You need to write some kind of a C-script(WDL) loader engine, which will load or replace ocean- or island/terrain/block- enitities. This could be done based on a two dimensional variable array:
Everytime your plane reaches a certan x/y border value in the quant universe, the border can be checked if its the top, bottom, left or right levelborder, and next a new level/entitie might be loaded/created then, depending on the appr. variable value found in the neighboured 2D array position(top, bottom, left or right). So, in a way, your plane flies throught the 2D array, each array variable represents a square field of a level, and the contents of each variable can be used as an index for the level to be loaded.
However, the difficulty would be to create a balance between the clipping (-distance) value and the loading of the new entity/level to generate an acceptable, not distorted view on the landscape/ocean.
Also: You need to do a socalled "normalisation", that means, you have to replace the plane's and all other visible entities' position in the 3DGS universe regularily to prevent the plane from running out of quantum universe. This can be done by simply subtracting the appr. x or y value from teh plane and all other entities from time to time or at a certain x/y limit value.
This is a traditional 3D realtime engine technique, and I took it from AMOS 3D. AMOS was an exellent AMIGA Basic and AMOS 3D was an 3D extension for it (Voodoo ? does anyone know anything about a relationship between Voodoo 3DFX founders and AMOS 3D ?)
Anyway, I hope my ideas can help you a bit. I am thinking about writing an C-Script engine like the suggested one myself, but I'm not sure, that I can find enough spare time for that. Well, let's see.
JH