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

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  • เผยแพร่เมื่อ 30 ก.ย. 2024
  • 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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ความคิดเห็น • 863

  • @aloadir_oliveira
    @aloadir_oliveira 2 ปีที่แล้ว +871

    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.

    • @xxportalxx.
      @xxportalxx. 2 ปีที่แล้ว +43

      I mean wave physics is wave physics, I believe the analogy works bc water waves, sound waves, and quantum waves all do similar things. As others pointed out his assumptions are based on closed tubes rather than barriers.

    • @sperzieb00n
      @sperzieb00n 2 ปีที่แล้ว +9

      maybe TB water is set up to behave more like its large scale? i wouldn't be surprised if poking a 100m wide gap in a skyskraper sized dam would also involve quite some sideways spill from the initial wall of water.

    • @yugiohsc
      @yugiohsc 2 ปีที่แล้ว +16

      The min water amplitude is 0m, not negative. A double slit would make the safest space half the max height of the water, which is still bad

    • @deilusi
      @deilusi 2 ปีที่แล้ว +27

      problem is that waves in this game don't have "momentum" tesla valve works because you crash wave on itself using momentum. Game don't have it in long run, there seems to be some momentum analog when water meets wall, but there is not when water meets water, nor when you have 100 block high wave running in straight line, which in real life would speed up all the way down from that standing pool .
      let me say it again as well
      Tesla valve don't stop water flow. It makes water waste momentum and slow it down, not stop it completely. IF he would leave a way for small amount to leave to the side, then it would make sense.

    • @skewrin2837
      @skewrin2837 2 ปีที่แล้ว +5

      Double slit experiment would be super cool to see.

  • @sethcushman5454
    @sethcushman5454 2 ปีที่แล้ว +1067

    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.

    • @MrTehNoms
      @MrTehNoms 2 ปีที่แล้ว +97

      That's the problem. Not only is the water slow, its velocity never changes.

    • @frillneckedlizard8529
      @frillneckedlizard8529 2 ปีที่แล้ว +33

      I have definitely seen water hammer in this game though, which suggests some inertia

    • @MrTehNoms
      @MrTehNoms 2 ปีที่แล้ว +15

      @@frillneckedlizard8529 I don't know what that is. But, could it be the case that water behaves specifically due to that thing to just simulate inertia in that instance?

    • @rudagamer9589
      @rudagamer9589 2 ปีที่แล้ว +41

      Yes. Water just checks for tiles that are lower in a small circle, and tries to spread itself equally to those from what I have seen

    • @treyreppe4348
      @treyreppe4348 2 ปีที่แล้ว +11

      Water doesn't interact with itself like irl

  • @Snifflezz_
    @Snifflezz_ 2 ปีที่แล้ว +264

    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.

    • @Magicalfarty
      @Magicalfarty 2 ปีที่แล้ว

      clever

    • @takumi2023
      @takumi2023 2 ปีที่แล้ว +10

      but there is still a noticeable increase in velocity of flow at narrowing in channels. sure it won't be as much in pipes since the flow isn't restricted vertically, it should still increase by the height of the narrowest part of the channel.

    • @Snifflezz_
      @Snifflezz_ 2 ปีที่แล้ว +11

      ​@@takumi2023 In real life that is correct I think. But the game probably does not calculate a physically correct pressure distribution (or a (hydrostatic) pressure at all) and therefor uses the height to "get rid" of the damming up water.

    • @MintyGT
      @MintyGT 2 ปีที่แล้ว +8

      @@Snifflezz_ It does simulate that, just not on a larger scale like he'd need for this concept to work in game. If you take a three block wide river and place a levee on two of the blocks, the water moves significantly faster through the remaining block. This increased flow rate allows you to create much more power with water wheels than you would by relying on the river's natural flow.
      That level of simulation seems to kinda fall apart when you're dealing with this amount of water flow.

  • @TheAwesumGuy001
    @TheAwesumGuy001 2 ปีที่แล้ว +169

    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.

    • @nyscersul42
      @nyscersul42 2 ปีที่แล้ว +11

      I definitely think thinking 3d would make some kind of difference worth trying out

    • @mw9905
      @mw9905 2 ปีที่แล้ว +8

      The game sadly doesn't allow building of dams on top of other blocks.

