Can a Tesla Valve stop a MEGA TSUNAMI in Cities Skylines?
Tesla, one of the major contributors to the invention of electricity, is responsible for many essential gadgets of today, including hair curlers, selfie toasters, and secret microphones for phone calls. His name was not only the inspiration for one of the fastest growing automobile manufacturers. He is also quite responsible that you can see this video too. However, did you know that he also dabbled in one of the cornerstones of civil engineering fluid mechanics? Well today we are going to look at one of his inventions and we are going to put it to the test to see if it can
tsunami from destroying a city. big area up here that is not built up at the time we have the sea and then in the back here there is a
tsunami heading towards it but first of all you might be wondering what is the invention that if you may have heard of the word
valve before these allow you to
stop water, there is gate
valve, glow blower, needle
valve , a diaphragm
valve, a bubbler, there are many different
valves and all that. they have moving parts which means they are not overly reliable they will break down over time they may need maintenance yes but nikola
tesla came up with something called this might surprise you the
valve and the
valve is a
valve that has no parts mobiles and I want to try and test that today, but with a full-scale
tsunami, so first I'm going to literally do something sacrilegious.
I am going to remove this bridge even though there is a swap on it. Sorry dude you're about to get in trouble but yeah I want all the train tracks to go away yeah because I need to build a boardwalk defense so I'm going to get down to this tool first the landscape and disasters tool. We're going to use level ground. tool we're going to click on that button so it's a big brush we're going to click twice so the brush is very strong and we're basically going to make a straight line along the entire coastline like this but very fast just i want to thank everyone who has been watching like commenting on
tsunami videos that have actually been appearing on the trending video list on youtube which is crazy and as a little celebration now you can get 10 off everything my merch store on realcivilengineer.store using code
tsunami so go and take a bridge review and you will be fully qualified to review bridges anyway let's go back to defending against
tsunami now the problem is once it hits this ending you'll see there's a river here now i think there's like a water sport anything up here so if i were to cut that out i think the water will just come down and flood the city dad anyway so what i'm going to have to do i'll have to leave a little gap on my wall annoying huh but i think it should be ok that sh would allow this whole area to stay reasonably dry what i'm going to do for now i'm just going to save game we'll call it river all for mr
tesla and then we're going to hit play let's let the
tsunami wave hit this hopefully we can see we're at the right height oh it's going to be close actually um, and what I want to do while that's happening, I want to build like a sort of channel up. here even though i want most of the waves to
stop we want kind of a river
tsunami so if we continue with this wall but go straight up i don't quite know how wide to go i guess i'll do something like this to get a good start .
So you can see at the bottom of my screen that the water is disappearing because the
tsunami wave is near. You can see that our wall is a lot higher, so it might be okay, but yeah, before it hits. In fact, I'm going to break the wall down here. If we take that level at the bottom, we should be able to do it. oh we're going to cut through the wall and then what I expect to see is the
tsunami wave being pushed back by these vertical walls but then the main wave continues upwards and if all goes to plan we'll build a city on the end of this channel and that's what we're going to defend against so the
tsunami is about to hit you can see the water is being pushed up hopefully it won't go over it if it does or it just gets try to go over there we may need to add a very small amount of height because yeah we have a little bit of water there we don't want that but in the middle you can see it's continuing and this is the
tsunami we want to
stop unfortunately with this
valve design we can't
stop a whole
tsunami wave but we can
stop a little little trough's worth so I added a little extra height added that thing I'm going to do now i am going to expand on this way actually i think we are going to want this very far i am going to want g o all the way those wondering who is jelly fx i think he personally made the mod so thanks for making this map , I'll have a bit of a
tsunami map oh yeah I think I'll have to move the highways and rails a bit so we'll grab that hit delete oh no look at all these cars yeah we'll extend these flood walls to the end and basically we're creating like a massive channel because the thing with the
valve does require space it's not like a normal
valve where there's no space issue it takes time to work and what you could do you could do as a kind of circular area where we can put the city now on each other something I want to do just because I'm like an engineer and I say I want to do this structure obviously this 90 degree bend is not very very structurally sound this just me going to like to strengthen these are going to be like little bracing pillars so we use them in real life like all the time they don't just help absorb shock so yeah I think this is pretty much all set for us to have our town and that ending i guess we could call that the council yeah and then we should all be fine right?
I've got some highways I'm going to have to connect this to these major highways and then I don't know if I can tunnel through that actually puts wait puts a tunnel but it raises it that's random okay whatever so we've connected that on we'll just do the one in the opposite direction too ok so that's fixed i'll probably do the same with the train line too but i guess that means we'll need a train station here so we'll plug it in there and head there again making an elevated tunnel, I don't know, I don't know. i know what the game is trying to do there, if i'm honest anyway we'll be leaving this side and then connecting there, the jobs are good d and we have outside world connections to our city which means we can build some stuff here.
