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?
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.