I found the problem ..it was one of my other skin mods i have installed thanks for the quick help and super overlay mod
Just another short WIP update on the next version. All overlays will get visual adjustments to make them look much more modern and easier to read by slightly changing some visual elements but mostly updating the used fonts where it fits. Especially going to a monospaced font makes reading informations much easier on the eyes since values don't jump based on the displayed text. Here's a quick comparison how the class leaderboard currently looks in the WIP version compared to the live build v1.2.3. The display of the positioning is also reworked so it's way faster to read your current position. Also I managed to add a custom class color and class image to every single class in the game. So all classes will have the polished look like only IMSA classes had before. Current live version Upcoming v1.2.4
Another quick update. The big new feature for the upcoming version is another big custom script to determine personal best, class best and invalid sectors and laptimes. Simhubs own calcuations have the issue that it's not really recording the best sector of each driver, but just takes the three sectors of the fastest lap of the driver as the three fastest sectors this driver has driven. Of course even in overall slower laps he or another driver could have done certain sectors faster. Also it doesn't check if your lap was invalid when checking if it was your new personal or even a class record for the session, so an invalid lap that cut a corner can break the fastest lap for the race. With my own logic this all get's fixed. This leads me to adding the next big feature already in next version why I will bump it to v1.3 (instead of v1.2.4 as announced previously). This version will introduce a sector monitor in the class leaderboard for practice and qualify sessions only, so you can see in real time how the drivers are performing while being on their lap as you see it most real race livestreams (DTM, WEC, etc) For races this of course doesn't make sense, but the new data allows to not only record the proper fastest lap per class, but also mark the last lap section for invalid or personal best laps per driver. Of course these new calcuation will also be used in both laptimer monitors to show class best and personal best sectors and laptimes correctly. All input monitors will also recieve an update to display how much TCS/ABS is reducing your throttle/brake input. The graph will stilll only show your actual input (otherwise it would be way too overloaded), but on the bar you can easily see how much Reduction is applied So all new features are set in place and the new PMR like telemetry monitor is working fine, all that is left is some final bugfixing and making sure different situations and races won't run into Simhub errors so the log always keeps clean.
I think Reiza should take your overlays onboard and make them official, the font styles, design, graphics and colour schemes are superb. Without taking anything away from how great AMS2 is and the work the dev team do, i find the official onscreen leaderboards etc to be a bit bland and dated looking.
Given the difficulties Reiza had with the complete map of the circuit, I understand that it is not easy to adapt a HUD that is as detailed visually and informatively as we would like. My request to Reiza is along the same lines as what I read from ACE in a post: to introduce some data that we are missing into the shared memory, such as, for example, the AI's tires. What I mean is that an outstanding HUD in AMS2, both visually and in terms of information, can only come from Simhub or another similar application.
New update looks really good As I said on Overtake.gg, I hope Reiza can work with you to integrate this (even partially) into the game natively because your UI and the data displayed is superior. The sector monitor will be icing on the cake
One last preview before v1.3 finally releases. I was able to finally implement something I always hoped to get running. With the new version you finally get the real life carnumbers displayed for each car! The only requirement is that you need to have the amazing John B. Ellis NAMeS mod installed to work since it relies on having the real life driver names to match the proper carnumber per class. Cars with non-reallife names like in multiplayer will just get their random value as always (custom mp names are planned in the future according to Reiza, so we just have to wait). It's also easy to customize via text editor, so you can add more AI drivernames or your friends for multiplayer for either specific classes or every class. Here you can see the mapping for myself to be number 6 for any class I'm in.
Don't know if it is possible or not but can you have speed trap widget? Dumb question here, how do you manually add an element to the overlay? I cannot see a function on the new overlay screen that allows me to do it.
Make sure your toolbox window is showing (F1). Then just drag and drop from the toolbox. Alternatively, you can copy an element from another overlay and paste into your new one, and then change it to your preferences.
Since you ask I can spoil the surprise. With v1.3 the overlay will measure the maximum reached speed of each car of the last lap, so the class leaderboard will now cycle through last lap and last lap speedtrap including purple and green indicators for highest speed (ignore broken deltas in the pic, it was just from testing) Do you think a seperate overlay to display your current lap speedtrap, lastlap, personal best and class best would be useful so you can track your own vmax?
Yes that is awesome! Definitely, a separate overlay would add even more for sure. Thanks for the reply, so if I click on toolbox dira it open something up that has the overlay elements visible then?
