How To Get the FASTEST POSSIBLE WATER FLOW RATE !! - Timberborn Hard Mode
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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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Пікірлер: 646
I’m a water resources engineer and I absolutely love your trouble shooting as a whole and operation of reservoirs.
@boarder6246
Жыл бұрын
I’m glad you have brain! Unlike those architects out there… 🙃
@dreadzinogre4636
Жыл бұрын
If the Architect punishment had Skye's help the ***cano would turn into a storm!
@docferringer
Жыл бұрын
Sooo are we going to start seeing the Skye Storm effect in our municipal water systems? :D
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!
@jaquigreenlees
Жыл бұрын
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.
@Friedthjof
Жыл бұрын
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 :)
@ObeyHats4035
Жыл бұрын
is this the same function as water flowing into smaller pipes and using gravity as the energy?
@gustavodeoliveiraferreira3796
Жыл бұрын
It's the Bernoulli's principle
@patricktho6546
Жыл бұрын
but doing a ripplewaterfall should not be the neccesary factor
Huge props to the game developers for adding Bernouli's principle of fluid dynamics to the game, that cannot have been easy to implement.
@briantroy7376
Жыл бұрын
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.
@ThePrimeMinisterOfTheBlock
Жыл бұрын
@@briantroy7376 how'd you get access to the code
@chriku
8 ай бұрын
@@ThePrimeMinisterOfTheBlockit's unity. they use "compiled" c#, but due to reflection data that can be uncompiled basically losslessly
@Sebastian-hg3xc
8 ай бұрын
@@ThePrimeMinisterOfTheBlock maybe decompiled.
Imagine the power you could generate with this effect if you had the Iron Teeth and their large 2 deep water wheels.
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. 😛)
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.
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 😀
Now the question is: Can you modify Water-Wheel World to have a higher flow rate to up your power production?
@aaavellone
Жыл бұрын
omg that would take like 2 days of real time to achieve. It would be cool, but that's a lot of work
@wintersage6895
Жыл бұрын
@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.
@aaavellone
Жыл бұрын
@@wintersage6895 true. But that baseball field over in barrel bot world isn't going anywhere, lolz, but the other windmills for sure
@RKaudio
Жыл бұрын
I also thing this is a good idea!
@Netherdan
Жыл бұрын
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
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!
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.
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.
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
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!!!
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.
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.
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!
Amazing work and very simple to follow along. Thank you Sir.
Absolutely stunning! Thank you Skye!
Thank you for the effort in explaining things to us... This will help me loads in getting things set around my map
This was awesome - can’t wait to see what you do with it ^^
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!
Awesome exploration of the water physics! I can't wait to implement some of this in my next build!
Thanks for good content and smart solutions! Looking forward to trying it myself
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.
Amazing troubleshooting, great series
9:04 "I wonder if this will become known as the Skye Storme effect?" Nah, it's a Storme Drain.
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.
Yep. Very impressed. This is going straight into my next map
Great video! very fascinating.
Mind blown. Fantastic video.
Amazing find.. great job
Love seeing this! Thanks
Damn, great use of the continuity equation! Next, solves Navier-stokes !
I would have thought that wasn't possible. Good job Skye!
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.
It's awesome as always!
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
What a fun mic drop moment for you! Love that for you!!
bloody brilliant!
makes perfect sense great engineering for the great skye
Incredible info!!
Naaaaiceeee, awesome content! Sure been trying this at my colony!
Wow! Its game changing!
Best, thanks for instructions
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 :)
That is really useful!
Yes, the water physics in this game is absolutely nuts, props to the devs!
Wow. I'm enjoying your videos. Please keep building.
Fantastic Engineering!!
id be impressed at anyone else doing it, from you we expect greatness. thank you for sharing.
I don't usually comment on KZread 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!
You never disappoint
pretty awesome find
I waited way to long for a video yesterday 😭🤣 love this series!
Love your enthusiasm there XD
Not sure about having my mind blown, but it is VERY interesting and something I'll definitely be looking at for my next map!
Well done 👏
Wow. Skye you've done it. I subscribed. The timberborne water physics are awesome!
@SkyeStorme
Жыл бұрын
Welcome to the channel :)
You always impress! Great video as always 👍
Very interesting!
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👍👍😃
I am drinking coffee while watching this at 8:35 pm
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.
Cool, thx for the video
Love the videos
That is so cool!
Cool discovery Skye!!
WOW you never fail to come up with something interesting !!!AMAZED!!! :D
haha love it Skye!
Awesome!!
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!!
That single waterwheel can substitute the entirety of the perpetual motion machine
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!!!
Hey skye, haven't started the video yet but hows your mum? Did the surgery go well?
@SkyeStorme
Жыл бұрын
Yes it did! All good .. I'll give a full update in the next video :)
Keep up the good work
You have won my subscription with this ;)
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!
Awesome!
Brilliant !!!!!!!
quite impressive!
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!
Wow! Well done good sir.
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.
Going to have to try this on my current map
Thanks 👍
Incredible
Wow the sky storm effect is genius I can’t wait to try it in game 👍
You always blow my mind skye
i love what you do
Never doubt Skye.. he will always find a way 😂💙👍🏻
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
what a LAD! amazing content!!!
Nice one Skye
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.
Very cool. I'm predicting the water-wheel power plant's pumps are going to be worked on to get the same effect
Mind blown!!
I didn't think it was possible, thanks Skie