    • @user-sx1fg7lc3c
      @user-sx1fg7lc3c 2 ปีที่แล้ว +2

      That's a good idea actually.. now I'm curious I wanna see that test

    • @Saviliana
      @Saviliana 2 ปีที่แล้ว +7

      Actually it won't matter, the water physic in this game is like flow to next block when water lever>X, it didn't apply volumetric force or speed, not really a free flow system.

    • @TantalumPolytope
      @TantalumPolytope 2 ปีที่แล้ว +1

      you cannot build an arch out of dam blocks sadly

  • @tonyprice4259
    @tonyprice4259 2 ปีที่แล้ว +149

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

    • @thatwaffleguy4958
      @thatwaffleguy4958 2 ปีที่แล้ว +5

      "When everyone's an engineer, nobody is..."

    • @DaveGamesVT
      @DaveGamesVT 2 ปีที่แล้ว +4

      He should consider getting into politics.

    • @CLSHR
      @CLSHR 2 ปีที่แล้ว

      So the plot of Spider-Man Far From Home

    • @cosmicbrambleclawv2
      @cosmicbrambleclawv2 2 ปีที่แล้ว

      "Bloody architect.."
      -Matt, probably
      Afterthought: I was thinking of the beaver RCEIsSecretlyAArchitect 😂 not Matt himself, it's a quarter after 4 in the morning 🤣 brain is fried

    • @Fyreflier
      @Fyreflier 2 ปีที่แล้ว +2

      The _architect_ of the disasters, if you will...

  • @better.better
    @better.better 2 ปีที่แล้ว +156

    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.

    • @bowlman_
      @bowlman_ 2 ปีที่แล้ว +3

      You got all that from bad water physics? Pseudo-intellecualism at its finest

    • @billybifocals
      @billybifocals 2 ปีที่แล้ว

      Cool story.

  • @casuallyplayz6881
    @casuallyplayz6881 2 ปีที่แล้ว +39

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

    • @alexandergraversgaard7667
      @alexandergraversgaard7667 2 ปีที่แล้ว +1

      If you have to collect the water of the occsional tsunami, it is just the droughts, with a different name.

  • @unknownchicken954
    @unknownchicken954 2 ปีที่แล้ว +22

    "It's so dark"
    Are you talking about the water, or the fact that you just drowned all your beavers?

  • @feiososososo
    @feiososososo 2 ปีที่แล้ว +55

    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

    • @YuureiInu
      @YuureiInu 2 ปีที่แล้ว +2

      Yeah, it did go sideways straight away during the first test and with inertia it should mostly continue forward.

    • @nikolaskuklis5925
      @nikolaskuklis5925 2 ปีที่แล้ว +1

      If the game doesn't count with pressure to speed it won't slow down… but the going up wall makes it seem there is some momentum to the water physics

    • @Templarfreak
      @Templarfreak 2 ปีที่แล้ว +1

      @@Footfetish42069 but the pressure WOULDNT be increasing, pressure increases on uncompressible fluids due to it having nowhere else to go but in the direction of flow. tons and tons of energy is wasted in a simple open channel because it can go more up. pressure increases when there is no longer any space to fill, but there is still more energy flowing into the system. the energy has to equalize, therefore the pressure increases, and the water moves faster.
      the general idea that speed increases also assumes a *continuous and equal flow* which is _also_ not the case here.

    • @Templarfreak
      @Templarfreak 2 ปีที่แล้ว

      @@Footfetish42069 we're not talking about that kind of pressure, that is a kind of atmospheric pressure. we're talking about the pressure coming out of, say, a nozzle.

    • @Templarfreak
      @Templarfreak 2 ปีที่แล้ว

      @@Footfetish42069 it is faster, but its because the nozzle would be attached to a hose, or some other kind of enclosed space. water moves faster out of a nozzle because water keeps pouring in, but there is less space for it to move through, so the only option is to move faster. this is not the case in the examples in the video, it can move more up.

  • @johnmanke9218
    @johnmanke9218 2 ปีที่แล้ว +9

    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.

  • @DemonKing19951
    @DemonKing19951 2 ปีที่แล้ว +30

    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.

  • @crimsonhawk52
    @crimsonhawk52 2 ปีที่แล้ว +49

    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.

