Discussion in 'Plugins' started by Andy Bonar, Feb 20, 2012.
Try this if you can't wait -
and if you don't want to compile it yourself this should help (did not try it myself yet)
I was unable to use the old version in rF1 because of the scaling issue putting everything on 1 screen. Just curious if this was fixed in the latest release. Does this work across multi-monitor setups now? I'm out of town and unable to test myself.
Yes it works great on triples
Known shortcomings under rf2:
•Since there is not currently a way to read physics files or the AIW under rf2, a lot of data will be missing like tire temperature limits, pressures, engine and brake lifetime, track map, etc.
So, according to this, it's ISI who have blocked engine and brake lifetime from being read, is this right?
I would like to add that it most certainly does not.
In 2D surround triple monitor mode at 5760x1080, I can configure the screen as I always have, but when the game loads, it confines everything to a 1920x1080 space on the middle monitor. I have tried using both % and pixel configurations. I have to use pixel just to get widgets moved off of 1 screen in the first place.
Really need to see this with the ability to span multiple monitors and not confined to just 1.
I am referring to the post about running in triples on rf1 above....I set it up on my triple screen with no problem whatsoever... Ive not tried it in rf2
I couldn't made it work in rf2 even in 32 bits, any idea?
rF1 running in multiview mode, 2d Surround with 3 monitors (1920x1080) @5760x1080. I can set it up if I ONLY configure it for 1 monitor. Do you have widgets spread across all 3 monitors, or are they just on the center monitor. Did you use the default overlay.ini with minor changes? Did you use % or pixel based placement?
Also get issues with running it in rFactor 2. Where is the manual I only find a link to the plugin and there is no other documentation except to where to install the files? Installing them and running in 32-bit I can´t get it running but maybe just missing some hotkey?
Under the ..\bin32\plugins\rfDynHUD folder there is a README.HTML file. Launch that and you'll see some basic instructions. Overall, the dev did a piss poor job of documentation. That readme is more of a rambling afterthought with too many assumptions that we know what they know, than a well laid out and detailed explanation about how the plugin works.
Heck, the install instructions themselves, specifically for rF1 are completely wrong. If you were to follow those exactly how he's told you, it would not work.
Not work in rF2. Unfortunately.
Any update on this? Would REALLY like to see this work for triple monitor setups, aka being able to put items on the out screens, not just on the center monitor.
RTFM here: http://prunn.wordpress.com/2014/09/14/release-rfdynhud-for-rf2-widget-sets-all/ It work ONLY 32-bit!
Here my first launcher without settings:
P.S. Prunn released full widget collection for RFDYHUD: http://prunn.wordpress.com/2014/09/14/release-rfdynhud-for-rf2-widget-sets-all/
you know if have break %?
Finally i can made work here.
Unfortunately haven't break %. Really would like see F1 2014 HUD.
As of build 1028
– Re-enabled some gizmos for brake wear and temps.
So now that the rf2 devs re enabled the brake wear gizmo, would this plugin now work to show this, or would the widgets need to get re written if the gizmo is in a different memory location or something?
The brake wear gizmo is just a graphical component that can be added to a GUI (and has been, with the default GUI). It doesn't mean live brake wear is available to plugins.
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