virtualr.net/rfdynhud-1-2-by-team-ctdp-released/
Changelog
- Fixed engine and (esp.) brake wear/lifetime calculations.
- Added support for rendering the overlay on the session monitor views.
- When observing other vehicles the HUD displays data for this vehicle (as much as available).
- Some Widgets (or parts if them) are now auto-hidden when switching to AI control, since the rFactor Plugin interface doesn’t provide data for them in that case.
- Added a localizations system (translations) for Widgets.
- Added support for imperial units.
- Added MapWidget rotation according to the current vehicle’s heading.
- Added sector specific colors to MapWidget.
- MapWidget/TrackPositionWidget: draw important positions last.
- Added vehicle class relative scoring (configuration global option).
- Added support for timed races (estimate max laps, calculate lifetime).
- Improved early rendering of Widgets to reduce the gap when entering the cockpit.
- Added rfdynhud.ini as central plugin configuration file to support localizations and custom config folders, etc.
- RevMeterWidget: Rev limit from setup is now used. This enables you to actually use rev markes fixed in the background image.
- RevMeterWidget: Digital max revs can now be boost level dependent.
- Added pause detection. (esp. engine wear will not go down)
- Added a data cache to restore fuel usage and fastest lap times per mod, car and track.
- Added support for multiple displays.
- Added SpeedoWidget.
- Added AssembledWidget to combine existing Widgets to create a new and more complex one in an efficient way.
- Added support for images to style the ETV Widgets. Images are made by Daniel Zemla.
- Added a Director plugin and editor extension to control a remote in game rfDynHUD from a Director mode in the editor.
- Added TinyPositionWidget.
- Added ETVFastestLapWidget.
- Added a basic RideHeightWidget.
- Added a FuelNeedleWidget.
- Added DashboardWidget.
- Added ETVTelemetryWidget (Revs, Velocity, Trottle/Brake).
- StartingLightWidget’s visibility handling changed. Make sure, initialVisibility is on, if you don’t plan to toggle it with an InputAction.
Changelog
- Fixed engine and (esp.) brake wear/lifetime calculations.
- Added support for rendering the overlay on the session monitor views.
- When observing other vehicles the HUD displays data for this vehicle (as much as available).
- Some Widgets (or parts if them) are now auto-hidden when switching to AI control, since the rFactor Plugin interface doesn’t provide data for them in that case.
- Added a localizations system (translations) for Widgets.
- Added support for imperial units.
- Added MapWidget rotation according to the current vehicle’s heading.
- Added sector specific colors to MapWidget.
- MapWidget/TrackPositionWidget: draw important positions last.
- Added vehicle class relative scoring (configuration global option).
- Added support for timed races (estimate max laps, calculate lifetime).
- Improved early rendering of Widgets to reduce the gap when entering the cockpit.
- Added rfdynhud.ini as central plugin configuration file to support localizations and custom config folders, etc.
- RevMeterWidget: Rev limit from setup is now used. This enables you to actually use rev markes fixed in the background image.
- RevMeterWidget: Digital max revs can now be boost level dependent.
- Added pause detection. (esp. engine wear will not go down)
- Added a data cache to restore fuel usage and fastest lap times per mod, car and track.
- Added support for multiple displays.
- Added SpeedoWidget.
- Added AssembledWidget to combine existing Widgets to create a new and more complex one in an efficient way.
- Added support for images to style the ETV Widgets. Images are made by Daniel Zemla.
- Added a Director plugin and editor extension to control a remote in game rfDynHUD from a Director mode in the editor.
- Added TinyPositionWidget.
- Added ETVFastestLapWidget.
- Added a basic RideHeightWidget.
- Added a FuelNeedleWidget.
- Added DashboardWidget.
- Added ETVTelemetryWidget (Revs, Velocity, Trottle/Brake).
- StartingLightWidget’s visibility handling changed. Make sure, initialVisibility is on, if you don’t plan to toggle it with an InputAction.