    • @outcast170
      @outcast170 2 ปีที่แล้ว +6

      Possibly, but how would that explain why a water wheel in the middle of a 8 block river creates X amount of power, yet if necked down to 4 the wheel makes more power?
      Not saying it figures momentum directly, but it has to have some sort of calculations for speed.
      I seriously doubt it would work like Skylines though, where the front water line stays constant, regardless if it goes through a Tesla type valve or flows up a river.

    • @bt1234567892010
      @bt1234567892010 2 ปีที่แล้ว +4

      @@outcast170 realistically I'd say that the speed calculations are coded in the wheel. like: if X blocks from shore, produce Y amount of power.

    • @outcast170
      @outcast170 2 ปีที่แล้ว +3

      @@bt1234567892010 Possible, but it wouldn't be that simple. Could have swore when RCE tried it, the wheel didn't change position. The water was changed upstream. One long, 2 block river doesn't produce as much as an 8 wide stream dropped down to a 2 wide directly in front of it. Don't remember what he tested when he tried to do a sloped track generator.
      But, I could be mistaken. It has been awhile.

    • @Goremize
      @Goremize 2 ปีที่แล้ว

      @@outcast170 Well yeah, water always goes at the same speed, unless slowed down by a wheel or hitting a wall and turning a corner. Plus the wheel itself cannot be too submerged.

    • @outcast170
      @outcast170 2 ปีที่แล้ว

      @@Goremize So what your saying is, an object in motion stays in motion unless acted apon by an outside force?
      Kinda like how all cars go the same speed... Until they hit something and don't...

  • @RetroMute
    @RetroMute 2 ปีที่แล้ว +84

    At last RCE tries this in a game with good water physics

    • @Twist_Ligma
      @Twist_Ligma 2 ปีที่แล้ว +5

      I dont think its that good tbh since it doenst get faster or slower but its ok ig

    • @SamCanada1
      @SamCanada1 2 ปีที่แล้ว +3

      Not really that good, is it?

    • @outcast170
      @outcast170 2 ปีที่แล้ว +15

      @@SamCanada1 "Better" is a very subjective term. It is very different water physics. It SHOULD be, overall, better in many ways sinve this game is focused more on the water directly.
      That being said, Skylines still has impressive water compared to most city building titles, by far.

    • @Potato_power12
      @Potato_power12 2 ปีที่แล้ว

      Ye

    • @outcast170
      @outcast170 2 ปีที่แล้ว +5

      @TH-cam Censorship Can Lick My Taint The comparison wasn't against actual water, compared to Skylines' water that goes a constant speed across the map regardless of obsticals or height.
      Some realism would have to be sacrificed for the main focus of the game. Not to mention as RCE pointed out, realistic water physics cost ALOT and isn't calculated instantly.

  • @hannibal2279
    @hannibal2279 2 ปีที่แล้ว +11

    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.

  • @TheTechAdmin
    @TheTechAdmin 2 ปีที่แล้ว +12

    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.

  • @jerry-in5lj
    @jerry-in5lj 2 ปีที่แล้ว +8

    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

  • @icsde2002
    @icsde2002 2 ปีที่แล้ว +14

    For the tesla valve to work you need more than just 2 places to turn around and slow down the water

    • @ETJAKEOC12
      @ETJAKEOC12 2 ปีที่แล้ว +6

      And then angles are important too, they're not just arbitrary, they're designed for the flow rate to create a certain back pressure, which can be a pain to replicate in these games

    • @sperzieb00n
      @sperzieb00n 2 ปีที่แล้ว +4

      if someone can get them to work in TB it would actually be useful, because then you can have resevoirs that automatically fill fast and empty slow, wich is great for water management.

  • @kaiserroll109
    @kaiserroll109 2 ปีที่แล้ว +82

    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.

    • @bananadad9228
      @bananadad9228 2 ปีที่แล้ว +8

      sounds like the perfect problem for an engineer

    • @TheAwesumGuy001
      @TheAwesumGuy001 2 ปีที่แล้ว +8

      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.

