Yep, you can assign button to switch overlay visibility in SimHub. Dash Studio -> Settings -> Overlays displayIs it possible to make the halo invisible or just transparent?
Yep, you can assign button to switch overlay visibility in SimHub. Dash Studio -> Settings -> Overlays displayIs it possible to make the halo invisible or just transparent?
Yeah, as it mentions in SimHub HTML Engine can be more smooth but not without compromises unfortunately. All circular gauges will not work (RPM, flags, delta) and elements layers can be messy (throttle gauge for some reason droping behind background image, some text is blurred instead of blurring only text shadows). I can change circular gauges to linear ones even if this require some minor visual compromises but how to deal with another issues I just dunno. And to be sure, did you have similar issues after switching to HTML Engine? Will be interesting if they appear only on my side.
Yeah, I've noticed the rpm gauge isn't working now. To be honest, I haven't noticed any thing else not working as Primarily I use it to judge how hard I'm pressing on the brake pedal. My left leg/foot have no feeling in them so it's tough for me to judge when I'm trail breaking or not.
@f1lover001 , when I'm in the garage I turn it off with a button on my button box. you can do something similar with keyboard or controller I assume. Here is where to find the setting: (bottom of screencapture)
View attachment 371856
edited to fix typo
Unfortunately I can not name the disease according to the symptoms. If fuel and ERS modes shown correctly and brake bar running fine then extra script definitely working as intended. Also throttle gauge implemented in exact same way as brake gauge and I can't imagine how only one of them didn't work. Except that you running dashboard in HTML mode then some of them can drop behind background image and will be a bit less visible but still work.I installed the extra script but still does not show the throttle and the Speed is in the wrong place for some reason
Make more sense but still weird. If you sure that script work fine and it only fail for any reason for throttle and brake, try this one: F1HaloExtensions.jsThe fuel and ers work. The brake and throttle do not work at all either of them
After a bit of investigation I found that changing "AutoSizeScale" on a fly didn't working with HTML engine. This why speed is smaller than should be and whole widget is bigger (0.6 for scale instead of 0.55) and goes beyond the layout border that cause a cut off.Hi, I've been trying to get this mod to work with OBS but if I do this, the overlay is not fully displayed and the right side is cut offView attachment 375525
I've tried to get around this by changing the CSS style of the widget item class, but this also moves the speed indicator. The same thing happens if I enable the HTML engine in simhub for the regular overlay
Does anyone have an idea?
HTML Engine support update. Make sure that you have SimHub version 7.0.3 or higher as some new features was used under the hood.
For update from old version, wipe all old files and replace with new ones. Only radar overlay has not been changed. If you was using custom values in .olayout file, increase halo width by 4.76% from your old value and height by 6.67%, decrease top margin by around 8.3%.
You can enable HTML Engine for overlay rendering under "more"...
boa.st submitted a new resource:
F1 2019 Halo Overlay - F1 2019 TV-style Halo Overlay with additional race info
Read more about this resource...
Did you mean some TV HUDs from that years? Nah, sorry, I'm just not interested in that.Mate,
Could you do for f1 1993,2008 and official 2019?
Yeah, sure. But if we talking about adding this feature with throttle and brake for the cockpit cam to current overlay there can be a few nuances. 1. Game don't provide telemetry for camera position. 2. Placing this elements in cockpit isn't obvious.First of all nice overlay you did there. Is it possible to make an overlay with just the throttle and brake for the cockpit cam? Since you already have most informations on the dashboard there, I think this would be a nice addition.
Technically, the is no "4K" standard for 32:9 screens. In this case I can only guess what real resolution marketers named as "4K". And I assume it's DFHD (3840 x 1080) right? Then try to change "Left" value for halo from "424.0" to "1384.0" and for radar from "760.0" to "1720.0". That should be enough but only if vertical scale in game same to FHD monitors (as there same 1080 pixels). If not and supposed values don't work fine then I need to see ingame screenshot from you to fit it correctly.Ciao, come decodificare per monitor 4k e per monitor 32: 9 da 49 pollici? Grazie
Now I understand correctly. For UHD (3840x2160) just multiply all values by 2. For Halo will be "Top": 882.0, "Left": 848.0, "Width": 2640.0, "Height": 1280.0,Grazie per la risposta, ho chiesto sia un monitor 3840x2160 4k sia un 5120x1440 32: 9