could you please make this! --- Post updated --- --- Post updated --- I would like to help you if needed
That is a very clean and stylish HUD design, I like it. Only thing I have concerns about is if the white on light grey would still be clearly visible on lighter dirt or light concrete. Quick glance engine thermals are also much more important in BeamNG than they would be in most games. Even if this is mainly to inspire the devs, I would love to see this as a set of custom HUD apps too. I do like the idea of gauge customization as well, as I remember a couple games having that feature, like one of the NFS Undergrounds. PS, for the people talking about consoles, this isn't a normal game. BeamNG couldn't run many of the scenarios on current consoles at playable framerates even with very heavy AAA graphics optimization, as the physics calculations are simply too taxing at this point. Even $800 PCs can't do 4 car tasks with more complex vehicles too well in real time at this current stage, and I'm not sure the person that mentioned WhyBeAre's computer realizes how monumentally more powerful (and expensive) his PC is than a console or that $800 PC. The new console half-step upgrades though, if they aren't half-assed, could possibly have a chance at running a very late stage, extremely physics optimized BeamNG.drive. If BeamNG would have the manpower for porting it or the financial incentive though, still a big question mark.
If I may add on my own thoughts as well, here's a boost gauge that I think would match. I know the max/min red zones are a bit too big, I didn't notice until I had already erased the rest and gone too far forward to undo.
Thank you everyone for the kind words! I will make more. Sure I would love to see this in the game, if you can help me, I wouldn't resist! I will definitely do concept for more HUD apps, I have an idea that I want to try out. Nice! The basic though behind my concept is that the bottom of the speedo (fuel gauge) would be dynamic and could show different information as well. I will make it to show what I mean.
I do hope the devs see this... It's pretty awesome looking. The part of the HUD on the bottom left corner reminds me of The Crew.
I am just going to say this would be amazing. Also what if there was traffic? But if your computer is sluggish it would only spawn a few cars.
Oh. My. Goodness! Great idea for BeamNG 1.0! --- Post updated --- Doesn't this belong in Ideas and Suggestions?
I really like the concept of this. The picture you did looks like it took a lot of work, and the outcome is great. However, I found your picture to be very jarring to the eyes and (sorry, but) quite unrealistic. I took a little time trying to change it up in a way I prefer it, but that's up t the crowd to choose what they liked better.
I think it's definitely possible to have a lot of traffic cars. Don't simulate physics when you don't need to. The traffic cars could just simulate a simple rigidbody (or none at all, just follow a path by changing the transforms) when driving along the road and then switch to beam physics when a crash happens. Midtown Madness did this back then. The traffic cars just followed a path until a collision happens.
I think it would be better if it just depends on FPS. I think that because no one wants low-quality traffic a.i.. In fact, we could choose FPS street cars like the Pessima, the ETK 800, Sunburst, and maybe even the SBR4. Also traffic can depend on the terrain . There would not be a huge traffic jam in the middle of Utah for example. People wouldn't like low quality cars but I think they will bfine if they put FPS friendly cars and determining on how a person's computer performance.
I honestly couldn't even understand half of what you said, what's a "FPS street car"? And FPS and high quality just don't go together well.
But you didn't change anything. This was about the UI, not the angle of the sun. Node sleeping (automatic shutting off of specific vehicle's physics) was once in the cards, but has since been openly stated by the devs as no longer in consideration. And rigid body is almost certainly not going to happen. As for switching an object to use BeamNG's physics on cue, the result would likely be that there would be a notable pause when each vehicle is activated, as it takes a few seconds to load and allocate resources for a jbeam. All this without considering what might happen if several (3+) vehicles were activated within a few seconds. The best we can hope for is that: A. the physics become optimized enough, or personal hardware advanced enough, that a mid-range PC can simulate six or more normal-complexity cars at the same time, in real time, and/or B. that the physics become optimized enough that rapid loading (>0.05 secs) of jbeams becomes possible. If and when we get those, maybe the devs will consider an automatic traffic spawner and traffic AI.
Uh... Could you please compare the original post with the UI with mine? I doubt you'll be able to say that the're the same picture. Besides, his picture was heavily photoshopped from the original, so it doesn't necessarily mean it was only about the UI