[REL] SMG HUD pack 2.5 (updated!)

Discussion in 'Other' started by Slow Motion, Sep 2, 2017.

  1. ceecee

    ceecee Registered

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    I have it from Steam now, thanks !
    #16 is great in GT3, all the info I need, excellent :D
     
    Last edited: Jan 12, 2018
  2. Mauro

    Mauro Registered

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    great work slow motion!

    I particularly appreciate the n.17 and n.19 GT Hud :)



    p.s. is it possible in future (when and if you have time) a n.19-bis with all info aligned to virtual mirror? (not under red line)
    something like this
    [​IMG]
     
    Last edited: Jan 12, 2018
  3. Ho3n3r

    Ho3n3r Registered

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    So as I understand it, there is no way to get this to work at all in fullscreen mode, correct?
     
  4. ADSTA

    ADSTA Registered

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    They work in fullscreen, windowed and borderless modes.
    They aren't plugins, like Trackmap plugin, that don't work in DX11.
    They are a substitute for the 5 stock HUDs.
     
  5. elbo

    elbo Registered

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    Great work! Thank you so much. For me 19 is terrific in VR. My only suggestion would be to remove the gear number/rpm for VR since that info is on the wheel or dashboard of most cars, but it is a very minor complaint and does not bother me that it is there.
     
  6. Slow Motion

    Slow Motion Registered

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    @Mauro @elbo thanks for suggestions, I'll make some more variants... And yes, at least 1 HUD without analog rpm and gear.
    Of course keeping the rpm and pit limiters gauges.

    Then I'll come back to working on cars, lol
     
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  7. Slow Motion

    Slow Motion Registered

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    WIP
    20180114184018_1.jpg
     
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  8. cacharraco

    cacharraco Registered

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    Amazing job, Will do we have any chance to move center info to any way? So difficult to see when extra monitor is over wheel.
     
  9. mixer61

    mixer61 Registered

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    Almost perfection !
     
  10. Slow Motion

    Slow Motion Registered

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    Not a plugin, so no way if S397 doesn't change this obsolete code. Of course it is possible to write into the INI the position on screen, but... what is the right one? Each mod, also depending of cam view, needs a specific position on Y axis... and in the end, the most common position is the bottom/center for the main box
     
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  11. Slow Motion

    Slow Motion Registered

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    First post just updated... now we have a total of 24+24 HUDs... Enjoy the latest ones!!
     
  12. ebeninca

    ebeninca Registered

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    I think you should create a form of donation, this project deserves.
     
  13. Slow Motion

    Slow Motion Registered

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    Thank you. I do it for my pleasure, usually not alone, and a "thank you" by users that like my/our projects is okay!
    And there are many more projects around that are much more interesting, also like our (SMG = Slow Motion Group) GP3 Series.
     
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  14. JuanP006

    JuanP006 Registered

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    Excellent work Slow Motion. A big thank you for doing this.
     
  15. Mauro

    Mauro Registered

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    thanks slow motion.
    n.21 is my definitive rF2's hud :)



    p.s. is it normal that n.21-22-23-24 GT Hud have that drs' grey button?
    [​IMG]
     
  16. elbo

    elbo Registered

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    Are the ride height numbers meant to be dynamic because they are static on my install...
     
  17. Slow Motion

    Slow Motion Registered

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    Yes, because I didn't like the DRS box without the DRS "background" text, like in previous layout. Of course it works ONLY in OW layout (that differs only for the damage box)...
     
  18. Slow Motion

    Slow Motion Registered

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    yes, they are live and continuously change, also if I haven't yet understood the difference between ride height shown in the garage and the values shown in the HUD that, also when car is stationary, are different between them.
     
  19. Jeferson Richart

    Jeferson Richart Registered

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    For me, in all huds, works only with AI. When I driving, this is static.
     
  20. MarcG

    MarcG Member

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    Is it possible to add in a FFB Clipping meter to the HUD @Slow Motion ? I've no idea on coding HUDs so it may not even be possible.
     

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