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  1. Today
  2. Alpha Version 0.0.17 - Mooring and anchor system is now live - Harbor and boat fenders added - FPS view added Key "3" - Freelock camera added Key "4" - Improved tile chunking for patching - Added user importing watercrafts - GPS window key "G" added - Added moveable parts for watercraft - Watercrafts can now be controlled with 3d steering wheels and throttles - Orbitcam logic reworked - Basic weather menu added Key "T" - Custom buoyancy added (C++ core) - Added low-poly terrain from Calais up to Elbe approach - Increased radar range to 16nm
  3. Yesterday
  4. Hello Serkan, thank you very much for your kind of words. I`m glad you like it so far.
  5. Hello Marko, I had the chance to try Across the Seas Launcher 1.0.10, and I’m quite impressed with it, especially considering that it’s still in alpha. The sea and weather physics already feel very realistic and give a great sense of being on the water. It’s clear that there is a lot of potential here, and I’m looking forward to seeing how the simulator develops over time. Keep up the great work, and best of luck with the project!
  6. After a long wait, I have released the Unreal based alpha version of Across the Seas.

  7. The wait ist over, I have released the new alpha version of Across the Seas - Maritme Simulation. You can read the release notes here.
  8. Version 1.0.10

    11 downloads

    Across the Seas Launcher This is the self-updating launcher system for Across the Seas Unreal Engine based version of the simulation. But be aware, this is the alpha version. So things get changed over the development time. This version is free to use, until it leaves the beta status.
    Free
  9. Hello Captains, Download Page for the Launcher Welcome to the Unreal Engine based version of Across the Seas. The free alpha/beta version is now ready to download via the new custom launcher system. What comes with the first release. You can test sail 3 types of boats. One small fishing boat, a small two-shafted yacht and as an larger ship the Agile. More ships will follow in the next couple of weeks. As a first scenery, you can sail in the Dover Calais area. Hower Dover is not finished yet. I use Dover as a test object for the physics of the floating point precision. I have also added low-poly terrain up to the Elbe approach. So you can sail from Calais along to the Dutch coast to the Elbe. But for now, it's terrain only, no trees, building or other objects are placed. The water floor with depth is ready but currently not visible. It's only visible at the start location screen, minimap and the sonar. So anchoring is also currently only possible in the Dover Calais area. I'm working on that, to allow anchoring at the low-poly terrain also. Another limitation is, there are no boat wakes yet. Key's for the sim: 1 - Bridge view 2 - Orbit camera 3 - First persion view 4 - Freefly camera T - Weather and time window O - Mooring panel CTRL + O - Mooring and anchoring window M - Minimap G - GPS window E - Sonar and echosounder L (held) - Lights panel L (pressed) - Cycle through lighting states CTRL + C - Hide and unhide the ingame UI Space - Throttle to zero Custom boat import is also implemented. I will upload an description shortly. So you can test your own watercrafts in Across the Seas.
  10. Last week
  11. Working on a new terrain system, for adding modding capability to the sim. I have added low poly terrain with a depth map from the Dover Calais area up to the Elbe approach. Now you can also spawn elsewhere on the water surface, as long there is sufficient water depth. Also implemented Openseamap.org as the new minimap system. So no more need to repaint the minimap for every scenery. New start selection screen. With scenery based start points and also the capability of selecting free starting points. Low-poly terrain of Helgoland. Openseamap.org based minimap system.
  12. Earlier
  13. New milestone for Across the Seas. It's now possible to add your own watercrafts to the sim. You need to export your watercraft as an FBX file. For editing most of the visual things like propellers, rudders and mooring points, I created an ingame editor. The config files are saved as json files. In the json file you can also setup manually the buoyancy and a few other parameters of the boat physics to match the behavior to your liking. I will create an documentation for the needed folder structure of your model. I will ship this feature also with the release of the free alpha and beta version. Ingame Editor test. Loaded custom watercraft into the sim.
  14. Playing around with the mooring system. Also added working fenders to the scenery and smaller ones for the watercrafts. You can deploy and stow the boat fender.
  15. Mooring and anchor logic is done. You can moore the ship as long as an bollard is available at your location. That includes the possibility for towing other watercrafts. Also added a complete anchor system with multiple anchors support.
  16. This weeks development update. The buoyancy physics is now completely rewritten and is now fully custom made. The Agile is the first medium sized ship and ready for sea trails. Also the whole steering and rudder logic is completely overhauled. Thrusters are also fully working. Now you can also steer the watercrafts with mouse from the 3d bridge. You can steer the boats with Joysticks (needs only to set axes for throttles and rudder), via the UI and from the bridge view. Also added moveable parts to the watercrafts, like the propellers, rudder, radars etc. First implementation of weather and time is ready for the upcoming alpha. You can set your prefered time of day and choose your weather preset.
  17. Boat and map selection screens with different starting points are now implemented. 2d UI panel radar Echo sounder with basic sonar instrument.
  18. Hey Captains, In preparation for the release of the Unreal Engine based version of Across the Seas. I have created my own custom launcher system which is based of LaunchBoost.io This allows to updates of particularly small files during the further development of the sim. Regards, Marko
  19. Ahoi Captains, Across the Seas is not dead. After an long time without any news about the sim and it's current state, I'm back with good news. After the first internal test version in UE 5 with an mostly off Blueprints based version, I wasn't very happy with the result and the state of AtS. So I decided to take an fundamental step and so I started from scratch with UE and a C++ core code of the sim. So after getting a lot of headaches and pain, now the physics and the watercraft controller are full written in C++. Also the base of the GUI is completely C++ code. Across the Seas will now be developed in UE 5.8. This version brings a lot of improvements like a good implementation of 64bit floating point precision (with Unreal's Large World Coordinates) and mesh terrains and other UE features like Metahuman, Metasound and Megalights. I'm quite happy now with the way the simulator looks and feel. Most parts of the water and weather systems are done. With the further development of the sim, I will also make improvements and adding more features to the watercraft / player controller and also to improve the GUI. So the release of the first UE based prototyp, I have decided to give it a go at the late Q3 or early Q4 of 2026 release. Like the old Unity version, I will update the alpha/beta version during the development period. Here is also an Trello Board with the status of the sim. Main features of the Unreal Engine version: - C++ code base for physics, watercraft controller and the GUI - Support for very large sceneries - Native DLSS 4.5 and Nvidia's Frame Gen integration (FSR integration Work in Progress) Stay tuned for more news and the first new version of Across the Seas. Regards Marko
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