Discussion in 'Other' started by Slow Motion, Sep 2, 2017.
Thank You - your work is Fantastic! I will contact you further down the road....
First post has been updated with the whole pack. Not all HUDs were updated, but only few of them, depending of the graphics and specific use of them.
As I said, in the future I hope to release new HUDs...
nice one @Slow Motion worth to install, good job as always
Just a hint.
If you modify a language file, you can save it with another name in the same folder and select the new file in the video settings dropdown.
Chris (redapg) did that with an updated german language file, that he offered as a download.
In this way it can not be overwritten by updates from the game.
I'm ready for releasing a new HUD with the most wanted new features like:
but I found few issues that alter the correct use of the HUD, like the limit to 1 dgauge only (in this case the dgauge of the fuel no longer works) and the wrong look that the deltabest dgauge bar shows sometime as the gain is more than one second (in this case the "green" bar, instead of staying at its max value = full green, suddenly shows the opposite red bar at full value).
And new values shown will remain on screen also exiting at monitor and can be reset only exiting the game.
I'll double check everything... maybe there is a different new way to develop the HUD, no idea and help is very appreciated, otherwise I'll release the new HUD as it is, waiting for further inputs.
if you drive in cockpit the hub is too low , upload something would be fine thanks
Unfortunately, as you know, currently is not yet possible to move on screen the HUD, so I prefer to have the less invasive position and with gauges that can be seen at the glance. I tested a lot of different positions, since the time of the G.I.D. for rF1 (but it is a plugin and can be freely moved on screen), and I deem the lowest position is the best one.
I agree with you that in some cases, I would say depending of the car!!!, a different upper position could be better, but it is almost impossible to define how much upper.
@Slow Motion do you think a layout like this is possible?
Ahh yes!! This one is what I was looking for.
Only partially. We'll see if S397 will fix and improve few features of the HUD, but I think that, once they will release code for DX11 plugins, here a lot of talented guys will be ready for developing plugins like TrackMap.
The right part of the hud could be the current LCD and the left one should be easy to do with the current tech.
New build will come soon, but with issues I already explained in post #66...
deleted from workshop?!?
Thanks Mauro, no idea of the reason but there can be 1 only explanation: I made a mistake. In effect I found now it tagged as "private"... now on public and it should reappear.
Can you be so gentle to confirm it?
In the meantime @JuanP006 discovered I made another mistake, inverting temp vs. wear in the last new huds: I'll fix it in the next build, tomorrow.
Sorry mates and thank you.
No worries. Thank you for your support and great HUDs.
Very good job, Thank you !
This is not bad. Info has to be large enough to be legible. I have found some hubs have fonts that are too skinny. Something like this coupled with strategic use of the overhead space between the virtual mirrors would be useful. What is still missing is fastest vs. personal sector times. Why do the nicer huds seem to have large pixel cross tread temperature tire displays in the standard screen normally on the right(not shown above)? It all seems to be about included info and strategic placement that is conducive to a glance here for info A and a glance there for info B etc. Specific info bits readability and comprehension can greatly enhanced by info location. You can group too much together as much as having info too scattered or in the wrong place based on the number of times it needs to be consulted. Just my 2 cents. I think everyone is doing a great job exploring the possibilities. Cheers
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