Universal SimHub Dash

Universal SimHub Dash 2.1.20240811.01

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I actually wasn't even keeping notes about the things I was trying to fix, but the highlights that I do remember for this update include:

  • Fixed fuel calculation algorithms in the v2.0 JavaScript library
  • Fixed "Laps Remaining" algorithms in the v2.0 JavaScript library
  • Probably some other fixes too.

I'm actually considering uploading the project to GitHub just so I can keep better track of its changes and issues, but I would still release new versions here.

Please feel free to post in the comment section if you find anything else that's wonky or suggest things you'd like to see added.

INSTALLATION: As usual, copy the DashTemplates and JavascriptExtensions folders from the ZIP into your SimHub folder.
Highlights:
  • updated to latest SimHub 9.2.0
  • totally new and better JavaScript architecture
  • added targeted support for Le Mans Ultimate
  • should work more generically (i.e. with games without a targeted implementation)
  • totally new BeamNG.drive integration.
  • support for hybrids and electrics in RaceRoom.
GENERAL (non-game-specific)
  • Completely replaced the 1.x JavaScript library with a new version.
    • Should improve performance slightly.
    • Should vastly improve support for sims outside the targeted integration list.
    • Allows much easier extension to future sims.
  • The fuel gauge display has been adjusted.
    • The original intention was to have the fuel gauge turn more and more red as the fuel level went down. The 1.x implementation of this was broken; I have fixed this, and now it works as originally intended.
    • The pit strategy calculation has been adjusted to account for the partial lap that must be run after time expires in a timed session.
  • Visual styling of the MFD has been adjusted.
  • An implementation version indicator has been added to the bottom-right corner of the dashboard. In sessions where the hybrid engine charge display is enabled, this indicator will be hidden underneath it.
ASSETTO CORSA
  • ABS and TC tiles now show the setting level in the label and the "tolerance" from the raw physics data as the value. This works around the ambiguity of AC car mods regarding whether higher numbers mean more or less lock or slip tolerance.
  • ABS and TC tiles now flash when either system is acting.
  • The MFD text for penalties has been adjusted.
ASSETTO CORSA COMPETIZIONE
  • Workarounds have been devised for an apparent new quirk of the SimHub/ACC integration where some data points are not reported correctly (including brake bias and fuel level) until you're in the car. The dashboard driver will render blank values for these data points until sensible values are available.
  • ABS and TC tiles function as expected. However, the data available in AC for lock or slip tolerance is not present in ACC, so only the level is shown.
  • The MFD text for penalties has been adjusted.
  • The session information display has been adjusted. A dead timer is no longer displayed for unlimited practice sessions.
AUTOMOBILISTA 1
  • Development of this integration is probably over, but it will remain in its current state.
  • The MFD text for penalties has been removed.
BEAMNG.DRIVE
  • Created a new implementation of the BeamNG.drive integration. This was made necessary by updates to SimHub's own integration with BeamNG, which changed the name by which SimHub refers to the game, and also included a breaking change to the naming of several data elements.
  • A session timer has been added.
  • ABS indicator support has been adjusted.
  • The flag indicator light in the corner of the dashboard has been repurposed in BeamNG.drive as a handbrake indicator light.
  • The fuel gauge has been reimplemented.
    • The new SimHub/BeamNG integration exposes sufficient raw data for the dashboard to display actual fuel level (in liters or gallons) rather than a percentage.
    • The fuel consumption, stint estimate, and pit strategy indicators are no longer visible while BeamNG.drive is the active game.
  • TC indicator support has been dropped. In the new SimHub version, the indicators for the TC light are always on, regardless of settings, making them useless to control a dashboard.
  • The 1.x implementation of the BeamNG.drive integration remains, but is now deprecated, as it will not be practical for me to continue maintaining it alongside the newer version. My official recommendation is to upgrade to SimHub 9.2.0 or later, and the latest release of BeamNG.drive.
LE MANS ULTIMATE

Added targeted support for Le Mans Ultimate. This is currently using the updated rFactor 2 integration (see below).

PROJECT CARS 2 AND 3
  • Verified working-ish with the "default" dashboard im[plementation, though it's significantly janky in each, due to quirks in their SimHub integrations.
  • No targeted implementation is scheduled for either of these games, as it is too difficult for me to set them up on my current rig.
RACEROOM RACING EXPERIENCE
  • Support for electric and hybrid vehicle state-of-charge has been implemented. This has been tested with the Formula RaceRoom X-22 and Cupra e-Racer.
  • Display of the current lap time (or the "lap invalid" message) in the MFD has been adjusted.
  • The linear gauge for incident point count has been removed.
  • Overall display of incident point count has been adjusted.
  • The visual format of the Push-to-Pass (P2P) indicator has been adjusted.
RFACTOR 2
  • Minimal, experimental support for an ABS indicator has been added. I discovered some data attributes which can be used to reliably indicate when the ABS system is acting. However, there is still not enough information to determine whether the ABS system is enabled, or to what level it has been adjusted.
  • The MFD text for penalties has been removed.
  • The visual format of the incident point indicator has been adjusted.

KNOWN ISSUES
Please report more in the comments (not the reviews) if you see something else.
  • The stint lap counter seems broken — will be resolved in next version
  • The white flag indicator for "final lap" doesn't seem to be working in AC — might be resolved in next version?
  • The checkered flag indicator is too early in some sims. — will be resolved in next version
  • Some cars in ACC report incorrect brake bias — unknown whether this is fixable
  • Like
Reactions: TNTPro
  • added pedal display
  • added lap counter since last pit
  • added damage indications for RaceRoom and rFactor 2
  • changed hybrid deployment/recovery display for AC
  • added penalties display for rFactor 2
  • added incident points display for RaceRoom
  • added support for a relative timing overlay
  • standardized display of game state
  • probably some other stuff I haven't kept track of
For a demo just watch any of my Twitch highlights from this year.
  • Like
Reactions: OLIVER JUNIOR
I've actually been using this update on-stream for a long while now, and it's about time I stopped being lazy and uploaded it for everyone else. :)

The logic that drives all of the dashboard elements has been moved to its own JavaScript file so that it can be used by other dashboards that want to have similar features. This seems to have already fixed the errors that @TNTPro reported in the forums earlier this week. (At least, I started up the dash and didn't see the same errors with this version...)

Main highlights in this version include:
* green background on lap time if it's your personal best
* no more "YOU DIED" message in BeamNG (too hard to reliably determine)
* should be slightly more efficient, maybe?
* logic is now external to the dashboard so you can use it for your own dashboards as well (JavascriptExtensions/zbwDashCalcs.js)

Enjoy!
I've spent far too much of the last few days going through the various sims other than AC (where the dashboard was originally developed) and tying all the various features of those sims into the dashboard. It's had the added benefit of getting me to play a bunch of sims that I hadn't touched in a while. :D

The overlay now supports every bit of information I could glean from the data in ACC, AMS1, BeamNG.drive, rFactor 2, and R3E. Every sim has its own funky way of doing things, and the original version of the overlay didn't account for any of it very well. Now it does.

Enjoy!

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