Make sure there's only 1 instance of the app, if you have multiple ones only one will work. Also heard that it might break like that in replays, I'm looking into it. This might also happen when the physics are paused ("J" button by default), if you unpause it should sort itself out. If not, for now try to press F5 to reload the UI, see if that helps.
Yes, the next one in line is most likely going to be the analogue counterpart of the digital Shift one. The plan is to feature the same dynamic movement, but also have reflections on the UI (just like in Shift 1). I'm also planning to include various themes based on gauge clusters of vanilla cars, which would be automatically set based on the current vehicle.
Yes, it will still have a digital display. Basically it's going to be just like this UI: (see from 1:50, 4:10 and 10:50) Yes, the turn signals show up in the empty space on the bottom left and right corner when active.
Ok, ty. One last thing, will the analog speed gauge adapt to vehicles' max speed (automatically or manually) ? If yes, how about custom config (with no max speed defined in the performance tab)?
Awesome that this tachometer has been adapted for BeamNG. Loved playing ProStreet when I was younger, and this brings back great memories.
Awesome tach! I totally forgot about the shift zone appearing on the tach in Pro Street drag races and I'm pleased to see it implemented here as well. I've noticed it changes position depending on what gear your in and I'd love to know how that feature works. Does it actually use the specific vehicle's power curve and gearing to identify the ideal time to shift?
Honestly I'm not sure yet, we'll see. Right now it's kind arbitrary. Basically starts from 90% RPM - a certain percentage based on gear, and stops at 95% plus a certain percentage based on gear. The start and end crawl at a different rate, and the end stops at 100% while the start stops crawling at gear 5. Originally I wanted to base it off the torquecurve of the vehicle and set it at peak torque + 10%, but I haven't figured that one out yet. Might revisit that in a later update. I did however try to make this pattern fit as many vehicles as possible whille refraining from leaving it static.
Still have the speed challenge memories on NEVADA highway! I played BeamNG with Blackjack or On Fire playing along on the Nevada Interstate map with my mods playing
After seeing your NFS Shift and ProStreet tachometers I simply had to know, do you take requests? If so I've always wanted a Gran Turismo 5/6 style HUD in BeamNG. The closest thing to that style of HUD (as far as I know) was asciiUI which unfortunately doesn't work anymore. If you could make it real, that would be awesome.
I already have a couple UI apps planned, including a tachometer that is fully original and not just a replica of/upgrade to the UI of another game, and my previous two UI apps also really need an update by now. I'm open to ideas though, if there's demand for a Gran Turismo UI then I might make one.
Hello everyone! Just a heads-up, but it seems like the nitrous bar and color indication no longer works as the recent game update brought changes as to how that is handled. Despite that, clicking on the nitrous bottle still works and will activate/deactivate the nitrous as intended. I will get around to fixing this issue when time allows it. For the time being, keeping the Simple Powertrain Control app on screen (if it wasn't already) can be one solution to seeing nitrous levels. If your Main level indicator setting is set to N2O, you might want to change this to Fuel or Temp (The settings menu can be accessed by clicking the cog button in the bottom right corner)
Hello again! This update should've dropped long ago, but unfortunately I've only gotten around to it now. This update will address several bugs and introduce new features. So far the changelog is the following: Added new border styles: chrome, dark Added an opacity slider for the border, separate from the background opacity The settings menu is now scrollable Nitrous has been fixed, the bottle will once again indicate the correct color and the bar shows the remaining nitrous ESC indicator no longer stays lit up when ESC is off The images used for the background have been re-masked to avoid overlapping The update should be out early next week. Stay tuned!
I like this app, and since now from ver 0.28 there is odometer stats for each vehicle model, could the app maybe be updated to show the current vehicle's mileage fetched (live) from the stats, on a digital display (atleast 6 digits possible) maybe right above the speedometer value display? Would give big immersion.
Bumped to ask a question, how did you fix the nitrous bar? I'm updating an old mod of mine and I can't see stream data for nitrous exposed anywhere.