    • @Templarfreak
      @Templarfreak 2 ปีที่แล้ว +12

      because all these tests he's doing assume a closed tube, not an open-top channel. in an open-top channel, this is more or less how the physics do actually work in real life. fluid speed is only affected when the water has *nowhere else to go.* but in these tests, it *does* have somewhere else to go, *up.* so you don't get effects like the water flowing back causing it to slow down oncoming water or focusing the pressure of water to speed it up. in a closed tube, you get these effects. in an open space, you dont. these ideas, such as pressure increasing speed, also assume a continuous and equal water flow, which is *also* not the case here.

    • @drshoots101
      @drshoots101 2 ปีที่แล้ว +3

      Like how you funnel the water to narrower walls you would add a roof to do the same.
      Too compress the water from sides and height.

    • @kaiserroll109
      @kaiserroll109 2 ปีที่แล้ว

      @@Templarfreak that makes sense and the water rising in narrow passages is even intuitive. I guess even though he has pointed it out multiple times, I forgot the valves technically require closed pipes. Still, my guess would be that the game physics wouldn't work that way even if there was a way to create the right conditions. Since neither this game or Skylines offers a good way to put a roof over the water anyway, I think trying to create resonance/a standing wave would be neat to see.

  • @Scare-_-Crow
    @Scare-_-Crow 2 ปีที่แล้ว +16

    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

  • @benjaminarnold2881
    @benjaminarnold2881 2 ปีที่แล้ว +9

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

  • @sperzieb00n
    @sperzieb00n 2 ปีที่แล้ว +4

    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!

  • @thr3308
    @thr3308 2 ปีที่แล้ว +16

    would the stream gauge's flow measuring give you an indication of the speed of the water?

    • @oasntet
      @oasntet 2 ปีที่แล้ว +1

      Well, the gauge would tell you depth, but a water wheel does give you (very localized) water speed.

    • @TantalumPolytope
      @TantalumPolytope 2 ปีที่แล้ว +3

      stream gauges will give you the water speed

  • @falcon_fighter8711
    @falcon_fighter8711 2 ปีที่แล้ว +2

    With timberborn when water reaches the end of a channel/canal it just spreads out in every direction immediately no matter the speed or anything else

  • @iowafarmboy
    @iowafarmboy 2 ปีที่แล้ว +7

    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

  • @cthulhusengineer6537
    @cthulhusengineer6537 2 ปีที่แล้ว +10

    I would have loved to have seen water wheels placed at the beginning, then after each iteration of the valve to check and see if the power generation was reduced as the water goes through the valve.

    • @Zilahi-Branyi_Laszlo
      @Zilahi-Branyi_Laszlo 2 ปีที่แล้ว +2

      Then the water wheels would slow down the flow, not the Tesla valve. There is stream gauge in the game to measure water flow without disturbing it.

  • @thespazdragon
    @thespazdragon 2 ปีที่แล้ว +38

    the water is only going to speed up if the valve is sealed Including the top. Otherwise you're only going to manipulate the wave height.

    • @ali._.hallani
      @ali._.hallani 2 ปีที่แล้ว

      Very true

    • @oasntet
      @oasntet 2 ปีที่แล้ว

      Streams and rivers in the real world speed up as they narrow, and they're not enclosed.

  • @spaxx3849
    @spaxx3849 2 ปีที่แล้ว +6

    Why not build 3 types of valves at the same time side by side, then zoom out to see how that all react

  • @cheezbeerd
    @cheezbeerd 2 ปีที่แล้ว +3

    The tsunamis stopped after the first wave, you were continually spawning water ya knob! It wasn't a tidal wave, it was just a river, the town needs to be above sea level.

  • @Jack_Wolfe
    @Jack_Wolfe 2 ปีที่แล้ว +8

    10:57 this might work better with a very tall vertical water storage with a set amount of water in it.

  • @Danger_N00dle
    @Danger_N00dle 2 ปีที่แล้ว +1

    You should exploit the game mechanics
    Water seems to just flow in every available direction without "momentum" for say
    From looking at this video, I think all it tries to do is equalize its level by spreading everywhere it can.
    Instead of a tesla valve or whatever, I think what would work is some form of "Maze"
    I don't have a way to describe it without an image, but i'll try....
    Imagine some sort of "tree" tons of small branches leading nowhere except one of the branch leads to the town.
    It would take a lot of space, but I think it will significantly reduce the flow of water by creating tons of cul-de-sac causing it to slow down drastically.

