How To Get the FASTEST POSSIBLE WATER FLOW RATE !! - Timberborn Hard Mode
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- Опубликовано: 8 янв 2023
- Speed up your rivers and get maximum waterwheel power with this awesome trick!!
This is part 35 of a challenging new series in the awesome beaver city building game TIMBERBORN on Hard Mode. Can I survive the terrifying droughts and engineer the ULTIMATE Beaver Paradise?
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Tobu Official RUclips - / tobuofficial Игры
I’m a water resources engineer and I absolutely love your trouble shooting as a whole and operation of reservoirs.
I’m glad you have brain! Unlike those architects out there… 🙃
If the Architect punishment had Skye's help the ***cano would turn into a storm!
Sooo are we going to start seeing the Skye Storm effect in our municipal water systems? :D
Huge props to the game developers for adding Bernouli's principle of fluid dynamics to the game, that cannot have been easy to implement.
I've glimpsed the code, the water is cool, but trust me they cut A LOT of corners to get it to work like this and most players still hate it lmao.
@@briantroy7376 how'd you get access to the code
@@ThePrimeMinisterOfTheBlockit's unity. they use "compiled" c#, but due to reflection data that can be uncompiled basically losslessly
@@ThePrimeMinisterOfTheBlock maybe decompiled.
If you haven't yet seen, the experimental update 6 I think has improved the water more. I'm sure they still cut a lot of corners, because it's really hard to simulate water, but water works really well now. You can have actual aqueducts with water of different types flowing over each other at different elevations. And basins can be filled from the bottom using pressure and will even out in level with all other connected basins. @@briantroy7376
As an engineer first (before joining the dark side of being an attorney), I love trouble shooting, exploration and principle recognition of this video!
However with some hesitancy I can help but point out that:
1.) Water is essentially incompressible, but the flow rate is inversely proportional to the cross sectional area, and
2.) The Sky Storme effect in Timberborn is known as the Continuity Equation in the real world.
How cool that Mechanistry added this to Timberborn! Thanks for sharing it!
I suspect the water dynamics library from Unity includes this.
The development toolkit that is Unity was intended for games so the devs for it would be inclined to include as much as possible into the water segment of the kit.
wanted to write exactly the same and am very happy I do not have to ;) the whole talk of "compressing water" made me wince. but the outcome was great, so I will leave a like and not unsubscribe :)
is this the same function as water flowing into smaller pipes and using gravity as the energy?
It's the Bernoulli's principle
but doing a ripplewaterfall should not be the neccesary factor
Imagine the power you could generate with this effect if you had the Iron Teeth and their large 2 deep water wheels.
You've created a nozzle. When anything bound by the nature of fluid dynamics (both liquids and gasses) are forced through an increasingly narrow passage, such as a nozzle, the fluid (or gas) speeds up as the passage narrows. The impressive thing here is not that you've figured out how to do it, but that it's actually modeled in game.
I realised that I missed the first episode of this series, so I went back to watch it. It's really cute how at the end he's showing us the reservoir he's created saying "that is huge - we will never run out of water again". Folks: that reservoir was about 3 tiles deep, 9 tiles wide and ~20 tiles long. It is contained entirely within Belvoir Castle now.
(Also, I just bought this game - another purchase because of Skye, dammit. 😛)
Now the question is: Can you modify Water-Wheel World to have a higher flow rate to up your power production?
omg that would take like 2 days of real time to achieve. It would be cool, but that's a lot of work
@snox maybe so, but it'd mean fewer windmills, and (if surpassing expectations) fewer water wheels even for the power needs of the whole map.
@@wintersage6895 true. But that baseball field over in barrel bot world isn't going anywhere, lolz, but the other windmills for sure
I also thing this is a good idea!
I suspect making turns would be a nightmare in this flow rate, but it would be fun to watch him try (and potentially succeed).
Maybe using 3x3 pools for each turn would do the trick, but I don't think it will fit in the current layout, so it would need a major redesign of the power plant
Water model is not real world accurate, but IRL this effect is because the water does NOT compress. Its called the venturi effect and is pretty core concept in fluid dynamics. I did not know it replicated at all in timberborn 😀
This makes complete sense to me. The water does not compress, but the speed of flow increases as it falls in elevation into a narrower channel. It is the same reason wide fords in rivers have shallow slow moving water that could be easy to walk across, and narrow sections that drop in elevation within the very same river could have very dangerous rapids.
