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BeamDash alpha 0.04-2: fix-up of 0.04 (latest)
Live gauge clusters, telemetry and car control for BeamNG.drive, on your phone, tablet or second screen.
Note
Alpha release. The mod changed: reinstall BeamDash-mod.zip. New features were tested with the demo car; power, battery, damage and car-watching data still need confirming in-game. Feedback welcome.
Downloads
BeamDash-alpha-0.04-2.zip: everything (server, web app, mod, install scripts, docs). Start here.BeamDash-mod.zip: just the BeamNG mod, for yourmodsfolder.
Install
- Put
BeamDash-mod.zipin your BeamNGmodsfolder (or runinstall-mod.sh/install-mod.ps1). - Unzip
BeamDash-alpha-0.04-2.zipand runstart-server.sh(Linux) orstart-server.bat(Windows). Needs Node.js 18+. - Open the address it prints on your phone and spawn a car.
Full guide: docs/MOD_DOCUMENTATION.md
What's in alpha 0.04-2
A fix-up of alpha 0.04.
Mod: no changes (same as 0.04). If you already installed the 0.04 mod, there's nothing to reinstall.
Server
version.js: version is "alpha 0.04-2" (top bar and/api/state). No other server changes.
Web app
public/js/designs.js: restored 18 lines that were accidentally left out of alpha 0.04 (alpha 0.02 and 0.03 have them):- Bavaria M '98 (E46 style): the check-control line shows the info page you flipped to again (trip, economy, nav…). Warnings still take priority. The page name shows underneath, and long text shrinks to fit.
- Custom Builder: the Pages centre option is back (and is the default again). The info pages draw in the centre slot of every layout.
public/js/client.js: version label "alpha 0.04-2".
BeamDash alpha 0.04: 35 designs, EV & hybrid, timers, HUD & OBS
Live gauge clusters, telemetry and car control for BeamNG.drive, on your phone, tablet or second screen.
Note
Alpha release. The mod changed: reinstall BeamDash-mod.zip. New features were tested with the demo car; power, battery, damage and car-watching data still need confirming in-game. Feedback welcome.
Downloads
BeamDash-alpha-0.04.zip: everything (server, web app, mod, install scripts, docs). Start here.BeamDash-mod.zip: just the BeamNG mod, for yourmodsfolder.
Install
- Put
BeamDash-mod.zipin your BeamNGmodsfolder (or runinstall-mod.sh/install-mod.ps1). - Unzip
BeamDash-alpha-0.04.zipand runstart-server.sh(Linux) orstart-server.bat(Windows). Needs Node.js 18+. - Open the address it prints on your phone and spawn a car.
Full guide: docs/MOD_DOCUMENTATION.md
What's in alpha 0.04
The biggest update yet.
Mod: changed. Reinstall it.
New cluster designs (15, now 35 in total)
| US | Euro | Asian | |
|---|---|---|---|
| 1 | Pony S650 '24: Mustang-style digital, with a retro Fox-body '87 theme | Neue Klasse '26: BMW Panoramic iDrive-style strip across the windscreen base | Tokyo VFD '86: 80s JDM stair-step digital tach |
| 2 | Mid-Engine '20: Corvette C8-style wide curved tach | Bavaria M Track '24: BMW M track view with converging shift lights and lap strip | Synergy '16: Prius-style hybrid display (CHG / ECO / PWR, EV mode, READY) |
| 3 | Volt Ridge EV '24: electric pickup, power / regen meter | Maranello '05: yellow centre tach, F430 era | Rotary '92: RX-7 FD-style centre tach and 3-gauge stack |
| 4 | Super Sport '69: ribbon speedometer, woodgrain | Zuffen EV '20: Taycan-style EV power meter | Godzilla '09: R35 GT-R-style tach with multi-function meter |
| 5 | Lux Digital '21: Cadillac / Lincoln-style luxury digital | Sindelfingen '89: Mercedes W124-style three-dial | Seoul EV '22: Ioniq 5 / EV6-style, dark or light theme |
New 1960s era in the design picker.
EV and hybrid support
- The mod now reports engine and electric-motor power (kW) and torque, regeneration, and the traction battery (%, kWh).
- Cars are detected as combustion, hybrid or electric automatically (Garage shows which).
- New Energy flow info page: engine / motor / battery / wheels with animated power flow, and a CHG–ECO–PWR meter.
- Trip computer tracks kWh used, kWh regenerated and kWh/100 km.