  • @fromfuturespast
    @fromfuturespast 2 ปีที่แล้ว +5

    i like this tesla valve series, testing cool engineering from the real world is good content

  • @loganbarnhouse3214
    @loganbarnhouse3214 2 ปีที่แล้ว +15

    The strongest shape playing with beavers… you had me in the first half

  • @Elnoobdefinitivo
    @Elnoobdefinitivo 2 ปีที่แล้ว +2

    I believe here there's a fundamental problem, which is that the village is at the bottom layer. In tsunamis, the coast is above sea level, so the water, when going to the place with less potential energy, aka the lowest point, goes back to the ocean, while in this case there's no place lower than the village, so it will get drown 100% of the times. You can make the tidal wave slower, true, but as long as there is no ditch where the water can go to "rest", it will always flood the city

  • @Zuthuria
    @Zuthuria 2 ปีที่แล้ว +1

    I loved the video, as always, but I feel like you sort of botched the experiment, as you kept all the watersources (I feel like a tsunami is not really a continuous flow of water, it's more like a huge eb and a flow back) anyhow, I thought the shape of the last defence, was very efficient

  • @Rumpels
    @Rumpels 2 ปีที่แล้ว +2

    The Matt Valve looks very "strong"... or is it just me?

  • @oliviergrondin8224
    @oliviergrondin8224 2 ปีที่แล้ว +4

    You could have measure the variation in speed by using waterwheels at different points, and their energy output

  • @Dingus420
    @Dingus420 2 ปีที่แล้ว +1

    both sides are supposed to be offset, the valve shouldn't be symmetrical like you've been setting it up. You should try offsetting the two sides

  • @jdotoz
    @jdotoz 2 ปีที่แล้ว +3

    Again, the fluid's speed only increases because the fluid is constrained to the shape of the cross section. This is only true in a closed, full pipe. In this scenario, like with the CS one, the water depth (height) is free to change, keeping the cross sectional area effectively constant and eliminating the "need" for a speed change.

  • @nacoran
    @nacoran 2 ปีที่แล้ว +3

    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.

  • @thefuturerex0197
    @thefuturerex0197 2 ปีที่แล้ว +4

    It’s all Tesla valves but is it engineering or architecture

    • @Lina_into_it
      @Lina_into_it 2 ปีที่แล้ว

      Engineering. The tesla valve is a proof of fluid dynamics.

  • @ITHYANDEL
    @ITHYANDEL 2 ปีที่แล้ว +3

    The Tesla valve requires a pressure differential, when it's full, the water will leak out of it if the pressure is not enough.

  • @alex.thedeadite
    @alex.thedeadite 2 ปีที่แล้ว +1

    Pretty sure tesla valves require pressure differentials for complete stoppage, an open channel would at most act like a wave break. So even if they did model in localized water pressure, I'd expect water would to still flow to the other side. Correct me if I'm wrong.

  • @WarlordX7
    @WarlordX7 2 ปีที่แล้ว +5

    USEFUL INFORMATION: you can make the water source stronger, when you put it down you can click on it and max the strength of it. goes up to 8 so you dont have to put too many.

  • @oldcopperpipe
    @oldcopperpipe 2 ปีที่แล้ว +2

    if you put in those water level meter things they actually tell you how fast the flow is...

  • @Lina_into_it
    @Lina_into_it 2 ปีที่แล้ว +3

    Anyone else sitting here going. Hey Matt you haven't even made a tesla valve yet because the sequence angles aren't even attempted. Using the principals but not the actual full design.