Dr. Skye Storm's, Skye Storm effect on water in timberborn is a very impressive scientific discovery to beaver kind and we applaud his efforts. 👏
Didn't expect a game science episode and I'm so happy we got one!
Keep us updated. As much as I like the aesthetic of your builds, the lore and world building, you can always catch me with a deep dive into weird game mechanics!
Love how proud you are of your discovery, and you deserve every bit of it!
skye: ill add water source so I don't have to faff around with water to focus on building.
**adds water source causing imbalance to system**
proceeds to spend 2 episodes faffing around with water...
bahaha love it skye. all the best to you and the family.
Hi Skye, So hyped wanted to leave a comment straight away but decided to narrate through this episode. Great editing with the dynamite, so interesting, I play the game often and love watching you have so much fun. You and picture are just brilliant. Thanks for sharing the joy. Love YA man x Please keep this series going when you name the new districts I am always laughing. The Sky Storm Effect is worthy of publication in scientific journals. Wonderful, just wonderful..... Flow rate GGGRRRRRRrrr
After seeing the video title I immediately thought when will Skye use this for the water wheel area. This semi reminds me of back in the day with the old timers using strip mining. They would take a water source and run it down a set length of pipe then neck it down to a smaller diameter pipe, run that a set distance and neck down again. Using gravity and water acceleration they would wash away the earth to find the precious minerals. The Skye Storme effect has a nice ring to it.
It's not actually compressing, it's being constricted, resulting in higher flow. As the math shows, the volume stays the same, the current increases, which is why it still passes a narrower canal without overflowing. That's good programming as well, as water doesn't compress (much) when liquid, unlike air.
I don't play TimberBorn, but I have been binge watching this series (8 months late). You earned my Like & Subscribe (as I agreed to your terms at the beginning). Well done on comprehending the Timberborn water physics to a whole new level.
This series got me into Timberborn and this video just blew my mind! Thanks for the effort you put into each and every video! Love it!!!
You earned yourself my sub. I will abuse this going forward in addition to your perpetual water wheels. Thanks for this series, it's been a fun binge. Looking forward to an update 3 playthrough considering how you already play with your storage.
Thank you very much for looking into it! I had the intuition you can pull more than 1 unit of water per tile, this is a clear demonstration with the exact numbers to work with!
9:04 "I wonder if this will become known as the Skye Storme effect?"
Nah, it's a Storme Drain.
I've binged the whole series while ill off work and just wanted to say hats off to you, very entertaining and commited, love it!
Skye, I have tested it and I found that what ever you do before your canal dose not make any changes. Exit from canal does. In my test, if you end your canal bluntly, let's say it is 1 wide 2 deep and it ends in 1 deeper 5 wide river, or what ever, It will overflow. But if you make a T shape or extend canal bottom by 2 blocks it will increase flow and you will not overflow. What you need before your canal is some sort of reservoir, because it will overflow until water reaches at the end of the canal. End of the canal will increase flow and you see water lvl droping backwards towards the beginning of the canal and then the reservoir. Reservoir needs to be able to store water until this happens or it will overflow a bit. And then I figured out how to turn the canal with the same flow, but you need to drop by 1lvl every time you turn. Sad I can't share pictures here, I am not sure if I explained clearly enough.
Wait a minute, if waterwheels reduce height, couldn't that be used to compress flow vertically as well? Possibly even compactify horizontal compression?
EDIT: answer is NO! When used this way, the waterwheels effectively increase the level above them, rather than decreasing level below them (once water stabilizes). If you equate current := flow and level := potential, waterwheels seem to have a higher resistance.
EDIT2: I'm using the new version, Skye is using the last before that.
Awesome exploration of the water physics! I can't wait to implement some of this in my next build!
Simple applications of Science (and a little plumbing)…. *inhales cigarette* ahh... bliss XD
I started wtching this series yesterday and was watching the last video when you posted this one. Really good stuff
Nice, was looking for how to increase flow rates yesterday.. and you nailed it. :) thank you.
Thank you for the effort in explaining things to us... This will help me loads in getting things set around my map
Damn, great use of the continuity equation! Next, solves Navier-stokes !
