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  2. Today
  3. That's awesome, nice to see the first videos made in Across the Seas.
  4. ship maneuvering test- Still working in progress
  5. Yesterday
  6. Looks awesome, great work on the ferry. Yeah, Dover is the next harbar after Calais is completely done. Currently is only a test area.
  7. 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.
  8. Last week
  9. Version 0.0.26 with performance improvements and thrusters for imported watercrafts is online.

  10. 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
  11. 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
  12. 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] } }
  13. She looks great, really nice work VENJS.
  14. 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
  15. Preparing upload of version 0.0.25.

  16. 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
  17. Earlier
  18. 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 } ] }
  19. She looks great, amazing work so far! Looking really forward to see this beauty in the sim!
  20. Currently working on the Dover–Calais ferry Soon in Across The Seas! VSV7
  21. First Multiplayer test is now live. Currently limited to 8 users. Later it will be possible to set up your own multiplayer servers.
  22. 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
  23. New build with encrypted watercraft export is live.

  24. Exporting your ship 1. Keep your original FBX, textures and authoring files in a separate working folder. 2. Open your original FBX-based ship in **Ship Setup**. 3. Finish your changes and click **Save JSON**. Unsaved settings must be saved before export. 4. Choose the export setting: - **Export settings: editable** (default): recipients can adjust the ship configuration, including equipment placement and handling. - **Export settings: locked**: the game uses an authenticated copy of the exported settings inside the protected model. Changes to the external JSON do not replace those settings, and Ship Setup cannot save them. 5. Click **Export protected ship**. 6. Read the status message for the new export folder. Share that complete folder, rather than your original authoring folder. Exports are created in: <game project directory>/Saved/ShipExports/<ship-id>-export-<unique-id>/ Every export creates a new directory. The original FBX ship and earlier exports are preserved. What to distribute A typical export contains: ```text my-ship-export-.../ boat.json model.atsship preview.png (if present) Sideview.png (if present) Audio/... (only configured audio files, if present) ``` The exporter copies the configured preview, sideview and audio files. These supplementary files remain ordinary files. The original FBX and loose model textures are not copied; texture pixels needed by the model are embedded in the encrypted model. Do not add the original FBX or source textures to the export folder yourself if you want to keep them private. Review any other personal information in your ship configuration before sharing it. Installing a protected ship Recipients place the complete exported folder under: ```text Mods/Boats/<ship-folder>/ ``` The folder must contain `boat.json` directly, alongside `model.atsship`. Reload the custom ship list or restart the game as usual. The JSON references the local protected model: ```json "model": "model.atsship" ``` Do not rename that model file without rebuilding the export. Keep the exported ship ID. A source version and its protected export share the same ID, so install one version at a time to avoid duplicate-ID conflicts. Recipients need a game build that supports `.atsship`. Older builds that accept only FBX cannot load these exports. Equipment and controls The format preserves the static geometry's object names, hierarchy, pivots, material sections, vertices, triangles, normals, UVs, vertex colours and tangents. Object-name assignments for propellers, rudders, radar antennas, lamp lenses and bridge controls continue to use those names. With editable settings, recipients can use the existing ship editor and save JSON changes. The protected model remains protected. The game does not provide an FBX export or a protected-model re-export command. With locked settings, Ship Setup is for viewing the model and placements. The creator needs the original FBX authoring version to change settings and create a new release. The lock is enforced by the game; it is not a guarantee against a modified game or reverse engineering. Updating a protected ship Edit the original FBX-based version, update its configuration/version, save it and export a new protected copy. Distribute the complete new folder. Keep backups of your original project: the protected distribution is not an editable source backup. Format and limits - Static imported ships only; skeletal models are not supported by this export format. - Maximum 2,000,000 section vertices and 6,000,000 triangle indices per model. - Maximum 8,192 nodes and 8,192 material sections overall, with up to 512 sections per node. - Maximum texture dimensions: 8,192 × 8,192 pixels. - Prepared model data and expanded texture references have memory limits of 512 MiB. Very large or heavily repeated textures can exceed these limits even when the source FBX is small. - The model uses a versioned binary format, compression and authenticated AES-256-GCM encryption. Damaged or modified encrypted data is rejected. - Geometry is decrypted in memory. The loader does not write a temporary plaintext FBX or an unencrypted model cache. - Existing FBX import remains unchanged for creators who choose not to use protected export.
