using the oldest of technologies- a tesla valve- this time I build it properly!

LINKS!

PLAYLISTS!

Epic Game Store Support-A-Creator Code: RCE

(In connection with Epic Games’ Support-A-Creator Program, I may receive a commission from certain in-game purchases)

#realcivilengineer #Tsunami #CitiesSkylines
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If a job's worth doing, it's worth doing properly!

RealCivilEngineerGaming
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Moral of the story: the water physics in this game are just absolutely wonky and chaotic in so many ways, so it's some kind of miracle that you've gotten anything to work at all.

shadowblade
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"It's just spread out the amount of water over time"
I think that's actually a great way to explain the Tesla valve. It truly does just kinda slow down the rate of a fluid, as opposed to sealing it off

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

Marco-Tusenartist
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As a failed architect, I really liked the way you put up a pic of one thing, and then built something completely different, in the last video. Glad to see that the City planners kept you on. Great vid!

MrLeafeater
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I think one of the reasons that there was so much water still reaching the city, especially compared to your previous design is that there was less backflow because the ground was completely level instead of slightly sloped throughout the valve so the water just kept going towards the City instead of loosing momentum because of the slope, if that makes sense
Great video though!

f.s.
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Hey Matt, the wave appears to move slower because you forced it to move in a non linear line, but in fact, it's moving the same speed as the control variable (wave by river). Think in traffic, if from your house the grocery store is 1km away and the road is perfectly straight, you only travel 1km. If the road has twists and turns in it, then you will travel more than 1km even though the store is physically 1km away.

Operator_jake
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Saw the comments on the last vid that talked about the valve shape being wrong.
I love how you're able to take criticism, Matt.
Greatest youtuber of all time.

HuugTuub
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I feel your previous tesla valve worked better because it is designed for a sudden quick surge. If its based off a silencer it is designed for the sudden abrupt expulsion of gas a gunshot generates. And a tsunami in a very slow motion can be consider a sudden abrupt surge of material as well. So good call to use that over a real tesla valve RCE!

Blargenth
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Much easier way to fill in an area like that now: just make an aeroplane district. One of my favourite things about the DLC; it's a much quicker way to level terrain. So long as you make a beginning point at the height you want it, it's almost instantaneous, rather than "fading in" like the normal brushes do. The brush size also goes one bigger so that helps a lot too.

You can easily then just remove the district afterwards. It won't change the landscaping you did with it.

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

lebraumjames
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So, I believe the reason the "suppressor" worked better was that at each of the "baffles", the wave was presented with a binary filter - was there a wall there or not? Only the wave where there wasn't a wall got past. Once past that wall, the wave then spread out again, reducing its height as it expanded, until it reached the next baffle. As a result, the number of baffles was the main contributing factor.

To put it another way, if the initial volume of water was 11, and at each baffle 4 got caught in the baffle and didn't progress, the volume of the wave front reduced 11 -> 7 -> 3 - and then the large expansion chamber at the end gave it even more room to spread out, with the end result that by the time it reached the city, the water had spent nearly all its volume down side chambers and expansion volumes, resulting in a barely there wave.

By contrast, in the "Tesla Valve", the design had a lot less room for water to expand and "waste" itself and fewer baffles, and given the model of water in the game appears near frictionless, the long curving chamber at the end just served to somewhat time-delay the water rather than give it expansion room as in the first one.

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

nomad
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Matt, please, add extra landscaping tools mod it'll really speed up terraforming.

And just with move it you can build the floodwalls on the bottom and then set their height to the higher ones and it'll make dirt walls for you so you won't need to spend hours to rise land

nekto
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The 'suppressor' was able to reduce the amount of water coming in because most of the water that hit it reflected to do directly back out
You should consider using the overlay/filter that shows water current as the little arrows, it would offer a bit of a more scientific visual of the flow direction and force

nickcrafter
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remember, the tesla valve isn't meant to "stop" water, it's just a passive flow limiter so it did exactly what is was designed to do- slow down and even out the flow.

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

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

fatersteve
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I think the reason you spent so long on ironing out the creases wasn't due to being a perfectionist but that you just thoroughly enjoyed working all over the strongest shape

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

Cowatude