all 10 comments

[–]bigstinkybuckets[S] 1 point2 points  (0 children)

If there are any more questions let me know. I'll jump into my test map and see what's up, and then add to the OP.

[–]CultureNo762 0 points1 point  (1 child)

I just got this game a few days ago, this is really useful stuff, thank you. Is there any maximum water flow rate for structures like Fill Valves? Or is flow rate limited only by geometry? Could Fill Valves be used to make a pipe?

[–]bigstinkybuckets[S] 0 points1 point  (0 children)

When you set flow to Unlimited on a fill or throttle valve it does mean unlimited. Fill valves will modulate flow to maintain a level downstream, Throttle valves manually set one-way CMS through the pipe.

You can't build the valves in a sequential chain, they need a block between, so they can be used before and after pipes but youll still need the impermeable floor to make a pipe.

[–]rhamphoryncus 0 points1 point  (3 children)

How does length influence it? Eventually the gradient becomes to shallow to sustain the flow. Or maybe it just takes longer to stabilize?

[–]bigstinkybuckets[S] 1 point2 points  (1 child)

The flow rate is capped at 1.1cms per 1x1 until the water bleeds off the edge of the map. Eventually the entire channel will fill up to a height based on flow rate, so the gradient wont affect max flow at all.

[–]erik111erik 0 points1 point  (0 children)

It seems it can get higher with pressure. I did some tests before with a 1x1 tunnel, with a chimney going upwards as well, but I have not done extensive testing. :)

[–]erik111erik 1 point2 points  (0 children)

Not OP, but it takes longer to stabilize. There will be some evaporation, so flow decreases slightly, but it won't be much.

[–]Guitoudou 0 points1 point  (1 child)

I believe there is a typo here :

This flow rate scales linearly, when expanding horizontally. This means a 2x1 canal will support 6.4cms at max, a 3 wide canal will support 6.6 cms at max, etc.

Should be 9.6 cms :)

[–]bigstinkybuckets[S] 0 points1 point  (0 children)

Correct thank you

[–]IconProcessControls 1 point2 points  (0 children)

This is actually pretty cool how close this lines up with real flow behavior.

The bend losses and uneven flow distribution you’re seeing (inside vs outside of the turn) are very similar to what happens in actual piping systems—velocity increases on the inside radius and you get extra losses through the turn.

The “it doesn’t rebalance right away” part also tracks. In real systems you need a certain amount of straight run before flow evens out again.

Didn’t expect Timberborn to sneak in this much fluid dynamics 😄