  25. In Ship Setup, add Bridge Equipment, then select the type Exhaust. Choose Engine1, Engine2 or Generator and set its position, rotation and output values. The editor's generator selector starts at 1 for convenience. JSON and the Blueprint Generator Index start at 0. The editor shows an outlet placement marker, not a live smoke preview. Save JSON and reload the ship to apply your changes. Creator-locked protected ships cannot have their settings edited; configure the original FBX-based version and export a new release. Merge these entries into the existing `bridgeEquipment` array. Keep other entries; do not create a second array with the same key. Every entry needs a unique `id`. ```json code { "bridgeEquipment": [ { "id": "main_engine_exhaust", "type": "Exhaust", "action": "Engine1", "positionCm": [-500, -100, 800], "rotationDeg": [0, 0, 0], "exhaustEnabled": true, "exhaustAutoRPM": true, "exhaustIdleRate": 12, "exhaustFullRate": 70, "exhaustIdleSpeed": 40, "exhaustFullSpeed": 120, "exhaustScale": 1 }, { "id": "second_engine_exhaust", "type": "Exhaust", "action": "Engine2", "positionCm": [-500, 100, 800], "rotationDeg": [0, 0, 0], "exhaustIdleRate": 12, "exhaustFullRate": 70, "exhaustScale": 1 }, { "id": "generator_1_exhaust", "type": "Exhaust", "action": "Generator", "generatorIndex": 0, "positionCm": [-700, 0, 900], "rotationDeg": [0, 0, 0], "exhaustAutoRPM": true, "exhaustIdleRate": 3, "exhaustFullRate": 15, "exhaustIdleSpeed": 20, "exhaustFullSpeed": 60, "exhaustScale": 0.6 } ] } Positions are ship-local centimetres: +X forward, +Y starboard, +Z up. Rotation order is `[pitch, yaw, roll]`, in degrees. Position values above are examples, not automatic funnel detection. | Field | Default | Meaning / range | | --- | --- | --- | | `action` | `Engine1` | `Engine1`, `Engine2` or `Generator` | | `generatorIndex` | `0` | Generator index, 0–63 | | `exhaustEnabled` | `true` | Enables this outlet | | `exhaustAutoRPM` | `true` | Uses the assigned machine's RPM range | | `exhaustIdleRPM` | `700` | Manual lower RPM, 0–100000 | | `exhaustFullRPM` | `4200` | Manual upper RPM, 1–100000; must exceed the lower value | | `exhaustIdleRate` | `12` | Lower output, 0–2000 particles/second | | `exhaustFullRate` | `70` | Upper output, 0–2000 particles/second | | `exhaustIdleSpeed` | `40` | Lower exit speed, 0–10000 cm/s | | `exhaustFullSpeed` | `120` | Upper exit speed, 0–10000 cm/s | | `exhaustScale` | `1` | Smoke sprite size multiplier, 0.01–100 | Currently the shared `bridgeEquipment` limit of 64 entries includes exhaust outlets, instruments, lights, antennas and controls.
  26. The Ship Editor lets you configure the handling of an imported ship without editing its 3D model or writing C++ code. Adjust propulsion, rudder response, turn-induced heeling and water resistance to suit your vessel. Handling settings are stored in the ship's boat.json file and applied when the next voyage starts. Use the Heeling section to choose whether the vessel leans into a turn, leans away from it, or has no additional turn heel. The effect responds to the ship's actual forward speed and rate of turn. Adjustable strength, an angle limit and separate response and return times let you create a quick banking motion or a slower, more restrained response. The additional turn heel is combined with the existing wave-induced roll. Turning it off does not stop the ship from rolling in waves. The maximum turn heel setting limits this additional contribution, not the vessel's total roll. Ship Editor Workflow 1. Open the imported ship in the Ship Editor. 2. Select Heeling in the left-hand list. 3. Enter the required values. Press Enter or leave the numeric field to commit it. 4. Select Save JSON to save the changes. 5. Start a new voyage with that ship to test the result. Use Default next to an individual field to remove its saved override. The editor then uses the native default for that setting. Heeling Parameters Configure the additional turn-induced roll described below. Editor label JSON key Default Range Turn heel direction TurnHeelMode None See modes Turn heel strength TurnHeelStrength 1.0 0 to 4 Maximum turn heel (deg) MaximumTurnHeelDegrees 6.0 0 to 30 Heel response time (s) TurnHeelResponseTime 1.0 0.01 to 60 Heel return time (s) TurnHeelReturnTime 1.5 0.01 to 60 Minimum heel speed (kn) MinimumTurnHeelSpeedKnots 2.0 0 to 200 TurnHeelMode None: disable additional turn-induced heel. Inward: lean towards the inside of the turn. Outward: lean towards the outside of the turn. JSON mode strings are case-sensitive. Use the