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Other evoHUD 1.5.0

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Hi kenken

Great work with EvoHud, I really appreciate the time to come up with something different than the atrocious looking default rF HUD and the sometimes problematic DynHud.

Just a question: what does the colour gradient in the tyre temperature widget actually represent? Is it the temperature across the tyre? The temperature over the last X amount of time? At the moment it strikes me as a little non intuitive, I can't flick my eyes down and know instantly if the tyres are too hot because I have to interpret what the colour gradient means.
 
Hi kenken

Great work with EvoHud, I really appreciate the time to come up with something different than the atrocious looking default rF HUD and the sometimes problematic DynHud.

Just a question: what does the colour gradient in the tyre temperature widget actually represent? Is it the temperature across the tyre? The temperature over the last X amount of time? At the moment it strikes me as a little non intuitive, I can't flick my eyes down and know instantly if the tyres are too hot because I have to interpret what the colour gradient means.
It's a temperature distribution. Color on left or right is changed -10C(blue) to +10C(red) against on center value, while it on center is always green. Maybe you realize these show wrong, but I programmed these according to ISI plugin source code comments. At this point, I can guess but I don't have any proof which is correct/wrong.
 
First, this is official statement. 1.4.0 will be the last release under active development. After that, I'll stop active development and move to maintenance mode since it's already reached my demands.

This mod is programmable, so you can modify it or create new widget whatever you want. if you can't program it, that your problem not mine. Please don't ask me to modify this mod to satisfy your personal preference just because you can't modify it. I'll continue to add functions if it's requisite, but I'm not going to add anything I can't find any reason to justify.

You are still free to request, but I'll make the call. If you can't accept my decision, you are free to modify nut file and to publish as your mod. I won't obstruct your action as long as you don't infringe on my right of evoHUD.
 
It's a temperature distribution. Color on left or right is changed -10C(blue) to +10C(red) against on center value, while it on center is always green. Maybe you realize these show wrong, but I programmed these according to ISI plugin source code comments. At this point, I can guess but I don't have any proof which is correct/wrong.
Cheers mate, I appreciate the reply. I don't normally run with tyre temps visible but I thought I'd bring it up anyway.

One other small thing I have noticed is that the tacho/rev lights don't work with snapshot 200.

I can get it to work again if I replace these lines:
Code:
local revRange = getDBInfo(DB_RevLimit);
local maxRpm = clamp(getTelemetryInfo(TI_EngineMaxRPM), revRange[0], revRange[1]);

With this line from the 1.3 release:
Code:
local maxRpm = getTelemetryInfo(TI_EngineMaxRPM);
 
Cheers mate, I appreciate the reply. I don't normally run with tyre temps visible but I thought I'd bring it up anyway.

One other small thing I have noticed is that the tacho/rev lights don't work with snapshot 200.

I can get it to work again if I replace these lines:
Code:
local revRange = getDBInfo(DB_RevLimit);
local maxRpm = clamp(getTelemetryInfo(TI_EngineMaxRPM), revRange[0], revRange[1]);

With this line from the 1.3 release:
Code:
local maxRpm = getTelemetryInfo(TI_EngineMaxRPM);
Which vehicle rev light doesn't work or all of them? That part of code you mentioned is just clipping value with RevLimitRange definition in engine.ini. So I guess there is something wrong with my code or RevLimitRange definition.
 
Which vehicle rev light doesn't work or all of them? That part of code you mentioned is just clipping value with RevLimitRange definition in engine.ini. So I guess there is something wrong with my code or RevLimitRange definition.
Every vehicle I've tried has the rev lights stuck at 100%. It's worth mentioning that I am on AMS beta.
 
Every vehicle I've tried has the rev lights stuck at 100%. It's worth mentioning that I am on AMS beta.
Do you get same bug on AMS release version? If it occurs on only AMS beta, sorry to say but I'm not going to fix it. Because I don't have a time for supporting AMS beta due to short update cycle.
 
The only condition is that there is no engine.ini or dll couldn't find it.

Logic is below:
1. search all veh file under vehicles directory.
2. if Description in veh file matches vehicle name(provided by internal plugin), find engine.ini file corresponded to veh file.
3. read engine.ini file and pick necessary parameters up.

So, there is something to break these(vehicle name -> veh -> engine.ini) links. I don't know what cause it.

Edit:
Currently, set both min and max of clip range to zero, if can't find parameter definition. I'll change them to the limit of single precision floating point. That should be fix the problem. I'll upload new snapshot later.
 
Last edited:
are you using a Cartesian Coordinate system to draw objects to the screen. That is the only way I can understand negative values.

for those that don't know what that is, https://en.wikipedia.org/wiki/Cartesian_coordinate_system

I have a triple-monitor setup but want all the objects displayed on my central monitor.
Didn't you read README or you can't understand the description( description is vague and you confuse it)? It said 'if negative, x, y are the distance from the right-bottom of display'. The origin of screen coordinate is always top-left corner. Generally speaking, it use Cartesian coordinate system, but I think it's not what you are thinking(screen center is the origin). The negative values are just for user convenience to not using screen width and height directly.
 

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