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  2. Alpha Version 0.0.28 - Editor added support for LOD's (LOD 0, LOD 1 and LOD 2) for imported watercrafts - Editor added status messages for FBX import (also if import failed) - Editor added multi FBX file import (all files sharing one polycount-limit of 2 million) - Editor added First Person walk mode for imported watercrafts (preview feature) - NEW, "standby modus" for 3d instruments when selected Orbitcam and Freelook Cam - Test version for new packed scenery files (Plymouth area now packed in a container file)
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  5. Imported ships can optionally support first-person walking in singleplayer. Ship creators can define an entry point and add simple collision boxes for floors, walls, and consoles. Every time the player enters first-person mode, they return to the configured entry point, even if they walked away from it before switching to the exterior view. Set up walking in the Ship Editor Open your ship in Ship Setup and select FPS setup. Place the FPS entry marker at foot level, on top of the intended floor. Set Entry yaw to choose which way the player faces. Select + Collision box to add a floor. Use the wireframe preview to position, resize, and rotate the box. Add more boxes for walls and obstacles as needed. Turn FPS walking on, select Save JSON, and start a new voyage to test the setup. The entry needs a walkable floor and enough clearance for the player to stand. If the entry is blocked or has no walkable floor, the game keeps the current camera view and shows a message. Configure boat.json directly Add this optional section to your existing boat.json: Positions and sizes are in ship-local centimeters, with X forward, Y starboard, and Z up. sizeCm is the full size of the box. In this example, the floor is 20 cm thick and its top is at Z = 100 cm, matching the entry height. You can add up to 64 collision boxes. Omit firstPerson or set "enabled": false to keep walking disabled. The boxes move with the ship and block the player without applying physical forces to the vessel. In first-person mode, the ship uses LOD 0 and its 3D bridge instruments update normally.
  6. Last week
  7. Alpha Version 0.0.27 - New key binding arrow up and down increase/decrease throttle by 5% - New key binding CTRL + arrow up and down increase/decrease throttle engine 1 by 5% - New key binding ALT + arrow up and down increase/decrease throttle engine 2 by 5% - New key binding arrow left and right 1° degree rudder to port and starboard - Fixed overbrighted watercraft lights and wrong water surface reflections with DLSS - Fixed wrong reflections on water surface then using DLSS - Fixed performance bug with the UI and 3d radar instrument - Improved representation of the radar (removed yellow crosses for objects) - Added graphic option for scenery updated to the radar - Reworked Main Menu and Pause Menu - Reworked player UI with UI instruments - New ambient sound zones added also for imported watercrafts - New generator start, run and stop sounds added also for imported watercrafts - Agile added bridge, decks and deckwork lights - Agile added dimmer for bridge instrument lighting - Agile added generator and bridge ambients sounds - Editor added black and white 3d instruments - Editor added generator sounds - Editor added boat ambients sound zones - Editor fixed autopilot not working for imported watercrafts
  8. Autopilot For adding an working autopilot to your watercraft via JSON, simply add: "autopilot": { "installed": true } to the JSON file. If you adding an autopilot 3d instrument to your watercraft, the autopilot class is automatically added to your boat. 3D Bridge Instrument Colors 3D bridge instruments are available in White and Black for both Blueprint ships and imported ships. You can set the color individually for each instrument. Select Original to keep the instrument’s existing appearance. Blueprint ships — Select the instrument component and go to Boat → Bridge Display → Face Color. Imported ships — In the Ship Editor, open Bridge Equipment, select an instrument, and set Face color. Save and reload the ship to apply the change. Editing boat.json directly — Set "faceColor": "White" or "faceColor": "Black" in the instrument’s bridgeEquipment entry. Use "faceColor": "Original" or omit the field to keep the original appearance. On analog instruments, the setting changes the dial face and scale markings for contrast. On radar, chart, and control panels, it changes the frame around the display. Night lighting works with both color options.