names, not numeric enum values. TurnHeelStrength Multiplies the calculated target angle. Higher values produce more heel for the same speed and rate of turn, subject to MaximumTurnHeelDegrees. MaximumTurnHeelDegrees Caps the absolute target angle of the additional turn heel. It is a limit, not a fixed angle that the vessel will reach in every turn. A value of zero produces a zero turn-heel target. TurnHeelResponseTime Controls smoothing when heel builds in the same direction. A larger value gives a slower response. It is an exponential time constant, not an exact delay or the time required to reach the final angle completely. TurnHeelReturnTime Controls smoothing when heel decreases, returns towards zero or changes direction. Larger values make the motion settle more slowly. MinimumTurnHeelSpeedKnots Below this absolute forward-speed threshold, the turn-heel target becomes zero and the additional heel fades using the return time. This uses forward speed through the vessel's heading, not the total sideways velocity. JSON EXAMPLES These are partial configuration objects, not complete ship manifests. Merge the fields into the existing root-level handling object in boat.json. Preserve other handling fields and the rest of the ship configuration. Do not create two handling objects or replace the complete boat.json with a snippet. Example A — slower outward heel: { "handling": { "TurnHeelMode": "Outward", "TurnHeelStrength": 0.65, "MaximumTurnHeelDegrees": 4.0, "TurnHeelResponseTime": 3.0, "TurnHeelReturnTime": 5.0, "MinimumTurnHeelSpeedKnots": 1.5 } } Example B — quicker inward banking: { "handling": { "TurnHeelMode": "Inward", "TurnHeelStrength": 1.0, "MaximumTurnHeelDegrees": 8.0, "TurnHeelResponseTime": 0.8, "TurnHeelReturnTime": 1.5, "MinimumTurnHeelSpeedKnots": 3.0 } } Example C — disable additional turn heel: { "handling": { "TurnHeelMode": "None" } }
  27. The Ship Editor now includes a Fuel section. Set the shared tank capacity, initial fuel quantity and consumption rates for the main propulsion engines. Save JSON and start a new voyage to apply the settings. Editor setting JSON key Tank capacity (L) FuelCapacityLiters Initial fuel (L) InitialFuelLiters Idle consumption per engine (L/h) IdleConsumptionLitersPerHour Full-throttle consumption per engine FullThrottleConsumptionLitersPerHour Capacity: 0.01 to 100,000,000 litres. Initial quantity: 0 to capacity, with the same 100,000,000 litre upper limit. Consumption: 0 to 1,000,000 litres/hour per running engine. Full-throttle consumption must be at least the idle consumption. Example Merge these fields into the existing root-level handling object in boat.json. Keep other handling fields and the rest of your manifest. This snippet is not a complete ship definition. The values illustrate a large-tank configuration and are not a calibrated preset for any real ship. JSON CODE { "handling": { "FuelCapacityLiters": 500000, "InitialFuelLiters": 350000, "IdleConsumptionLitersPerHour": 50, "FullThrottleConsumptionLitersPerHour": 800 } } How consumption works in Across the Seas Only running main engines contribute to consumption. For each running engine, the rate is interpolated linearly between idle and full throttle using the absolute throttle input. Forward and reverse use the same absolute-input rule. With the example above: One engine at idle: 50 L/h One engine at 50% input: 425 L/h One engine at full input: 800 L/h Two engines at full input: 1,600 L/h from the shared tank Stopped engines consume nothing through this calculation. Refuelling is capped at the configured capacity. The existing empty-tank engine-stop behaviour and fuel gauges use the configured tank. Fuel-pump electrical demand is configured separately through the electrical system's fuelPumpLoadKw setting. The rates configure the main propulsion engines. Generator fuel use is not added by these settings.
  28. Alpha Version 0.0.23 - Ship Editor, added option for SECURED export of your FBX and texture files - Ship Editor, SECURED exported FBX and texture files are save as an .atsship file original files are remain unchanged - Ship Editor, added option for SECURED export of watercrafts settings - Ship Editor, added radars (you can add multiple radars) - Ship Editor, added deck lights - Ship Editor, added navigation, fishing and towing lights - Ship Editor, added bridge lights - Ship Editor, added work lights - Added new low-poly materials to the south coast of England - Added middle of the North Sea to the player spawnable area
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