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In the upcoming weeks mod approvals could be slower than normal.
Thank you for your patience.

Custom Tachometers and Boost Gauges 3.1.0

3 new tachometer and forced induction apps for any vehicle

  1. Darthbob555
    This mod adds in new set of tachometer (and matching forced induction) apps. There are a total of three themes of apps called Velocity, Fusion and Ringularity.



    There are a range of colour schemes you can choose from, the default being a BeamNG style, and you can cycle between them by right clicking on the apps. There are also transparent versions for each colour scheme. All apps are independent of each other and so you can have different colour schemes on matching forced induction and tachometer apps if you wish. The colour scheme you select then also becomes the default for you on next launch.

    Left clicking on the apps cycle through the gauge's units (MPH, KPH, inHg, etc)

    velocity.png fusion.png ringularity.png

    As always, if you find any bugs or issues, feel free to PM me so I can fix them :).

    Enjoy!

Recent Reviews

  1. -Ghost-
    -Ghost-
    5/5,
    Version: 3.1.0
    Very good, but when the headlights are on (low/high) on the tachometer, the headlight indicator does not light up. (but it worked on the old version)
  2. ARES IV
    ARES IV
    5/5,
    Version: 3.0.6
    Thank you for the update!
  3. Asiuspatent
    Asiuspatent
    5/5,
    Version: 3.0.5
    Nicee
  4. MutedScreams
    MutedScreams
    5/5,
    Version: 3.0.5
    Best set of gauges out there imo. Every time I post a video with them, I always get asked what gauges I use and send them here.
  5. EctorPlays
  6. Loser2817
    Loser2817
    5/5,
    Version: 3.0.5
    Thanks for fixing the tachometers! One last thing before you stop working in this mod: put some sort of ABS indicator like what's in the vanilla tachometer. Right now it's hard to tell if the ABS is working.
    1. Darthbob555
      Author's Response
      It's intentional that it has been omitted as I didn't want to cram too much information into them (the tachometers have ended up with more information than I intended already though). It's also a little bit annoying to deal in the code, not helped by the fact I would need to rebuilt my dev environment to add that in which I lost a year ago :(. It's not impossible that I add it in later; I'm terrible at promising anything so I won't either way ;)
  7. ARES IV
    ARES IV
    5/5,
    Version: 3.0.5
    Thank you
  8. Loser2817
    Loser2817
    4/5,
    Version: 3.0.2
    Since the latest update (V3.0.2), the tachometers don't operate well: the RPM gauges don't update/reload correctly when switching vehicles. Mind fixing that as soon as possible (without forgetting your work on ExplosionsNG)?
    1. Darthbob555
      Author's Response
      Thank you for reporting - I've pushed an update and it should be available within the next couple of days :)
  9. SysVR
    SysVR
    5/5,
    Version: 3.0.1
    thank you mps add (meters per second) and kt (knots) .
  10. grugye
    grugye
    5/5,
    Version: 2.0.1
    Rating this 5 stars because it's a nice mod, but the apps are currently not loading on Lua. Can you fix this bug?
    1. Darthbob555
      Author's Response
      Hi! I cannot seem to replicate this issue, they are rendering just fine on my end and I'm not getting any Lua errors in the console. I'm near the end of quite a big re-write of the mod and I'm hoping to push the update soon (hopefully within the next few days).

      If you want to PM me the errors from the console, that'd be helpful, or if you don't mind waiting for a little bit, possibly this new update might resolve any issues :)
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