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Digital speedometer responsiveness

Discussion in 'General Discussion' started by 9ool, Feb 22, 2025.

  1. 9ool

    9ool
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    Joined:
    Feb 22, 2025
    Messages:
    4
    Hello everybody,

    I'm not sure if this is the correct thread but I'd like to have a less responsive digital speedometer because a lot of real life cars have a pretty laggy one.
    This video demonstrates it pretty well:
     

    Attached Files:

    • upload_2025-2-22_17-31-27.png
  2. Ananel81

    Ananel81
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    Joined:
    Sep 7, 2021
    Messages:
    1,250
    Yes devs never thought about that, but the Tango mod do have this because the Twingo has a really laggy HUD.
     
    • Agree Agree x 1
  3. 9ool

    9ool
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    Feb 22, 2025
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    4
    Do you know about modding? Maybe there is a way to change the "fps" of the speedometer
     
  4. justaguy

    justaguy
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    Sep 15, 2021
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    117
    Some time ago, I remember there being a bug where the displays would update at 1/2x the fps, this was really annoying for me who had to live with 10-30fps. So I think that this issue somehow relates to the fact that fps is probably hardcoded, but the displays are mostly just Webpages with JS files, so making the code wait a little more before updating might be possible
     
    • Agree Agree x 1
  5. 9ool

    9ool
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    Do you have any idea where to find those JS files? I searched for something related to the displays but couldn't find anything?
     
  6. justaguy

    justaguy
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    Sep 15, 2021
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    The display files are not in the 0.xx folders, they are in the /steamapps/common/BeamNG.drive/ folders.

    Something relating to fps (for the BeamNavigator at least) is found in /steamapps/common/BeamNG.drive/lua/vehicle/controller/beamNavigator.lua
    In /steamapps/common/BeamNG.drive/lua/vehicle/controller/gauges/ there is something relating to gauges and apparently it updates at 60 FPS.

    /steamapps/common/BeamNG.drive/ui/ui-vue/src/services/ seems to contain multiple .js files, including one relating to the navigator.
     
  7. Sopze

    Sopze
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    Joined:
    Nov 30, 2017
    Messages:
    46
    while navigator is, digital dashes are not common, so the .js for their GFX is packed inside their car's .zip files (like the etki800), nothing globally editable there...

    however, if you're really into it, your easy options are:

    1. -> add some delay/frameskipping in angular module update (the .js) for every car that has digital dash, this would be a lot of work, even more work if you have lots of car mods installed, and hard to keep track fo your edits
    2. -> add frameskipping to the electric values you need in electrics.lua <- this will affect all the game, including analogic ones, but is only 1 file
    3. -> write a function to determine if car is using digital dash and store that upon car spawning, then use step 2 only if dash is digital (the easier way here would be having a manually-written list of the internal car names you want to affect on the electrics.lua itself)

    the ideal thing would be the game using different values depending if it's digital or analog, but that doesn't happen, and cant be done (as its defined inside the car files, not the game)
     
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