  9. Ambient and Generator Sounds You can now add ambient sound zones and individual generator sounds to your ships. Ambient sound zones Place a BoatAmbientSoundBox component in your ship Blueprint. Resize and rotate the box to cover a cabin, machinery space or deck area. The sound plays at full volume inside the box and gradually fades outside it. Volume, fade distance and fade time are adjustable. Blueprint Box Extent values represent half the box’s total dimensions. Generator sounds Add a BoatGeneratorSound component at each generator’s position and assign its Start, Running and Stop sounds. The running sound plays whenever the generator is running, including when it is disconnected from the ship’s electrical bus. Inner radius, distance falloff, volume and fade time are adjustable. In Blueprints and JSON, Generator Index 0 means the first generator. Imported ships In the Ship Editor, add a Bridge Equipment entry and select: AmbientSound for an adjustable sound zone. GeneratorSound for a generator sound source. Use WAV paths relative to your ship’s folder, such as Sounds/generator_loop.wav. Imported WAV loops repeat automatically. Mono files are recommended for positional generator sounds. The editor displays a cyan preview of ambient boxes. Save and reload the ship to apply sound changes; the placement preview remains silent. Sound playback runs locally on each client. In multiplayer, generator audio follows the synchronized generator state.
  10. That's awesome, nice to see the first videos made in Across the Seas.
  11. ship maneuvering test- Still working in progress
  12. Looks awesome, great work on the ferry. Yeah, Dover is the next harbar after Calais is completely done. Currently is only a test area.
  13. Thanks for the update, mate! She’s now much more maneuverable and fits perfectly into the scenery. She’s still a work in progress for now.
  14. Version 0.0.26 with performance improvements and thrusters for imported watercrafts is online.

  15. Alpha Version 0.0.26 - Fixed a bug in the terrain streaming engine - Fixed a bug that caused performance issue then the camera goes underwater - Fixed a bug with FrameGen resets and starts again after closing Pause Menu - Improved loading and unloading of buoys, lighthouses and windparks - Improved handling of loading shoreline waves and effects - Improved terrain material and added settings in the Options Menu - Added thrusters for imported watercrafts via Editor and JSON file - Added foamtrail and spray effects for thrusters for imported watercrafts - Added more smaller houses to the scenery model library - Added over 50 new OSM placed houses to Calais
  16. Multiplayer Server 0.1.1 - Server shows now version number - Added server status messages to the multiplayer screen - Multiplayer shows position of players on the minimap - Multiplayer shows server availability
  17. You can equip an imported ship with a bow thruster, a stern thruster, or both. Each thruster has its own thrust position and maximum force. You can also place optional water effects at the port and starboard tunnel openings. Set up a thruster in the Ship Editor Open your imported ship in the Ship Editor. Click + Bow thruster or + Stern thruster. Select the Bow thruster force or Stern thruster force marker and place it at the center of the thruster tunnel. Set Maximum thrust (kN) and save your changes. The force marker determines where the sideways force acts on the ship. Its position affects how the ship turns when you apply thrust. Add foam and spray Select the thruster’s force marker. Click + Port water FX or + Starboard water FX to add an outlet marker. You can add either side independently. Move each marker to its tunnel opening on the hull, below the waterline, and save. The outlet markers control where the foam trail and spray appear. When the thruster runs, the discharge side produces the stronger effect. The intake side produces a weaker effect. An outlet placed above the waterline or too deep below the surface may produce no visible effect. Configure thrusters in boat.json Add the following fields at the top level of your existing boat.json. Adjust the example coordinates and force values to suit your model. Positions are relative to the ship and use centimeters in [X, Y, Z] order. Positive X points forward, positive Y points to starboard, and positive Z points up. Port is the negative Y direction. For each installed thruster, positionCm and forceKN are required. portEffectCm and starboardEffectCm are optional. Existing thruster configurations continue to work, and water effects appear once you add the corresponding outlet positions. Operate the thrusters Use the bow and stern thruster sliders in the boat controls. Each slider holds its selected thrust. Double-click a slider to return that thruster to zero. Numpad keys Action 7 / 9 Decrease or increase bow thrust by 10 percentage points 1 / 3 Decrease or increase stern thrust by 10 percentage points 5 Return both thrusters to zero Example JSON text: { "bowThruster": { "positionCm": [410, 0, -80], "forceKN": 12.5, "portEffectCm": [410, -120, -80], "starboardEffectCm": [410, 120, -80] }, "sternThruster": { "positionCm": [-380, 0, -90], "forceKN": 9.0, "portEffectCm": [-380, -150, -90], "starboardEffectCm": [-380, 150, -90] } }