A very small widget for your own vmax per lap will make it into 1.3 since my coding calcuated the needed values for that already Everything for v1.3 is now packed, promo screenshots of all the stuff is put together. Will run just a few different sessions and laps tomorrow to check if anything comes up as errors in Simhub log, if everything runs fine it will release this weekend Can you describe what you are wanting to do? You can add more elements via the toolbar to display more stuff, but there's tons of logic in all the different layers of my overlays, so if have a specific thing you want to change I could trying to help you getting there.
Thanks for offering to help. I use simhub for a ton of things but overlays is something that has always confused me. I tried to follow the instructions in the first post but either don't understand them or am doing something wrong with them. The screenshot below shows a blank overlay I created that I assume I add your HUD elements to that I downloaded and have in simhub, but I don't know how to get the elements on the blank overlay. I then assume if the elements are on it then I just run that overlay and they all show in game as I have them set out. I seem to be stumped at the first step though.
The individual windows (elements) that you can add/remove reposition are overlays. What you want to do is create a Layout, and then add the overlays you want to that layout. Then when you run your game, simhub can automatically start that layout and all the overlays you have selected will appear in game. To add overlays to your layout, just start the game, and make sure simhub loaded your layout. Then use the overlay control window to edit your overlay. You can either hit the Edit button, or assign a controller button. Once it's in editing mode, hit the Add overlay button and it will pop up a list of all your overlays, whence you can add all the ones you want. After you have added them you can rearrange them on screen and assign buttons to each overlay that lets you switch between screens of the individual overlays (ie things like changing a leader board between Teams and Drivers, etc). Here's my AMS2 layout. I usually don't have any overlays showing, but I have them all bound to the various directions on a 7-way button on my wheel so I can pop them up whenever I want to check them. Some are automatic: my pitboard pops up for 4 seconds every time I cross the start/finish, I have a tiny selected gear display that appears whenever I'm driving the Sauber C9, I can set my target tire temp in real time and the inner/middle/outer current temp colours will adjust in relation to the selected target temp, etc. For the leader board I twist my 7-way right-left to show-names / show-names+ times/ hide-names. You can do all kinds of things to make it interactive and useful. Note: you don't have to run the game to edit your layout, but it makes sense to do so because you can see how the different elements look onscreen with respect to your cockpit.
I see, I got it, thanks. I was creating an overlay instead of overlay layout. I thought i was following the steps but obviously overlooked the word "layout" everywhere. I fell for the same things my students do, not reading everything closely, lol. Cheers That is a really good detailed write up you did and I will use it as a reference doc as I okay around with the overlays more, thanks for taking the time and effort to write that all up.
Most welcome, my pleasure. Simhub can be a big rabbit hole, given how much you can do with it. But when you get things set to your preference it can make a big impact on usability and enjoyment of simracing. I'm still pretty nooby with it, but if you have more questions, have at it.
The new version 1.3 is finally here. With it tons of big new features are added to the overlays and a huge visual overhaul will make everything look much more modern and easier to read. SECTOR LIVETRACKING The first big new feature is the sector livetracking in training and qualify session. Like in reallife Racing livestreams you can now see how each car performs on his lap with red, yellow, green and purple indicators for the three sectors, giving qualify much more exitement than just waiting for finished laptimes to come in. This feature only works because of tons of new custom logic to dermine personal best and class best sector times, something not included in either AMS2 or Simhub. It also tracks fastest laps much more precise since it doesn't count in invalid laps. SPEEDTRAPS Also new in this version are speedtraps. The class leaderboard will now cycle through last last and last lap speedtrap values, showing the reached vmax in the last lap. It also calculates personal best and class best vmax per lap and indicates them. To track your own speedtrap a very small overlay was added too. REAL LIFE CARNUMBERS One feature I really wanted to get working also finally become ready to go public. With v1.3 all overlays finally can display the real life carnumbers instead of random values. This is a huge boost for immersion when you actually see Sims in his #3 Corvette or Nasr in his #7 Porsche on the track. For this to work you will need to use John