- 5 designs with EV / hybrid power meters (Volt Ridge, Zuffen, Seoul, Synergy, Lux).
Performance and track
- Performance timer: stop, then launch. 0–60 mph, 0–100 km/h, 0–200 km/h, 100–200 km/h, ⅛ and ¼ mile (with trap speed), 100–0 km/h and 60–0 mph braking distance. Last and best results, saved. The run ends when you lift off, brake or slow down.
- Lap timer: set a start/finish line at your car or by tapping a road on the map. Lap and 3 sector times, a live gap-to-best bar, best lap and history per level.
- Drift meter: drift angle, live score (angle × speed × time, bonus for long drifts), last and best.
- Virtual dyno: power and torque curves recorded at full throttle, per car.
- Crash detector: impacts over 4 g are logged with speed, peak g and damage added.
- Achievements: 15 to unlock (first km, the ton, 0-100 under 5 s, ¼ mile under 12 s, drift king, airtime, crash test dummy, eco hero, night owl…).
New pages
- Records: performance, laps, drift, dyno chart, eco scores, drive recordings, achievements, crash log.
- HUD: big minimal speed / gear / limit / nav / lap gap, optionally mirrored for a windscreen reflection, 4 colours.
- OBS overlay (
/hud?obs=1): transparent 1920×1080 stream overlay with speed, gear, revs, pedals, G, plus lap / drift / launch chips. - Connect: QR codes for every address of the server, choose which page the code opens.
Cluster
- Portrait screens (e.g. a 1080×1920 side monitor): cluster on top, two large info pages below (the flip-through page plus one you pin).
- 6 new info pages: Energy flow, Performance timer, Lap timer, Drift meter, Virtual dyno, Damage (16 in total). Pages can be switched off in Customize.
- Chimes & alerts: speed warning at a speed you choose, over-the-speed-limit alert (with tolerance), low fuel / battery chime, shift beep, crash and achievement sounds, big on-screen warning banners.
- Automatic night dimming from the in-game clock.
- Spoken navigation: "In 300 metres, turn left…" (miles/feet in mph mode). Toggle in Customize, from the Deck, or with a macro.
- Eco score (0–100) on the economy page.
Watching other cars
- 👁 Watch any car (AI traffic, a parked car) from Map & Nav, the Deck or a macro: its live data streams to every screen. "Back to my car" returns.
Damage
- New Damage info page and Telemetry card: total damage, damage-tracker flags (engine, radiator, etc.), broken drivetrain parts, flat or broken wheels, deformed parts, plus a car outline with damaged areas.
Recording
- Drive recorder: 10 samples per second to CSV (speed, rpm, gear, pedals, steering, G, position, fuel, temps, boost, engine / motor kW, battery, odometer). Start / stop from Records, the Deck or a macro; download or delete from Records.
Macros & Deck
- New actions: set / remove lap line, reset laps / performance / drift / dyno, start/stop recording, watch next car, back to my car, voice navigation on/off.
- New default Deck page Track & tools.
Fixes
- Cruise control uses BeamNG's
cruiseControlvehicle extension (with controller fallback) and reports the real set speed (introduced in 0.03). - Pop-ups are opaque (gauge glow no longer shows through).
- Trip computer table columns line up.
- Demo car comes to a full stop with the parking brake (needed for the launch timer).
Mod changes (re-install the mod!)
beamDashVeh.lua- New live fields at 30 Hz:
bd_engTorqueandbd_engPower(kW).bd_motorTorqueandbd_motorPower(kW, negative = regeneration).bd_hasEngineandbd_hasMotor.bd_battery(%),bd_batteryKwhandbd_batteryCapKwh, read from the electric energy storage.
- New
dmgmessage at 2 Hz:- total damage and the damage-tracker flags;
- broken drivetrain devices, and flat or broken wheels;
- deformed parts, and whether the engine is stalled or disabled.
- Engine spec reports
hybrid(engine and motor both present). - A car can be watched: it then streams like the player's car (
setWatched). - Keeps the 0.03 cruise-control fix.
- New live fields at 30 Hz:
beamDash.lua: newwatchcommand (start / stop streaming another vehicle); the world message includeswatched.
Server changes
- New
version.js: the version ("alpha 0.04"), shown in the app's top bar and in/api/state. - New
perf.js, performance and lap timer:- Launch runs (0-60 mph, 0-100, 0-200, 100-200 km/h, ⅛ / ¼ mile with trap speed).
