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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such a valve may be used to reduce the flow rate. But in the end the water will equalize.
11:06 It physically hurts me seeing him miss the "Brush Shape" option, and continue to use Square when he needs Round…
With 69 wet beavers, I hope you can keep this video monetized!
14:32, it's a person
ha!!! a actual tasla valve!! u have done it!!! im so proud.
For the tesla valve to work you need more than just 2 places to turn around and slow down the water
"I don't feel the same love for the foxtails[…]" I think that was obvious when you misnamed them while staring at it written down haha
You should probably cut off the water sources from the wave. It might be the reason why the water does not decrease that much
The main thing to understand is that each loop in the tesla valve only slows the water by a small percentage, and they are cumulative. so TWO loops in the valve is like a 10 or 15% reduction in flow speed. SO YOU NEED MORE LOOPS lol
The top gear/grand tour shorts in my feed had me unprepared and weak to the gravity genius bit. 🤣
Too bad beavers can't swim. … wait…
You need to do a race with the tesla valve to see if it actually slows down or in this case gives the town more time to survive!
Ridi
Bruh, how long until you realize you keep confusing channel width and cross section. You make the channel narrower -> water rises -> same cross-section -> same speed. You'd need a game engine that takes gravity into account, calculates mass flow etc. … you'd also need to close the top of the channel and force a constant mass-flow on the inlet if you want to see anything close to a proportional relationship between velocity and cross-section. Yay, I'm an even more real engineer now.
great vid!
Why not build 3 types of valves at the same time side by side, then zoom out to see how that all react
This is a bad sim to use
Spread Physics ain't the same as Flow Physics
But flow physics isn't
Thickes
again, same as in the last video, the speed only changes when the crossection changes. The whole reason a narrow valve would speed up the water is because at every crossection perpandicular to the flow direction. The same amount of water must flow, else you‘d be destroying or creating it. The „volumetric speed“, which shall be constant, is crossectional area*speed: A*v. If A stays the same, so does v. What happens in your experiment is that you do not restrict the heught if the water. Meaning if the path gets shallower, the height will increase inversely proportional, or close to it, to keep the speed relatively constant.
8:41 Why did I think of that….
6:50 The Strongest Shape Appears
10:29 The Strongest Shape Reappears
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
Obviously to stop water, you need to add more water to the situation..
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