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Experimental Endurance HUD 0.31

Tracks distance and top-speed for all spawned cars separately

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  1. danielr
    Yet another trip counter? Yes, this app tracks the driven distance and top-speed for EVERY spawned vehicle plus more.

    284160_20200917130440_1.jpg

    Comparision with vanilla trip app showing the individual tracking: streamable

    Features currently:
    • Model
    • Config
    • Weight (kg/lbs)
    • Speed (kmh/mi)
    • Top-speed (kmh/mi)
    • Gears
    • RPM
    • Rev-light
    • Temperature (oil, water)
    • Pitch
    • Roll
    • Distance (km/mi)
    • Distance estimate (km/mi)
    • Fuel economy (tank, l/100km & mpg)
    • Beam damage
    • Torsionbar damage
    • "Streetcredits"
    • Distance leaderboard (experimental)

    Credits:

Recent Updates

  1. 0.23 fix
  2. Leaderboard and Settings
  3. some improvements

Recent Reviews

  1. Briella
    Briella
    4/5,
    Version: 0.31
    The mode is really beautiful, but it can be used horizontally, not vertically, as in the video, it would be much nicer if we could adjust it
  2. Mili 2
    Mili 2
    5/5,
    Version: 0.3
    Perfect package of information, functional and visually pleasing. However needs an update to 0.23.1.
  3. Eclogites
    Eclogites
    4/5,
    Version: 0.3
    Doesn't work in newest update but looks awesome
  4. AlvaroSK
    AlvaroSK
    5/5,
    Version: 0.3
    Great work, but can you add a km/l consumption ? I didn't see a mod with that fuel consumption and a lot of countries use it.
    1. danielr
      Author's Response
      Interesting, I didn't know that and will add it soon. Probably between the "km/100l" and "mpg" values.
  5. acsdog
    acsdog
    5/5,
    Version: 0.3
    This is exactly what I needed! You included pretty much all of my most-used UI apps into one.

    Do you plan on using the streetcredits to give performance feedback to the AI? It definitely seems that the current AI don't really consider variations in the handling characteristics of vehicles (e.g. putting a heavy load in the back of the D-series will result in the AI braking too late). A scoring system for the AI's driving is a great idea!
    1. danielr
      Author's Response
      Cool idea, I might look into it later on. The credits is based on the distance driven and influenced by fuel economy, top-speed and damage. There is a way to set risk-levels for the AI so maybe it's possible.
  6. Amazing Kestero
    Amazing Kestero
    5/5,
    Version: 0.3
    Cool, like F3 Debug Menu on Minecraft :D
  7. ValdekBoy
    ValdekBoy
    5/5,
    Version: 0.21
    Great HUD, I love it and can't wait to see more!
  8. SzoxHun
    SzoxHun
    5/5,
    Version: 0.21
    One of the best mods I've seen in a while
    It has everything I ever need on the HUD, thanks!
  9. ARES IV
    ARES IV
    5/5,
    Version: 0.21
    Extremely underrated mod! Thank you! :-)
    1. danielr
      Author's Response
      Many thanks, I'm getting close to the options and sections being saved between sessions. Also currently figuring out how to permantly save the distance for each car model.
  10. Janmcp 0
    Janmcp 0
    4/5,
    Version: 0.21
    The app is nice and informative, but why does the "total distance" reset when I respawn/repair the car? Was hoping for it to save distance between sessions for each vehicle.
    1. danielr
      Author's Response
      Thanks for the feedback I'll think about a solution like a reset button. Only problem is that the math will be off for fuel-economy since the tank always resets. Maybe another app that tracks distance permanently per car and writes this to a file might be better solution.
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