- Braking runs (100-0 km/h, 60-0 mph).
- A lap line per level, with crossing detection, 3 sectors, gap to best and lap history.
- Saved in
data/perf.json.
- New
fun.js: virtual dyno (per car), drift scoring, crash detection (over 4 g), airtime, distance and night-driving totals, and 15 achievements. Saved indata/fun.json. - New
recorder.js: 10 Hz CSV drive recordings indata/recordings/(filenames are checked, so no path tricks). trips.js: eco score (0–100), kWh used, kWh regenerated and kWh/100 km.actions.js:- New server-side actions: set / clear lap line, reset laps / performance / drift / dyno, start / stop recording, watch next car, back to my car.
- New UI actions: voice navigation on / off, cluster hold.
server.js- A watched car's data goes to every screen but never counts toward your trips, records or recordings.
- Damage is cached for new screens.
- Live events
perf(5 Hz),fun(2 Hz) andtoast(achievements, crashes). - New endpoints
/api/info,/api/recordings, and/api/recordings/<file>(download or delete). - Status includes version, recording and watched car.
demo.js: the demo car is now a mild hybrid with a battery and regeneration. It also sends damage, can be watched, and stops fully with the parking brake.
Known issue (fixed in alpha 0.04-2)
18 lines of public/js/designs.js that alpha 0.02 and 0.03 have were accidentally left out of this build:
- On Bavaria M '98 (E46 style), the check-control line shows the time and economy instead of the info page you flipped to.
- The Custom Builder has no Pages centre option.
Both are fixed in alpha 0.04-2.
BeamDash alpha 0.03: cruise control fixed, docs & stock images
Live gauge clusters, telemetry and car control for BeamNG.drive, on your phone, tablet or second screen.
Note
Alpha release. Cruise control is fixed in this release (it now uses BeamNG's cruise-control extension), but it hasn't been confirmed in-game across many cars yet. Reinstall the mod. Feedback welcome.
Downloads
BeamDash-alpha-0.03.zip: everything (server, web app, mod, install scripts, docs). Start here.BeamDash-mod.zip: just the BeamNG mod, for yourmodsfolder.
Install
- Put
BeamDash-mod.zipin your BeamNGmodsfolder (or runinstall-mod.sh/install-mod.ps1). - Unzip
BeamDash-alpha-0.03.zipand runstart-server.sh(Linux) orstart-server.bat(Windows). Needs Node.js 18+. - Open the address it prints on your phone and spawn a car.
Full guide: docs/MOD_DOCUMENTATION.md
What's in alpha 0.03
Mod: changed. Reinstall it (BeamDash-mod.zip, or copy the two lua/… files over an unpacked install, then restart BeamNG).
Mod
beamDashVeh.lua- Cruise control fixed. It now uses BeamNG's
cruiseControlvehicle extension (loading it if needed), and only falls back to acruiseControlcontroller. In 0.01 and 0.02 the mod only looked for the controller, which cars don't have, so every cruise button did nothing. - Cruise state (on/off and set speed) is read from the extension's
getConfigurationand sent ascruiseControlActive/cruiseControlTarget, so the cluster shows the real set speed. - Resume re-applies the last set speed (the extension can forget it when switched off).
- New
cruiseSetSpeed()function the game-side extension calls. - Clear error ("this car has no cruise control") when a car really has none.
- Cruise control fixed. It now uses BeamNG's
beamDash.lua: adaptive cruise and set speed now go throughbeamDashVeh.cruiseSetSpeedinstead of the controller.
Server
- No changes.
Web app
- Link straight to a look:
/?design=<id>&page=<page>&clean=1(cleanhides all controls, for screenshots, OBS or a kiosk tablet). - Pop-up info pages have a solid background, so gauge glow no longer shows through.
- Trip computer table on Telemetry: number columns line up.
Docs and images (new)
docs/MOD_DESCRIPTION.md(repository / forum text, plain and BBCode),docs/MOD_DOCUMENTATION.md(install, network, data, commands, assists, troubleshooting, FAQ),docs/TECHNICAL.md(architecture, protocol, algorithms, APIs).media/: banner, designs collage,promo.htmlsource and screenshots of every design and page.
BeamDash alpha 0.02: info pages, trip computer, Deck & macros
Live gauge clusters, telemetry and car control for BeamNG.drive, on your phone, tablet or second screen.
Warning
Alpha release. Cruise control and adaptive cruise don't respond in-game yet (a fix is planned for the next release). Everything else works.
