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Custom Tachometers and Boost Gauges 3.1.0

3 new tachometer and forced induction apps for any vehicle

  1. Maintenance Update + Various Bug Fixes/Improvements

    Darthbob555
    A long standing bug with this mod is apps would not always load (and when they did, they would not always do so correctly. This could be seen with either apps that would never show anything, or show numbers/values which did not relate to the vehicle focused).

    The problem was baked into how the system and its components worked, requiring another (3rd times the charm :p?) rewrite to correct this flaw. However, it kills two birds with one stone as I also lost (and could not rebuild to a working standard) my local developer environment, which meant making code changes wasn't really possible. I've slowly been chipping away at this over the last few months, and I can now say it is done :D!

    This update finally fixes the above, and now I have the code written in a far better way for maintenance, which is another good thing. This update also fixes a number of other bugs:

    Bug fixes:
    • Loading now more consistent
      • Previously, each app would have an allotted time to see if BeamNG responds with stream data, before giving up entirely. This causes issues when the game can pause for sometime when spawning vehicles etc. which often lead to instances where no app would load.
      • Now, each app waits for BeamNG to send the first stream, and goes from there
    • Rather than throwing errors when BeamNG sends invalid stream data, exit early and don't show anything
      • Refreshing UI (or double tapping ESC will attempt a reload, should it have been an unfortunate timing)
    • When resizing any of the apps, visual artefacts could be seen. This has now been fixed.
    • Gear font size now responds to the length of the gear name. Previously, gear names greater than two characters (typically a 10+ manual gearbox or any prop/aircraft that uses % values) would overflow it's "visual" area. The font size of the gear will decrease (if necessary), to attempt to stay contained to where it should visually do so.
    A side effect of reworking the codebase is it's now another order of magnitude easier to create new themes, however that is not my intention right now as I'm happy with where this mod is - though it leaves the door open for future development :).

    More maintenance updates will likely follow (probably a couple of patch updates, depending on whether this one has introduced any new bugs ;)), to keep this mod working with the latest version of the game.

    Finally, I wanted to say thank you to the number of people who have reached out after the last few updates, expressing your enjoyment of this mod. I want to say thank you as it's always wonderful to hear positive feedback about any mods I spend time making - this one in particular has been fun to work on, if not a little time consuming at times :D.
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