I'm studying civil engineering and we are studying dams and resovoirs. I new a surprising amount after playing this game! Thanks for my fav series Skye and I hope your mum gets well soon ❤️ x
Amazing work and very simple to follow along. Thank you Sir.
Thanks for good content and smart solutions!
Looking forward to trying it myself
Hey Sky this is my first comment ever, I've been following you since 2020 - stumbled upon your Pateron vids during the lockdowns and I was hooked ever since
especially Timberborn, there's literately nothing I'm waiting for more than to finish the day with a joint and your Timberborn commentary, feels like a trip to the shrink lol
Full and fast recovery for your Mom!
I hope the Timberborn vids will not stop
Only commented cause you blew my mind =P
Keep up the good work!!
I've seen this in action on one of the created maps I'm using from the website. It works. It has a V shaped river that rages hardcore from massive amounts of water flow.
This was awesome - can’t wait to see what you do with it ^^
I was wondering about the water wheel since I keep on hitting the same issue in stacking them and the once behind keeps on getting low CMS flow. Now I know the math a bit to make them more efficient, many thanks for that info.
I had actually done rather extensive testing well over a year ago about water flow mechanics. Unless they have changed in the year since.
Maximum flow rate per cross sectional area is approx 6.66~ strength of water source. However waterfalls will limit flow rate to a 2.2 strength per width only.
People forget that these numbers (blah-blah meters *per second*) are flows, I guess. They're confusing flow with volume. It's an easy mistake to make. But you CAN get 10 square meters (square because it's a cross-section and will give volume over time when paired with a flow rate) of water per second through a one-square-meter channel IF you can accommodate a flow that's 10 times faster. It's just fluid continuity: flow in must equal flow out. It's that simple.
Yup, I figured as much. The faster the flow, the more volume is kept from building up and flooding. Simply lowering the floor of the canal was only adding more volume of slow moving water that will flood. The same thing happens in our world when we dig out river floors for building materials. The river gets too deep, slows down because it can't move the water fast enough and, ultimately, floods.
i'm pretty sure other engineers have already come and said that water does not compress... what is going on is that water is speeding up: in a larger cross section water runs slower and with higher pressure; in a smaller cross section it looses pressure but speeds up
however the quantity of water (m^3/s) remains the same... it's called Bernoulli's principle
sorry for insisting on the correction but i'm an engi myself and my brain itches so much when i dont hahahahahah
I don't usually comment on RUclips videos, but I couldn't help but do so after watching this. My only real issue at this point is trying to figure out how to use these principles to aid me in my games. Thanks Skye!
w00w :D very impressive!! I love when people take the time to explain how the dynamics work. :D Thank you for sharing the knowledge you learn with us :)
I have been compressing water I knew it made it flow faster but didn't understand completely how so that was really nice info thanks I understand it a little better now👍👍😃
Not sure about having my mind blown, but it is VERY interesting and something I'll definitely be looking at for my next map!
Yep. Very impressed. This is going straight into my next map
I am drinking coffee while watching this at 8:35 pm
That's something to keep in mind should I ever get Timberborn for myself. As I've thought of different possible custom-made maps of my own design, one thing I always wondered was if I could make a one-wide river flowing fast enough to actually produce visible rapids. Using this technique would certainly go a long way into making that happen, especially if the chosen water source blocks were cranked up to a stupid amount, like *ten* for instance. Then again, going that high could easily flood the whole map even with this trick, and prove nothing in the end except that some ideas only make one seem a complete nutter.
That said, I'm looking forward to the next episode of Beaver Castle, Skye! I can't wait to see what sorts of insanity you come up with next!
Naaaaiceeee, awesome content!
Sure been trying this at my colony!
Yes, the water physics in this game is absolutely nuts, props to the devs!
3:26 ok here's my guess before watching: to get max flow rate you need a minimum slope. Because this reminded me of the waterwheel power plant, where water level played a crucial role.
Absolutely stunning! Thank you Skye!
Very cool. I'm predicting the water-wheel power plant's pumps are going to be worked on to get the same effect
I suggest making this effect known as the *STORME DRAINE.*
Oh I love that :)
I waited way to long for a video yesterday 😭🤣 love this series!
you can have a maximum of 3*2,2 cms=6.6cms per 1m heigth, 2m of heigth--> 13,2cms. Syke has 10 cms so 10/6.6=1.51m. Waterfalls however can only have 2.2 cms/tile (no dependency on waterheight) so if you have to widen the canal if you have one. The end of the map is not considered as a waterfall so no widening needed. The whole built up of "compressing the water" is not needed...