  • @bobinator17
    @bobinator17 2 ปีที่แล้ว +1

    I believe the depth gauges show you the water current at that point... maybe worth putting some in along the channel, rather than trying to decipher the flow rate by graphical changes :)

  • @lockkeylive
    @lockkeylive 2 ปีที่แล้ว +1

    Fun fact:
    Tesla valve isn't supposed to stop the water, rather it's supposed to regulate flow rate, making sure the flow output is constant regardless of input flow

  • @istiak01147
    @istiak01147 2 ปีที่แล้ว +2

    Please someone give him a real water physics game... 😓😓

  • @beforelifewaschaos
    @beforelifewaschaos 2 ปีที่แล้ว +1

    6:59.... and the strongest shape... ?!?! and you didn't notice?? WhAaAtT?!
    8:42 ... AGAIIIIN ! RCE? What was in your coffee this morning? Do you feel good ? 😂😮
    10:32 what do you do to me... oh god 😭

  • @iFix.
    @iFix. 2 ปีที่แล้ว +2

    Apart from what other are already mentioning i think one of the biggest problems here is that the water sources are constantly adding more water so even if you make the flow slower at the end it still gets really tall, you could make a reservoir and then divert the water source so you can have a set amount of water in each test rather than a constant flow

    • @macamillo1598
      @macamillo1598 2 ปีที่แล้ว

      yeah, the biggest reason the tesla valve failed is because he made a tsunami sized river instead of a wave. with enough pressure and volume they also fail irl, but somehow he still doesn't undestand how and what he is making works

  • @SurrealKeenan
    @SurrealKeenan 2 ปีที่แล้ว +1

    Matt heard the phrase "Fight fire with fire" and decided to fight water with water

  • @konradburnett
    @konradburnett 2 ปีที่แล้ว +1

    the test at the beginning of the video demonstrates what a soliton wave is, this means that other microfluidic devices may be possible, and I just so happen to have Timber born so I will give results next time
    edit: the queen of England died today too 9/8/22

  • @gamecritic2612
    @gamecritic2612 2 ปีที่แล้ว +2

    Just heard the news .Rest in peace queen Elizabeth

  • @WyattBriggs37
    @WyattBriggs37 2 ปีที่แล้ว +1

    Part of the issue here is that there is a constant flow of water, no matter how good a Tesla valve you create, the water will still move through the entire valve until it reaches the end because there is no point where the water gets physically stopped. The tidal wave in city skylines was a better test because it was not a constant flow of water (granted the water physics sucks in both games) but with this game, you have a constant increase in water pressure no matter how good your design is because water is constantly being added to the system. In a real tidal wave, it's one huge rush of water but no water is being added to the system.

  • @TheISP
    @TheISP 2 ปีที่แล้ว +12

    I love how Matt tries to figure out Water Physics when it's just code that's following the Breadth First (Flood Fill) Algorithm 😂

  • @mattna231
    @mattna231 2 ปีที่แล้ว +1

    the water physics in timberborn work by comparing water level between each tiles ... don't think a tesla valve could work in these conditions.

  • @ashnodmtg
    @ashnodmtg 2 ปีที่แล้ว +1

    the problem is that the water has to go somewhere so it will always flood the town. put them on a 1 platform height and then you can test if you are changing the speeds.

    • @brucegoatly
      @brucegoatly 2 ปีที่แล้ว +1

      Yes, I was thinking 'On what planet will adding water to water prevent it from eventually flowing down on the beavers?' Not Matt's most clearheaded experiment...

  • @joeflemo64
    @joeflemo64 2 ปีที่แล้ว +1

    I don`t know why but the queens death is suspiciously silent apart from the news, it is a devastating event truly

  • @MrNicePotato
    @MrNicePotato 2 ปีที่แล้ว +2

    I think how the real tesla valve slows water down is highly dependent on the turbulance vortices created by the backwards walls. I don't think the game could even simulate that.

  • @LiloTheGermanShepard1
    @LiloTheGermanShepard1 2 ปีที่แล้ว +1

    Ehh just use deep water pumps. From the iron tails. Also pls shoutout I need halp

  • @somantasi
    @somantasi 2 ปีที่แล้ว +2

    The big problem for this test, is that theres always water growing, tsunami it's a big but limited wave, here you are making an infinite flow of water, it's impossible to stop

    • @vapaspen
      @vapaspen 2 ปีที่แล้ว

      I was look for the person that said it. I bet you are not the only one, but really.. all of the talk about value optimization and almost nothing on the fact that the Premise Of the Video was to "Stop" and infinite source...
      look it was fun and I enjoyed watching it but it was doomed from the start. ;)

    • @somantasi
      @somantasi 2 ปีที่แล้ว

      @@vapaspen i enjoyed the vídeo, don't get me wrong, i was only saying that he wanted to push the water to the other Side, and the other Side was always flowing more water non stop lol

  • @paninigames358
    @paninigames358 2 ปีที่แล้ว +1

    These videos must be getting some hella good views, even timberborn got a tsunami defender😝
    Do love the videos tho💪🏻

  • @luisfilipe5043
    @luisfilipe5043 ปีที่แล้ว +3

    So the lesson here is to always wash your beaver

  • @czcibor6436
    @czcibor6436 2 ปีที่แล้ว +1

    Matt 6:07 we gonna try to measure this...
    Completely ignores the stream gauge and wonders how fast water is flowing.