There's a little, okay, now we have a city and you can see it's building itself very well there, so I guess we go back and then this is phase one of the test. I think we've done enough engineering to know that these walls will deflect most of the
tsunami and then the rest will head this way and should destroy. our city uh sorry people just moved in let's speed up the wave and see how it goes so hopefully we should see deviations on both sides boosh and boosh and then we've made it high enough that we don't pass water. up oh gosh oh gosh we had a little overflow on this side and in the meantime we have the main wave of the
tsunami heading towards the well as you can see our town is definitely the target of this thing so if we're watching from above you can see the
tsunami is slowly making its way thankfully the meds have made it a nice little window of time so you don't have to wait as long as i'm not going to lie though i'm pretty intrigued as to what's going to happen to This when I get to the end, we're almost there, so let's zoom in here and look, oh, the wave, the wave has definitely subsided, so it's going to come in and probably destroy most things.
I'm quite intrigued to see what it will do to these tall buildings. the other buildings completely completely destroyed this quick I'm going to pause because I'm a kid I just wanted to do that at the end sorry sorry everyone but anyway you can see the destruction that is with us without
valves there is nothing huh it's not a mess it's an absolute mess so before we build the
valve let's do some other stuff because we're going to do some engineering on this one yeah i can just apologize but you may learn something or you may not Alright I just started a previous save where the
tsunami is up here and what I want to show you guys is some engineering fluid mechanics so basically we saw the water go from right to left along the channel we've made and basically if we imagine the wave going from right to left we know it came out as a constant velocity because there's no change in the side walls it's all just a straight line so if we imagine that velocity if If we were to add something like that that means the water that was on this side is being forced through this funnel and basically in real life physics as the water would come here it would get squashed and then As it is crushed it will of course speed up. if you think about the wave coming in here it will go at a certain speed and then when it starts to get narrower it will go faster and faster and be forced through there which means the wave on the right hand side should be much slower. it On the left side wave now I have a feeling that the physics of this game won't actually simulate water like that, but let's do a little test and find out if what we hope will happen will happen so you can see. the
tsunami has made it this far let's see hopefully it picks up if the simulation is correct i mean obviously the water is getting narrower and narrower does that mean it's getting higher than there? the edges I'm actually quite intrigued as to what the game is doing here so it's just bursting all the way and it doesn't seem like it's going any faster it just got taller but still the water comes out by the end is that i feel like it's definitely not moving any faster it's more or less the same although somehow all the waters have disappeared i don't understand where that wave has gone it's small compared to what was on the other side but from anyway the hydraulic theory is that that would make the water worse on this side and make it faster so if you're trying to make a
valve if you're trying to protect your city this is the wrong way to do it and what if we were to do the opposite on this? i've reloaded the same way the waves up there so to do the opposite would be doing this kind of thing now if you try to imagine the tidal wave coming down here this time you can see it's going to get stuck in the corners which which is not ideal and any water that goes through there because it widens out you think last time water gets narrower and speeds up as it comes this way and widens out the speed is going to slow down now because it's like the water instead of going in a straight line will spread out sideways because it takes the path of least resistance so as it spreads out it also gets slower and slower and in some cases like these upper corners the water could do a complete loop and come back in this direction and we'll look to see how c The physics of the water of the city skyline actually takes this I guess from last time literally probably won't do anything. realistically we'll see what happens here so the tidal wave coming through the middle as expected the ones on the edges need to be pushed back and then this one coming through the middle you see it's widening and it's going down as well , which is exactly what we were hoping for but that should affect the speed which should slow it down and I'm not sure it's going to but in terms of speed because we've got this one down here that obviously we haven't really affected you can see where that is in the lane, so unfortunately the one on top hasn't slowed down like it should have, but at least it's lower, which is good.
I guess now where is this in terms of the
valve? really use It's this principle particularly where the water was swirling through there and essentially it's a little bit of an improvement on this so if we go back to what we had before, basically where we had our channel before we added another type of wall. and to make this neat I'm going to do this on floodwalls because we know we can trim them nicely so we have that and then we're going to do another floodwall behind it just like this first but it's going to come back here but then we're done with something like this and essentially what's going on with this is this island part in the middle helps the water rotate and turn so the theory is if we were to draw an arrow. the water would come in here, head down and then turn around here because of all the diversions and things, and come out here again, I mean anysleet here is going to be kind of hit by water being thrown in that direction and so if you have a series of these along your axis sorry then your water slows down more and more and essentially that's what it's the
valve but with a little more finesse instead of this pointy corner it'll be nice and curved and i feel like if we do that in this game that might help the old overflow situation it might help the physics of the water to simulate this correctly.
