Can a TESLA VALVE save my beaver colony from HUGE FLOOD WATERS?

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We're trying out the water physics of Timberborn this time, and seeing whether a tesla valve can save my beaver colony from a catastrophic dam break!

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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 #timberborn #tesla
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As can be seen when the water is leaving the canals, the water "diffracts" around the corners, appearing to behave more like a sound wave than a water flux. You could try the double slits experiment to see if there is a "safe" place in front of the tsunami for the beavers to live.

aloadir_oliveira
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I'm not sure, but I think the visual water currents don't actually effect the physics, they are just like visual shaders, and the water doesn't have any momentum/inertia.

sethcushman
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I think you are a little bit off with your velocity assumption:
In a closed pipe a reduction of the diameter results in a higher velocity (with an incompressible fluid). But because your system is open, the fluid uses the open space above to release the "pressure" of the reduced diameter and just stacks higher (as you noticed). So the physics are probably correct :)

Edit: In a continous stream you should be correct, there the velocity should be higher in a narrower channel, but I think the tidal wave breaks the system because it generates a local pressure at the entrance of the narrow channel.

Snifflezz_
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RCE is really growing as a super villain orchestrating disasters and solving them to look like a hero

tonyprice
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ok so first mistake: you're limiting the inlet to the channel, instead of letting water in then restricting it. then the channel doesn't change with UNTIL the water reaches an intersection of two channels the same size as the original, which means the flow gets split in half.

if you look at a graphic of a Tesla valve, the loopy side channels are narrow, and the transitions are gradual & smooth, and the angles are directing back into the face of the flow your trying to disrupt, NOT the side of it which is what you're doing.

it might help to remember that the reverse flow direction is supposed to be THE EASIER PATH for the water to take. So you should start your design with the smooth reverse path, then add the side channels to it that you want the forward flow to get side-tracked on. remember that the side channels are supposed to be more restricted than the main channel (IRL)

game wise, I think it's still only calculating a wave-front, then working backwards, not applying any actual physics. I think differences in power production are calculated using simpler methods, not any sort of physics modeling.

better.better
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The water physics in the game are mostly correct, the higher a wave the more water "flowing" through. Matt should try using dams on top of foundations or arches to 3-dimensionally constrain the water in a pipe, this should change the velocity of the water instead of the height if the game actually accounts for pressure.

TheAwesumGuy
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Hey RCE, I think that the reason the water doesn´t go faster (or slower, depending on witch part of the video we are talking about) is because the height is limited in a tesla valve. I mean, in timberborn and cities skylines we can´t cover the top of the valve to limit de height and increase the speed, so the water just go up instead of speending up

feiososososo
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So a couple of things actually, having the beavers start at level ground isn't really a fair test in this game. I think you should set up a little beaver civilization going up steps to see where the water stops. With the base level beavers being 2 or 3 levels above ground floor since regardless of how much you stop a little is going to get through. You real goal is to have as little water get through as possible.

I also think that matt valve has some potential, though I actually wouldn't suggest filling them with water. Rather having a couple along the track to catch water and reduce the scale of wave, before it all falls back down reducing the wave's speed. Since this water seems to magnetize to all available space it might work.

DemonKing
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One important note about the Tesla valve is that it's meant so that flow is only slowed/restricted going one way, while far more free going the other. You'll always have some get through going the "restricted" way.

If you want something that just slows water down going only one way, I feel like the best solution is what you did when you closed off part of the Tesla valve.

Or, have a series of dams and lakes to "absorb" the volume of the tital wave. Basically have your open area, draw a series of walls, and put in staggered openings in the walls to represent the "travel corridors"

Btw, hello from an agricultural engineer! Just recently found your channel, and you made me buy and start playing Timberborne the other day. Lol

iowafarmboy
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2 quick tips first you can make the water source up to 8X amount by clicking on them and changing the value also water won't flow out if there's a source below it so you could have lined the edge with sources to stop it

Scare-_-Crow
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You can actually time the waves by comparing the day/night indicator wheel. You can just release the dam at the beginning of day

benjaminarnold
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It would be a really interesting concept with having occasional tsunamis instead of droughts and having to collect the water of the tsunamis.

casuallyplayz
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Hey Matt, looks like you are trying to control a volume flow rate Q (m^3/s). However, your tests in City Skylines and Timberborn are in two dimensions. Narrowing the channel will force the height of the water to increase, but it will not increase the cross section velocity (m^2/s).

Unless you can control the cross secional area of flow by controlling the vertical dimension of the water, I don't think the Tesla valves will work as intended in these games.

johnmanke
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4:37 You'd think after just making the mistake of the water falling over the edge, he wouldn't make the same mistake so soon.

TheTechAdmin
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Ooh... if you can, maybe its a neat idea to show us what a proper open water sim would make of the tesla canal and the matt valve!

sperziebn
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You can click on the water sources and adjust how powerful they are. I was messing around with making them as weak as possible, to just make tiny oasis on the map. I think I had some set at .03, but you can go big too.

A better test might be if you had another outflow- see if you can stop the flow in the Tesla valve. I you either need a finite amount of water or a different direction for the water to go. Since you don't have a roof on the valve eventually the water just increases its level. You have 'up' relieving the pressure.

nacoran
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I surprised you didn’t used the round tool for making the Tesla valve, for a smooth surface, as you only used the square tool.

hannibal
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Well after watching all these tesla valve videos I know have to say something. Tesla valves are meant for a closed system not open top. But even with an open top you can make it work. You need a harsher bounce back in the returns and the loops should be a small diameter than the main channel so that the water passes through faster. And you need more iterations for it to properly work

jerry-inlj
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I'm pretty sure Timberborn just uses a floodfill with layers. Tick 1: water level goes from 0->1 on adjacent tiles, Tick 2: 1->2 and adjacent tiles to that go from 0->1. No energy preservation, no momentum.

crimsonhawk
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The water physics in these games seems to substitute height for speed, and the water just gets higher instead of faster in narrow channels. It might be worth trying to make a valve that creates a standing wave to limit the water flow. So rather than using water speed to introduce turbulence to slow the water, use the water height to create a resonance to slow it instead. No idea what that valve would look like though.

kaiserroll