  • @pinkdiamondguidetarot8
    @pinkdiamondguidetarot8 2 ปีที่แล้ว +1

    Did I ever tell you the meaning of insanity it's doing the same thing over and over and over and over and over again expecting a different result aka matt

  • @SweetdistractionEdits
    @SweetdistractionEdits 2 ปีที่แล้ว +1

    made this video a few hours before Her majesty queen Elizabeth the Second was announced dead. ;(

  • @ArtlessFool
    @ArtlessFool 2 ปีที่แล้ว +1

    I think the best way to test a Tesla valve would be to have one in reverse that you test at the same time as your regular attempt and see if that one has less resistance.

  • @BeenBaag
    @BeenBaag 2 ปีที่แล้ว +1

    Shouldn’t you have thinner curved bits so the water rushes through faster making it beat the main channel

  • @mme725
    @mme725 2 ปีที่แล้ว +1

    8:35 that screaming beaver was freakin perfect 🤣 chefs kiss 😙🤏

  • @monkemonke7467
    @monkemonke7467 2 ปีที่แล้ว +3

    Rip The queen Died at 96

  • @Drapkin
    @Drapkin 2 ปีที่แล้ว +1

    "Which I think is the speed of water generally" Yeah, just like the speed of light, speed of water is constant

  • @ondank
    @ondank 2 ปีที่แล้ว +1

    "Theres no subliminal message here"
    Yeah, your right, that message is 100% liminal

  • @Kiwi-9381
    @Kiwi-9381 2 ปีที่แล้ว +1

    I think everyone has used that autoclicker at some point, it's just one of those things.

  • @darkomen42
    @darkomen42 2 ปีที่แล้ว +1

    It doesn't matter how slow the water is, it's still going to come out at some point and overwhelm them.

  • @SpremeCalami
    @SpremeCalami ปีที่แล้ว +1

    When is someone going to tell RCE that they’re called the Folktails, not the Foxtails…

  • @Goremize
    @Goremize 2 ปีที่แล้ว +2

    Wow, whoever the editor is is pretty good

  • @O-belic
    @O-belic 2 ปีที่แล้ว +1

    Timberborn but no timberborners? Wow. I’m going to watch it but I won’t be as happy

  • @jespermattsson2297
    @jespermattsson2297 2 ปีที่แล้ว +1

    I believe the water is just calculating in blocks of how much it's saturated if one block is 10 as saturated and the next is 0 it's all just going to level out to 5 and 5. In the next compute there are 3blox 5 5 and 0 so that would compute as 3,75 3,75 2,5. Four blocks 3,4375 3,4375 1,875 1,25 and so on but very rapidly and this is without any adding water as you did. Therefore this game only look to saturate the boxes not what speed it has. And i counted in 2 dimentions not 3. As this game seems to do it. (More complex computing but same principle.)

    • @jogemuat
      @jogemuat 2 ปีที่แล้ว

      I suspect that too, but the speed of water wheels increases for narrower sections of a river without impacting the height/saturation. However, the logic for water speed and water spread might be different, which would explain why the game has contradictory behavior.

  • @lukchem
    @lukchem 2 ปีที่แล้ว +1

    Maybe you should try in this in a dry season so that no new Water spawns after the water is released.

  • @dr.bright6160
    @dr.bright6160 2 ปีที่แล้ว +2

    What's whit the Tesla Valves now?