So for now, let's see what happens to the water that comes through here. I think as we saw last time, when the water hits the corner, it's going to shoot up and we'll probably have to see what happens. this might actually
stop the guaranteed
tsunami slowing down not as accurately as in real life but i feel like it might still work so yeah you can see the water being thrown up as it gets smashed and smashed , which is probably pretty accurate. however you can actually see some of the water moving from left to right along this channel so I think it's working I mean like before although if we zoom out we can see the actual speed of the
tsunami is not It has decreased. now that's not realistic it should be much slower it should be back here still but considering there's a big hole in the middle that's a very very small
tsunami compared to what it was on this side before go into the channel so i think as another test of what i could do i could make the
valve a little bit more realistic i could add the curved wall in there and see if that really helps with the spill fill all of that in the top level just so I can build my flood wall on top and I think we can do something like this which is a nice little curve any water that comes down here should be dumped that way so it's just going to cut out the extra landscaping that we don't need good for scenery so essentially you can see how the water would go down here it's got a nice smooth curve so it's going to be forced around and thrown in that direction slowing down the water coming that way so co we start the simulation again the
tsunami is heading up its really cool I love that the
tsunami recovers properly so these ships were saying yeah we missed the
tsunami but not really it's coming back for you my fault.
I also love how impatient this traffic is there. of hauls in that direction the traffic is like oh a little bit more room everyone is moving forward and then some get dragged and these guys kind of can't have room anyway let's go back to our
valve what we're comparing. this time is how this curve at the bottom works compared to the top which has no curve how is it going to work turn and look you can see it deviates come back which means two waves meet in the middle and i think because this had more punch yeah look the water is coming back out oh fair game is it working i wanted maybe i like it compared to the one above you can see there's definitely a lot more flow coming out this side so that's pretty much done I also want to try to get rid of these bits basically you can see this sloped bit is a little narrower so if I just trim down to the flood walls I think which will also be a fairer test, so now comes our water. up here should work a little better now a little more theory too here we go again because you might be wondering if you've seen it in the simulation you might also be thinking that surely the water comes here as it heads along this path will surely just go down this one and that's where we want the water to come out good, yes it would but if you remember the wider the water the slower it is and you'll notice this main current is much wider than these straits, so if you think about the water r as it goes here it goes at a certain speed as it goes down because it's narrower it's going to be forced to go faster so the water will shine through there and it should if it's designed correctly it should be thrown here before this slower moving main water because it hasn't been tapered to speed up since it's coming here it needs to be thrown out before it actually gets into that little aho Let's see how this works um and hopefully if we're successful I can add a few more of these along this trench and potentially save our yet to be built city so here we go can the
tsunami? uh my main point of interest this time are the first i curves i have put in, will these be enough to prevent water from spilling over the top?
We definitely got a lot less scatter than usual which is pretty cool yeah we can see throughout this the wave that fell both these two shoot at the same speed as w It couldn't actually happen in real life but it definitely deflects and then pushes the water back, which yeah, when you look at the size of the
tsunami, it's small compared to how big it was, just the other side like this thing absolutely wiped out that
tsunami. I feel like if we just add one or two of those
valves and our city will definitely be saved.
I feel right now there is still too much water approaching so from the safety of the railway bridge let's see what's going on oh no cars being swept away there's a little bit of water actually it's enough to damage any building though not sure though nowhere where to go this city is way under water ok i think we can we can try to fix this some more then let's add another
valve ok so here we have our new extended
valve here also comes the tidal wave and i think this gives a good impression like you can see how big that tidal wave is and h how big that gap is it's like a third of the way i really would expect a third of the wave to get there but hey as we know that's not the case, so let's see how this works this time. the ripples come back every time they hit the curved parts and as you get into the final test
valve you can see there's actually a massive drawdown in the water there's kind of a dry green stripe behind it so yeah I feel like this is this is a we have a lot less water we have done well guys we have done well and to be fair in a game that doesn't actually like this is not a water physics simulation game it's a burgeoning it's a city builder flourishing with traffic and stuff, I think considering that we can, we can give the game a round of applause because even though speed isn't affected, the fact that the wave height has been reduced so much , I think it shows that the game has been pretty decent and in terms of actually simulating the physics of water uh the software I used to use at my engineering company was very expensive we're talking thousands and thousands of pounds a year just to be able to use the software, it's like a license so yeah very complicated maps I don't think you will ever get a game.
I might like to simulate this literally in real time. The simulations we used to run sometimes took hours to run. Oh yes, you can see the effects of the water. There's a lot. less but yeah i feel like there really isn't a lot of water you can see some of the plants are being watered but that's it that's a big hit i don't even think i need to do the other
valve look this is completely dry like this which in response to does a
tsunami yes it does ours is completely saved so i'll say peace love and
valves i'll catch them next time cheers for looking bye