  18. She looks great, really nice work VENJS.
  19. This is my ship model originally made for VSF. Look how it looks now in Across the Seas! It looks even better, The graphics and overall appearance have improved so much. It just needs a few more adjustments
  20. Earlier
  21. Preparing upload of version 0.0.25.

  22. Alpha Version 0.0.25 - ADDED low-poly terrain from Rostock to Tallinn - ADDED low-poly terrain from Karlskrona to Stockholm - ADDED low-poly terrain for Godland and Gotska - ADDED buoys, lighthouses, offshore-windparks and trees for the new areas - ADDED functionality to lighthouses of Calais Harbor
  23. Here is an example of the complete boat.json file for an around 100m ship like the Agile. The fuel parameters are only example values and needs to be setup for your watercraft individually. { "schemaVersion": 1, "id": "example.agile-style-cargo", "version": "1.0.0", "displayName": "Agile-style Cargo Ship Example", "description": "Creator template based on current Blueprint handling and mass. Hull proxy, buoyancy and equipment layout are starting estimates; adapt to your own FBX.", "model": "AgileSolution.fbx", "modelScale": 1, "modelOffsetCm": [ 0, 0, 0 ], "modelRotationDeg": [ 0, 0, 0 ], "twoSidedMaterials": false, "doubleSidedGeometry": false, "hullSizeCm": [ 11000, 1800, 600 ], "hullCenterCm": [ 0, 0, -80 ], "massKg": 3500000.0, "thrustKN": 400, "waterlineOffsetCm": -80.0, "navigationDraftMeters": 4.6, "linearDamping": 0.1, "angularDamping": 0.5, "cameraCm": [ -3893.6, 0.0, 1774.0 ], "cameraRotationDeg": [ 0.0, 0.0, 0.0 ], "cameraFov": 90, "propellerCm": [ -4310.0, 0.0, -210.0 ], "rudderCm": [ -4580.0, 0.0, 110.0 ], "buoyancyHeaveStiffness": 2, "buoyancyHeaveDamping": 2.95, "buoyancyMaxUpwardAcceleration": 1600, "buoyancyRotationStiffness": 3, "buoyancyRotationDamping": 4, "buoyancyHeightSmoothingSeconds": 0.8, "buoyancyRotationSmoothingSeconds": 1, "buoyancyMaxHeightTargetSpeedCmPerSecond": 75, "buoyancyPitchResponse": 0.35, "buoyancyRollResponse": 0.55, "buoyancyPitchDamping": 4.9, "buoyancyRollDamping": 4.1, "buoyancyMaxPitchDegrees": 3, "buoyancyMaxRollDegrees": 5, "buoyancyHeightRecoveryDistanceCm": 150, "buoyancyHeightRecoverySpeedCmPerSecond": 300, "propellers": [ { "mesh": "Propeller_Main", "pointCm": [ -4310.0, 0.0, -210.0 ], "pivotCm": [ -4310.0, 0.0, -210.0 ], "axis": [ 1, 0, 0 ], "direction": 1 } ], "rudders": [ { "mesh": "Rudder_Main", "pointCm": [ -4580.0, 0.0, 110.0 ], "pivotCm": [ -4580.0, 0.0, 110.0 ], "axis": [ 0, 0, 1 ], "direction": 1 } ], "handling": { "FuelCapacityLiters": 300000.0, "InitialFuelLiters": 300000.0, "IdleConsumptionLitersPerHour": 5.0, "FullThrottleConsumptionLitersPerHour": 118.0, "MaxForwardThrust": 40000000.0, "ReverseThrustScale": 0.65, "ThrustHeightRelativeToCOMCm": 0.0, "MinPropellerImmersionCm": 240.0, "bRequirePropellerInWaterForStart": false, "EngineIdleRpm": 700.0, "EngineMaximumRpm": 1200.0, "EngineRpmAcceleration": 