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  2. Alpha Version 0.0.31 - Ship Editor added support for collision.fbx file - Scenery Editor added first version of the ingame editor - Scenery Editor added model library to the editor - Low-Poly-Terrain level of detail "Medium" and "High" added Roughness texture channel - Low-Poly-Terrain new level of detail "Ultra" with heightmaps and ambient occlusion - Low-Poly-Terrain new level of detail "Ultra" for trees uses now Quixel Nanite trees - Low-Poly-Terrain "Trees Ultra" arranged according to regional tree species
  3. Today
  4. Launcher 1.0.13 - Updated Layout - Link to full release notes added
  5. First-Person Collision for Imported Ships Imported ships can now use an optional collision FBX for first-person walking in singleplayer. You can use it on its own or combine it with the collision boxes already available in Ship Setup. Prepare the collision model Export a lightweight Collision.fbx using the same origin, axes, and scale as the visual ship model. Each mesh object in the file becomes one convex collision hull. Use separate solid shapes for decks, walls, and consoles. A solid wedge works well for stairs. To keep a doorway open, use separate shapes on either side and above the opening. A single hull spanning the doorway will block it. Configure and test Place Collision.fbx next to boat.json in your ship folder. In Ship Setup, select the FPS entry point and enter Collision.fbx in the Collision FBX field. The FBX appears as a blue wireframe and the collision boxes appear in green. Place the entry point at foot level on a walkable surface, enable FPS walking, and save. Start a new voyage to test the entry point, walkable areas, and doorways. You can also configure the file directly in boat.json. Add collisionFile to your existing firstPerson section and keep any boxes entries you still need. Here is a minimal example using only the FBX. Replace entryCm with the position of your own entry point. When sharing the ship, include Collision.fbx in the package. It provides collision for the walking character and follows the ship as it moves.
  6. Yesterday
  7. Last week
  8. Alpha Version 0.0.30 - All terrain tiles packed into container files (90 container files instead of 14.500 single files) - Removed the old single terrain files in conjunction with the new Launcher version
  9. Launcher 1.0.12 - New Release for the new scenery streaming system - Terrain is now streamed from container files instead from single tile files - Launcher is able to delete the old single terrain tile files from the game directory
  10. Alpha Version 0.0.29 - Test build for scenery container streaming - Test of game structure update for container streaming
  11. 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)
  12. 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.
  13. 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
  14. 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.
  15. 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.
  16. That's awesome, nice to see the first videos made in Across the Seas.
  17. ship maneuvering test- Still working in progress
  18. Looks awesome, great work on the ferry. Yeah, Dover is the next harbar after Calais is completely done. Currently is only a test area.
  19. 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.
  20. Earlier
  21. Version 0.0.26 with performance improvements and thrusters for imported watercrafts is online.

  22. 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
  23. 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
  24. 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] } }
  25. She looks great, really nice work VENJS.
  26. 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
  27. Preparing upload of version 0.0.25.

  28. 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
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