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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 3.0.6
3 new tachometer and forced induction apps for any vehicle
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MutedScreams
- 5/5,
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.
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EctorPlays
- 5/5,
I LOVE THIS MOD SO MUCH https://www.youtube.com/watch?v=3Q2Jibr_3f8&ab_channel=EctorPlays
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Loser2817
- 5/5,
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.
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Loser2817
- 4/5,
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)?
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Author's Response
Thank you for reporting - I've pushed an update and it should be available within the next couple of days :)
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grugye
- 5/5,
Rating this 5 stars because it's a nice mod, but the apps are currently not loading on Lua. Can you fix this bug?
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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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SysVR
- 5/5,
I would like to see mps (meters per second) and kt (knots) added to speed.
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Brantley Bailwy
- 3/5,
They look good, but I can't find a way to get them ingame. Mind point me in the right direction? I checked on UI apps and found nothing, so a little tutorial could help out a lot. Thanks in advance!
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Author's Response
If you go to the UI apps setting there will be a green '+' near the top left. Click it and you should be able to scroll down and select the apps from there.
It would be helpful if you could PM instead of a review as I cannot have a proper conversation. If you still need more help, PM and I'll try to help you further :)
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mrwallace888
- 4/5,
Colors no longer save and it keeps breaking them half the time I open the menu (the scale's all fucked up and I have to refresh the mod. Though, it could be something on my end).
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Author's Response
The colour schemes weren't saving - I've now fixed that issue so thank you for letting me know :). I'm not sure what you mean about the scaling - if you were talking about colour schemes reverting when scaling, this'll now be fixed with the next update.
Something that might be related is that when you open and close a menu, BeamNG destroys and recreates the apps and so the apps load in the default colour scheme, then it reads the colour scheme and scale from your settings and applies it. The latter takes a noticeable amount of time (100-200ms), and so you will see a flicker of the default scale and then it'll change to the correct scale. If this is not at all the problem you were talking about, feel free to PM me if it still occurs in the next update :)
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SkyeDoge
- 4/5,
great mod but fusion tacho and forced induction revert to default colour
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Author's Response
Thank you for letting me know; managed to misspell a variable ;)
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Perru
- 4/5,
Fusion one is great. But I still have 2 sugestion : 1. Find ways to reduce qty of marks with high rpm cars. (For prime numbers, just increase red part until its fine). 2. When you car have nitro, a turquoise/lime bar overrides fuel bar. (Turquoise when it overrides fuel, lime when it don't overrides blue part of fuel bar). Hope my rate was'nt too painful and confusing to read, i not speaking english good.
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