  • @johnlynch1353
    @johnlynch1353 2 ปีที่แล้ว +1

    If you want to know if it’s actually moving any faster then put a water wheel in

  • @subzerodragon110
    @subzerodragon110 2 ปีที่แล้ว +1

    4:27 thinking how long will it take R.C.E to realise that once the water over flows the walls that its going ro run off the map I will edit this message.
    It took him 33 seconds to realise his mistake 😳....... 🤦🏻‍♀️come on R.C.E

    • @subzerodragon110
      @subzerodragon110 2 ปีที่แล้ว

      @@NeonNijahn yeah when I saw him fix his first problem rhats when I noticed the second problem and was thinking errrm RCE you forgot.....

  • @s1088s0r
    @s1088s0r 2 ปีที่แล้ว +3

    What’s with calling them the Foxtails?? They’re the FOLK Tails 😂

  • @Brandonn_bRanN_Richmond
    @Brandonn_bRanN_Richmond 2 ปีที่แล้ว +1

    Games simplify when possible for efficiency and design for gameplay. it looks like the water has 2 properties, height and spread. The water moves at a set speed towards any unblocked path in all direction. Spread lowers the highest height adjacent. And we know height slowly lowers as well (evaporation). Someone would need to confirm in code, but this is how I would program it. When the dry season is over you want the water to fill back in in a predictable way for players no matter the map. At least that would be the Engineer's way!

    • @jogemuat
      @jogemuat 2 ปีที่แล้ว

      I suspect that too, but the speed of water wheels increases for narrower sections of a river without impacting the height. However, the logic for water speed and water spread might be different, which would explain why the game has contradictory behavior.

  • @TheSambanner
    @TheSambanner 2 ปีที่แล้ว +1

    What I see from your setup is that you have an issue with the cross-sectional area that water is able to pass through. Since there is no solid limitation in that regard, the crest of the wave is rising making the total mass of water passing through that cross-sectional area the same (or slightly less due to the effects of gravity on the mass of water). Anyway, your search for ideal water physics in a video game is a noble one, but I can see the limitations in making it a video with good visuals... unless a mod can make a glass roof for the valve.

    • @fywq1649
      @fywq1649 2 ปีที่แล้ว

      A glass roof block without limitations that it needs to be build on top of other blocks would greatly improve the possibilities for testing this properly.

  • @JaJa-ph2mt
    @JaJa-ph2mt 2 ปีที่แล้ว +2

    Rest In Peace Our Queen 🌷🕊️

  • @louisbrown786
    @louisbrown786 2 ปีที่แล้ว +1

    Day 7 …. I think of asking RCE to start a satisfactory series

  • @duskyrc1373
    @duskyrc1373 2 ปีที่แล้ว +1

    That all went about as well as I expected, i.e. terribly.

  • @calebernst4904
    @calebernst4904 2 ปีที่แล้ว +1

    I'm sorry for the loss of your Queen. Long live the Queen!

  • @zehbush7468
    @zehbush7468 2 ปีที่แล้ว +1

    I have a feeling hes gonna make a tesla valve in hydroneer..........

  • @llux
    @llux 2 ปีที่แล้ว +1

    screaming at the screen to build the walls at the edge of the map taller

  • @fadedneko3123
    @fadedneko3123 2 ปีที่แล้ว +1

    I'd like to see you try a tesla valve in oxygen not included

  • @tyressesangweni4036
    @tyressesangweni4036 2 ปีที่แล้ว +1

    18th yes sirrrrreeeee and love the video keep up the good work

  • @sehgejee
    @sehgejee 2 ปีที่แล้ว +1

    The queen just died as i was watching this, rip 🫡👑

  • @Real_katsu_Eremanturu
    @Real_katsu_Eremanturu 2 ปีที่แล้ว +1

    Hey.. the queen of England has died. Rest in peace

  • @thfcgregg1573
    @thfcgregg1573 2 ปีที่แล้ว +1

    Rip her majesty 🕊️ sleep tight Lizzie 🇬🇧

  • @pompey333
    @pompey333 2 ปีที่แล้ว +1

    Matt has confirmed water is stored in the balls.

  • @provi_2244
    @provi_2244 2 ปีที่แล้ว +1

    Day 32 asking RCE to make a KSP video

  • @pavelstrelkov826
    @pavelstrelkov826 2 ปีที่แล้ว +2

    Real Tesla Valve Engineer

  • @hafplace1346
    @hafplace1346 2 ปีที่แล้ว +1

    Queen dies
    A real civil engineer: testla is cool