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Posts
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MarkoBarthel last won the day on July 13 2024
MarkoBarthel had the most liked content!
About MarkoBarthel

- Birthday 05/08/1979
Contact Methods
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MSN
markobarthel@hotmail.com
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Website URL
http://www.virtualtechart.com
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Skype
Bartolomeus755
Profile Information
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Gender
Male
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Location
Germany
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Interests
3d Design & 3d Artwork,
Games modding,
Ship & Flightsims
Recent Profile Visitors
74,373 profile views
MarkoBarthel's Achievements
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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.
- 18 replies
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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.
- 18 replies
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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.
- 18 replies
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Boat and map selection screens with different starting points are now implemented. 2d UI panel radar Echo sounder with basic sonar instrument.
- 18 replies
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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
- 1 reply
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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
- 1 reply
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Hello, Really sad news for all VS/VSF and Canvas Knight fans. I realized that John Marcolongo known as Deutschmark as passed away in last year. So I'm really shocked about this. John passed away after an long illness. I will miss our conversations and his help advice in game development. Rest in Peace my friend. Here is a statement from his site Allaircraftsimulations. "Hello my friends, I would like to inform you that my long-time friend and musical colleague John Marcolongo has passed away after a long illness. His best friend and yours truly accompanied him during his final hours and he left us in our arms. To all who knew him, let us remember him as we knew him. Now he rocks with Dio and Jimi. Take care, my old friend. Lasst uns gemeinsam Johns Leben und seine Musik feiern und uns an die schönen Momente erinnern, die wir mit ihm teilen durften. Das Forum wird weiter bestehen, und seine beste Freundin wird die Geschäfte übernehmen. Weitere Informationen werde ich euch bald zukommen lassen. In tiefer Trauer, Nicole Weichert" My condolences to John's family and all of his friends for the great loss. For all fans of his work, I will leave the Canvas Knight section and all of his models online in the download area as long as I can. Regards Marko
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[MSFS] Airbus A340-600 3dmodel - reopened
MarkoBarthel replied to MarkoBarthel's topic in VirtualTechArt Design Addons
I had little time over the Xmas holidays to do some work on the A346. Corrected cargo bays, added new wings and a bit more work on the engines. Currently I'm working to get the mid section of the fuselage right. Next things to come are the landing gear and all the flaps and slats for the wings with all the animation works. -
Lonqvist reacted to a post in a topic:
NEW Development Screenshots and Videos - Unreal Engine
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How to modify the ships present in the game on sketchup
MarkoBarthel replied to tom._.byl's topic in 3d modeling
Hello, you need to contact the creator of the model you want to modify. Please do not modify an existing model without permission of the creator. Aside from that, I have no experience with Sketchup. -
Hello, thank you for your interest in Across the Seas. I'm working hard on the first new alpha release of the UE version of the sim. Most of the core parts are done. The conversion of the sim to Unreal was really challenging. I had to recreate the core of the sim completely. Only a few points are the showstoppers for a release, like the selection menu and physics balancing of the watercraft behavior. You can find new pics of the current status here.
- 20 replies
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First test of the Finnstar in Across the Seas and UE. Raytraced reflections for windows enabled. Marko
- 18 replies
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Working on the next watercraft conversion for Across the Seas in UE. The textures set is currently Work in Progress and does not represent the final look of the watercraft. Regards Marko
- 18 replies
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Todays work, first tests of the Ocean Star model in Across the Seas. Need to finish the interior and to rework the exterior texture set. Regards Marko
- 18 replies
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Sneak peak of the status of Across the Seas. The Unreal Engine version coming along very nicely. Most of the basic things like the menu structure and graphics features are done. The watercraft physics needs a little bit more tweaking for a first release. But I'm quite happy with the physics so far. I'm still amazed of the look and the performance of the water and the weather engine in UE compared to these things in Unity. In the newest internal build of Across the Seas I have also added FSR3 to the engine. Otherwise the UE version of Across the Seas runes natively in DX12 with UE features like Lumen, Nanite for 3d meshes, an basic implementation of Metasounds and also support of Raytracing effects for glass and metal surfaces and reflections. Marko
- 18 replies