B. Ellis amazing NAMeS addon, it also works flawlessly with my own IMSA skins, the random multiplayer AI names won't work yet (Reiza stated they plan on adding custom mp AI names in the future) You can even add a custom carnumber for your own playername and freinds for certain or all classes by expanding the files found under Simhub\DashTemplates\AceAMS2ClassLeaderboard\JavascriptExtensions\getRealCarNo.js Simhub\DashTemplates\Aces AM2 MFD\JavascriptExtensions\getRealCarNo.js Simhub\DashTemplates\AceAMS2MulticlassBoard\JavascriptExtensions\getRealCarNo.js Simhub\DashTemplates\AceAMS2Relatives\JavascriptExtensions\getRealCarNo.js An example is in the files and should be easy to understand NEW TELEMETRY OVERLAY In case you like this new sim on the market, you can use a similiar telemetry gauge now too VISUAL OVERHAUL All overlays got an overhaul to look much more modern and easier to read. While chaninging the fonts made a huge difference one key element was to give every single class in AMS2 a custom classcolor and a fitting classimage for the leaderboards. Every class will now look as polished as the IMSA classes before. AND MANY MORE There is tons of other stuff that also is changed, fixed or updated with v1.3. I highly recommend upgrading all your overlays to v1.3 to benefit from all the improvements. Have in mind the new added calucations for sector times might have very slight increase in load on lowend systems. Check out the full patchnotes below for the complete overview what is changed. DOWNLOAD v1.3 - 31.01.2026 - Download: Overtake.gg | Webhost FULL PATCHNOTES v1.3 New Feature: Class Leaderboard Sector Livetracking! For Practice and Qualify Sessions you will now see a live tracking of each cars lap attempts via three bars (one for each sector) as you see in real life racing overlays Sector Coloring: Purple = Class Best, Green = Personal Best, Yellow = No best sector, Red = Invalid Sector/Lap Again this feature relies on completely custom coding to determines the sector times with personal best, class best and invalid sectors for each car of the session. New Feature: Class Leaderboard Speedtraps! Last Laptime now cycles with Last Speedtrap, showing the reached vmax in the last lap. Speedtraps also come with class best and personal best indicators in purple and green. New Feature: Real Car Numbers! The carnumber of AI drivers is now shown as the real life carnumber of the car Requirement: For this to work you have to install John B. Ellis amazing NAMeS mod for real life AI drivernames. This also fully supports my own IMSA GT3 liveries you can find on overtake General: Visual Overhaul: All overlays got a visual rework. Mostly it's changing the fonts where it makes sense to make the overlays appear more modern and easier to read the data. Especially choosing a monospaced font makes a huge difference for better readibility. Added Custom Class Colors & Images for every single class in the game, so they all will be displayed as polished as IMSA classes Added Chevrolet Carmaker Icon to all Stock Car USA Updated IMSA special class images (used when 2 IMSA classes are in the race) and LMDh/GTP color to match 2026 season Fixed: Names with name suffixes (e.g. "Van Der Helm", "De Philippi", etc) are not displaying the suffixes Fixed: Names can get cut off when being too long New Overlay: Speedtrap Displays your personal best, lap lap and current reached vmax per lap New Overlay: Telemetry Project All the informations of other temetry gauges but in a very simple way like in that other new sim on the market For the fuel gauge it will cycle through your fuel fillment and the estimated amount of laps left and the estimated time left every 5 seconds Input Monitor, Input Circle & Telemetry Ultimate The Input Bars will now indicate in a seperate color how your Throttle and Brake gets reduced by TCS & ABS kicking in Laptimer & Laptimer Small The new code for sectors will also be used in the Laptimer overlays so they now can precisely indicate personal best and class best sectors and leaving sectors that are completed after a lap is fllaged as invalid laps out Will now display invalid secotrs in red for the current lap Way more precise calcuation of your potential laptime via the 3 personal best sectors Streamlined coloring with new Class Leaderboard Sector Times Multi Function Display Added a speedtrap to the Session view, showing your highest achieved speed in this session Class Leaderboard Note: Green Highlights for Personal Best Laptimes and Personal Best Speedtraps are only displayed in Race Sessions and only after the driver reached the 3rd lap (first laps would always be green anyways before they are up to pace) Updated Header Box to make current position easier to read Fixed: Positions are displayed wrong when the class only contains 8 or 9 cars and the player is in the last position Fixed: Player Highlight Background is not moving in sync with other the data
Yes I used simhub a lot, best app in sim racing I believe. It adds so much to the whole experience. Thanks Thanks for your continued work on this. I won't get to test until tonight, is it possible you could add the in game time if day to the weather widget, like Reiza have?