Hey skye, haven't started the video yet but hows your mum? Did the surgery go well?
Yes it did! All good .. I'll give a full update in the next video :)
Wow.
Skye you've done it. I subscribed.
The timberborne water physics are awesome!
Welcome to the channel :)
Water wheels will divert water around it.
If you have a 2 block wide canal with a water wheel in 1 side then the water will be slower where the wheel is than the non wheel path. If you wheel up both sides then it goes back to normal because the cfm ends up pushing through .
Based on where you've measured the flow rates, the "compression" has happened BEFORE your water ladder structure.
You measured it right before and showed it's 0.3 high at 2cms x 5, which adds up to the 1.5 high by 10cms in the channel at the end
Wow the sky storm effect is genius I can’t wait to try it in game 👍
I found you channel a couple of days ago, and when I finally though I was fully caught up with this series, you throw in another video🤣🤣🤣🤣
Welcome to the channel :)
id be impressed at anyone else doing it, from you we expect greatness. thank you for sharing.
Great video! very fascinating.
This is brilliant stuff, next time I am in the bath I am going to recreate this with a loofah and rubber ducks ;)
WOW you never fail to come up with something interesting !!!AMAZED!!! :D
I am impressed... said to myself at the beginning of the video there was no chance that I'd be impressed and ended up commenting... love your content!!!
Amazing troubleshooting, great series
Amazing find.. great job
You always impress! Great video as always 👍
What a fun mic drop moment for you! Love that for you!!
I've heard that it's possible to do but this is the first time I've seen it. Definitely will use it in my settlement
I would have thought that wasn't possible. Good job Skye!
Wow. I'm enjoying your videos. Please keep building.
Love seeing this! Thanks
makes perfect sense
great engineering for the great skye
Mind blown. Fantastic video.
Well, dam. Here's a like for you. I was wondering what this will do for the water wheel, but you answered that aswel. Now I just need to make this, somehow.
that was interesting.
I just had to do some creative editing of a few maps due to this inspirational video.
Nice explanation, hoping to follow up it with automated gates
This is some proper magic, was wondering how the specifics of the badtide waterwheels worked
Being an Engineering student I'm totally not impressed by the theory of it, it's pretty simple fluid dynamics actually. If the water goes fast enough you can push it through a way smaller gap or channel, that's how a pressure washer works (it has small holes for the water to come out so the water has to go very fast while being pushed by a massive pressure behind). Although being a student of IT Engineering to be exact, I'm very impressed that such a simple game, in early access too, has a physics engine so precise that's able to calculate that!
They're probably using a physics engine made by someone else but still... kudos to the devs!
Can you use waterwheels to reduce the hight of the cannel to 1 high
Going to have to try this on my current map
This water and water wheel physics are on the older version of the game. Latest version of water and water wheel physics have changed. It would be great if you can do a comparison video.
I tried with 0.3.5 and it still holds true
It does work and I've helped other people with your ideal and told him that it was your ideal so thank you thank you
It's awesome as always!
When I was watching your perpetual hydro generator, I had seen something about how reducing channel width "increased pressure" and thought that was your plan all along.
haha love it Skye!
You've done it again. How your brain works these things out astounds me every time.
It's kinda hard to impress me in this case, as I already knew this. I made a rather ugly, yet effective staircase of 5 large water wheels, which essentially powered my entire village.
That is really useful!
On the Beaverome map I cut off the big lake with the mine and channelled all the water into a three by two canal, and I got like 330hp at most water wheels.
You have won my subscription with this ;)
Will be interesting to see how much this can be used in various places.
Love your enthusiasm there XD
bloody brilliant!
I had one save file where the water was moving on its own in a loop. I even could put a water wheel on it to get power.
It was some sort of canal with 2 deep channel in a big pool of 1 deep water.
Best, thanks for instructions
Gotta admit, I was a little sceptical at first, but you changed my mind. Also I cringed when you said " Stairs or Platforms will reduce flow rate " Im so glad you proved that once and for all!
Noble prize for compressing water.