175.0, "EngineRpmDeceleration": 275.0, "bUseRpmBasedThrust": true, "PropellerThrustExponent": 0.7, "bUseLowSpeedThrustBoost": true, "LowSpeedThrustBoostMultiplier": 2.5, "LowSpeedThrustBoostFadeOutSpeedKnots": 2.0, "bUseSafeRpmDirectionChange": true, "EngineDirectionChangeRpmMargin": 150.0, "MaximumSpeedKnots": 24.0, "SpeedLimiterStartFraction": 0.95, "bUseHardSpeedLimit": true, "WaterDensityKgPerCubicMeter": 1000.0, "RudderLiftCoefficient": 1.1, "MaxRudderForce": 13000000.0, "MaxRudderAngleDegrees": 38.0, "bUseRudderActuatorDelay": true, "RudderMovementSpeedDegreesPerSecond": 10.0, "bUsePropellerWashForRudder": true, "PropellerWashMaximumSpeedMetersPerSecond": 7.0, "PropellerWashFadeOutSpeedMetersPerSecond": 10.0, "TurnHeelMode": "Outward", "TurnHeelStrength": 1.4, "MaximumTurnHeelDegrees": 6.0, "TurnHeelResponseTime": 4.0, "TurnHeelReturnTime": 6.0, "MinimumTurnHeelSpeedKnots": 5.0, "LateralGripPerSecond": 0.25, "HighSpeedLateralGrip": 0.06, "MaxLateralResistanceForce": 700000000.0, "bUseThreePointLateralResistance": true, "LateralResistanceLongitudinalCoverage": 0.55, "LateralResistanceYawScale": 0.25, "LateralResistanceBowWeight": 0.25, "LateralResistanceMidshipWeight": 0.5, "LateralResistanceSternWeight": 0.25, "RudderLengthCm": 100.0, "RudderHeightCm": 150.0 }, "electricalSystem": { "shipPowerNetwork": true, "mainLoadKw": 80, "fuelPumpLoadKw": 12, "upsCapacityAh": 200, "upsInitialCharge": 1, "upsVoltage": 24, "chargerAmps": 60, "baseLoadAmps": 2, "starterCapacityAh": 200, "starterInitialCharge": 1, "upsCircuitMask": 31, "generators": [ { "name": "Generator 1", "capacityKw": 150, "startSeconds": 3, "operatingRpm": 1500, "overviewPosition": [ 0.25, 0.65 ] }, { "name": "Generator 2", "capacityKw": 150, "startSeconds": 3, "operatingRpm": 1500, "overviewPosition": [ 0.4, 0.65 ] }, { "name": "Generator 3", "capacityKw": 150, "startSeconds": 3, "operatingRpm": 1500, "overviewPosition": [ 0.55, 0.65 ] } ] }, "waterEffects": { "enabled": true, "bowWave": true, "sternWave": true, "foamTrail": true, "bowSpray": true, "strength": 1, "foamStrength": 0.35, "foamLifetime": 12, "minimumSpeedCm": 50, "sprayStartSpeedKnots": 2, "sprayFullSpeedKnots": 15, "sprayDensity": 2, "sprayMaximumSpawnRate": 150 }, "mooringPoints": [ { "id": "mooringportspring", "label": "Mooring Port Spring", "positionCm": [ 4204.0, -661.0, 756.0 ], "diameterCm": 5, "maximumLengthM": 100, "breakingLoadKN": 1000 }, { "id": "mooringportforeline", "label": "Mooring Port Foreline", "positionCm": [ 4740.0, -509.0, 753.0 ], "diameterCm": 5, "maximumLengthM": 100, "breakingLoadKN": 1000 }, { "id": "mooringstbspring", "label": "MooringStarboard Spring", "positionCm": [ 4204.0, 661.0, 756.0 ], "diameterCm": 5, "maximumLengthM": 100, "breakingLoadKN": 1000 }, { "id": "mooringstbforeline", "label": "MooringStarboard Foreline", "positionCm": [ 4740.0, 509.0, 753.0 ], "diameterCm": 5, "maximumLengthM": 100, "breakingLoadKN": 1000 }, { "id": "mooringstbsternspring", "label": "MooringStarboard Sternspring", "positionCm": [ -4415.0, 898.0, 760.0 ], "diameterCm": 5, "maximumLengthM": 100, "breakingLoadKN": 1000 }, { "id": "mooringstbsternline", "label": "MooringStarboard Sternline", "positionCm": [ -4185.0, 898.0, 760.0 ], "diameterCm": 5, "maximumLengthM": 100, "breakingLoadKN": 1000 }, { "id": "mooringportsternline", "label": "Mooring Port Sternline", "positionCm": [ -4185.0, -898.0, 760.0 ], "diameterCm": 5, "maximumLengthM": 100, "breakingLoadKN": 1000 }, { "id": "mooringportsternspring", "label": "Mooring Port Sternspring", "positionCm": [ -4415.0, -898.0, 760.0 ], "diameterCm": 5, "maximumLengthM": 100, "breakingLoadKN": 1000 }, { "id": "mooringstbheadline", "label": "MooringStarboard Headline", "positionCm": [ 5382.0, 257.0, 747.0 ], "diameterCm": 5, "maximumLengthM": 100, "breakingLoadKN": 1000 }, { "id": "mooringportheadline", "label": "Mooring Port Headline", "positionCm": [ 5382.0, -257.0, 747.0 ], "diameterCm": 5, "maximumLengthM": 100, "breakingLoadKN": 1000 } ], "bridgeEquipment": [ { "id": "display_1", "type": "GPS", "positionCm": [ -3813.6, -52.5, 1739.0 ], "rotationDeg": [ 0, 180, 0 ], "widthCm": 28, "heightCm": 24, "brightness": 0.5 }, { "id": "display_2", "type": "Chart", "positionCm": [ -3813.6, -17.5, 1739.0 ], "rotationDeg": [ 0, 180, 0 ], "widthCm": 28, "heightCm": 24, "brightness": 0.5 }, { "id": "display_3", "type": "Radar", "positionCm": [ -3813.6, 17.5, 1739.0 ], "rotationDeg": [ 0, 180, 0 ], "widthCm": 28, "heightCm": 24, "brightness": 0.5 }, { "id": "display_4", "type": "RoundFuel", "positionCm": [ -3813.6, 52.5, 1739.0 ], "rotationDeg": [ 0, 180, 0 ], "widthCm": 28, "heightCm": 24, "brightness": 0.5 }, { "id": "display_5", "type": "RoundRPM", "positionCm": [ -3813.6, -52.5, 1704.0 ], "rotationDeg": [ 0, 180, 0 ], "widthCm": 28, "heightCm": 24, "brightness": 0.5 }, { "id": "display_6", "type": "RoundRudder", "positionCm": [ -3813.6, -17.5, 1704.0 ], "rotationDeg": [ 0, 180, 0 ], "widthCm": 28, "heightCm": 24, "brightness": 0.5 }, { "id": "display_7", "type": "Wind", "positionCm": [ -3813.6, 17.5, 1704.0 ], "rotationDeg": [ 0, 180, 0 ], "widthCm": 28, "heightCm": 24, "brightness": 0.5 }, { "id": "display_8", "type": "GyroCompass", "positionCm": [ -3813.6, 52.5, 1704.0 ], "rotationDeg": [ 0, 180, 0 ], "widthCm": 28, "heightCm": 24, "brightness": 0.5 }, { "id": "display_9", "type": "DigitalClock", "positionCm": [ -3813.6, -52.5, 1669.0 ], "rotationDeg": [ 0, 180, 0 ], "widthCm": 28, "heightCm": 24, "brightness": 0.5 }, { "id": "display_10", "type": "AutopilotPanel", "positionCm": [ -3813.6, -17.5, 1669.0 ], "rotationDeg": [ 0, 180, 0 ], "widthCm": 28, "heightCm": 24, "brightness": 0.5 }, { "id": "display_11", "type": "ElectricalPanel", "positionCm": [ -3813.6, 17.5, 1669.0 ], "rotationDeg": [ 0, 180, 0 ], "widthCm": 28, "heightCm": 24, "brightness": 0.5 }, { "id": "light_portsidelight", "type": "NavigationLight", "action": "PortSidelight", "positionCm": [ -3893.6, -850, 1824.0 ], "lightRoleDefaults": true, "lightRadiusCm": 3, "lightEmissive": 25 }, { "id": "light_starboardsidelight", "type": "NavigationLight", "action": "StarboardSidelight", "positionCm": [ -3893.6, 850, 1824.0 ], "lightRoleDefaults": true, "lightRadiusCm": 3, "lightEmissive": 25 }, { "id": "light_sternlight", "type": "NavigationLight", "action": "Sternlight", "positionCm": [ -5000, 0, 800 ], "lightRoleDefaults": true, "lightRadiusCm": 3, "lightEmissive": 25 }, { "id": "light_forwardmasthead", "type": "NavigationLight", "action": "ForwardMasthead", "positionCm": [ 0, 0, 2300 ], "lightRoleDefaults": true, "lightRadiusCm": 3, "lightEmissive": 25 }, { "id": "light_forwardanchor", "type": "NavigationLight", "action": "ForwardAnchor", "positionCm": [ 1000, 0, 2350 ], "lightRoleDefaults": true, "lightRadiusCm": 3, "lightEmissive": 25 }, { "id": "control_1", "type": "EngineButton", "mesh": "Button_EngineStart", "positionCm": [ -3833.6, 0.0, 1659.0 ], "rotationDeg": [ 0, 0, 0 ], "axis": [ 0, 0, 1 ], "action": "Engine1Start" }, { "id": "control_2", "type": "EngineButton", "mesh": "Button_EngineStop", "positionCm": [ -3833.6, 12.0, 1659.0 ], "rotationDeg": [ 0, 0, 0 ], "axis": [ 0, 0, 1 ], "action": "Engine1Stop" }, { "id": "control_3", "type": "ElectricalSwitch", "mesh": "Switch_BatteryMaster", "positionCm": [ -3833.6, 24.0, 1659.0 ], "rotationDeg": [ 0, 0, 0 ], "axis": [ 0, 0, 1 ], "action": "Master" }, { "id": "control_4", "type": "Dimmer", "mesh": "Knob_InstrumentDimmer", "positionCm": [ -3833.6, 36.0, 1659.0 ], "rotationDeg": [ 0, 0, 0 ], "axis": [ 0, 0, 1 ], "rotationDegrees": 270, "wheelStep": 0.05 }, { "id": "control_5", "type": "RadarAntenna", "mesh": "RadarScanner_Main", "positionCm": [ -3893.6, 0, 2074.0 ], "rotationDeg": [ 0, 0, 0 ], "axis": [ 0, 0, 1 ], "rotationDegrees": 45 }, { "id": "main_engine_exhaust", "type": "Exhaust", "action": "Engine1", "positionCm": [ -3993.6, 0, 2024.0 ], "rotationDeg": [ 0, 0, 0 ], "exhaustAutoRPM": true, "exhaustIdleRate": 8, "exhaustFullRate": 60, "exhaustScale": 1 } ] }
  24. She looks great, amazing work so far! Looking really forward to see this beauty in the sim!
  25. Currently working on the Dover–Calais ferry Soon in Across The Seas! VSV7
  26. First Multiplayer test is now live. Currently limited to 8 users. Later it will be possible to set up your own multiplayer servers.
  27. Alpha Version 0.0.24 - FIXED, perfomance issue with foam trail on imported ships - NEW, first test of the multiplayer system - NEW, test of dedicated multiplayer server (currently limited to 8 user) - NEW, added chat system to multiplayer session - NEW, local profiles for using with multiplayer - ADDED, flashlight for bridge view, FPS view and Freecam - ADDED, binocular to Freecam - FIXED, when using binocular UI does not hide
  28. New build with encrypted watercraft export is live.

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