Downloads
BeamDash-alpha-0.02.zip: everything (server, web app, mod, install scripts, docs). Start here.BeamDash-mod.zip: just the BeamNG mod, for yourmodsfolder.
Install
- Put
BeamDash-mod.zipin your BeamNGmodsfolder (or runinstall-mod.sh/install-mod.ps1). - Unzip
BeamDash-alpha-0.02.zipand runstart-server.sh(Linux) orstart-server.bat(Windows). Needs Node.js 18+. - Open the address it prints on your phone and spawn a car.
Full guide: docs/MOD_DOCUMENTATION.md
What's in alpha 0.02
Mod: no changes (same Lua as 0.01, so no reinstall needed).
Server
- New
actions.js: about 50 named actions, each with its own URL/api/action/<id>for Stream Deck, Companion, Touch Portal, curl or keyboard shortcuts./api/actionslists them.- Toggles (cruise, parking brake, ADAS settings, following distance 1→4) are worked out on the server from the current state, so one URL works as a toggle.
- Hold actions (horn) take
?state=upto release. Cruise ± takesstepandunit(km/h or mph).
- New
trips.js, trip computer: Trip A, Trip B, Since start and a resettable Economy counter (distance, drive time, engine time, average and max speed, fuel used, L/100 km). Saved todata/trips.jsonevery 10 s. Since start resets when you spawn a different car. The demo car uses its own throw-away counters. - New
media.js, now playing: readsplayerctlonce a second (title, artist, album, art, position) and sends play / pause / next / previous./api/media/artserves only the current track's album art. server.js- New endpoints
/api/action/<id>,/api/actions,/api/deck(GET / PUT, saved indata/deck.json) and/api/media/art. - New live events:
trips,media,ui(flip pages on every screen) anddeck. - ADAS settings are saved in
data/settings.jsonand sent back to the game when it reconnects.
- New endpoints
beamdash.serviceis now a systemd user unit, so the server can reach the desktop's media player.
Web app
- Info pages (multi-function display), flipped with ◀ OK ▶, swipes, keys, the Deck or macros: Trip, Economy, Now playing, Navigation, Driver assist, Digital speed, Tires, G-force, Engine, Vehicle & service. Hold OK to reset a trip.
- Shown on each design's own screen, in the check-control line on the E46-style design, or as a pop-up on classic designs.
- 4 new designs (20 total): Bavaria Black Panel '12, Stuttgart Five-Dial '19, Neo Skyline '99, Heartland Pickup '19.
- Nicer gauges: needle shadows and caps, glass reflections, per-design page colours, and more polish on the existing designs.
- Deck page (
/deck): a button pad for a second phone, with editable pages. - Macros page (
/macros): every action's URL, ready to copy, plus keyboard bindings. - Telemetry shows the trip computer.
Known issues
- Cruise control does nothing in-game (a fix is planned for the next release).
BeamDash alpha 0.01: first release
Live gauge clusters, telemetry and car control for BeamNG.drive, on your phone, tablet or second screen.
Warning
Alpha release. Cruise control and adaptive cruise don't respond in-game yet (a fix is planned for the next release). Everything else works.
Downloads
BeamDash-alpha-0.01.zip: everything (server, web app, mod, install scripts, docs). Start here.BeamDash-mod.zip: just the BeamNG mod, for yourmodsfolder.
Install
- Put
BeamDash-mod.zipin your BeamNGmodsfolder (or runinstall-mod.sh/install-mod.ps1). - Unzip
BeamDash-alpha-0.01.zipand runstart-server.sh(Linux) orstart-server.bat(Windows). Needs Node.js 18+. - Open the address it prints on your phone and spawn a car.
Full guide: docs/MOD_DOCUMENTATION.md
What's in alpha 0.01
Mod (new)
beamDashVeh.lua(inside every car; only the car you drive streams)- Electrics at 30 Hz (speed, rpm, gear, pedals, temperatures, boost, fuel, lights, assists, odometer), G-forces, position, velocity, heading.
- Every electrics value at 4 Hz, wheels at 15 Hz, powertrain devices and fuel / battery tanks at 4 Hz, engine / gearbox spec every 5 s.
- Car commands: lights, signals, hazard, horn, fog, cruise, ESC, drive modes, engine start / off, gears, parking brake, repair, refuel.
beamDash.lua(game side)- World message at 10 Hz: all vehicles, GPS route, ADAS state, speed limit, time of day, pause.
- Road network of the level, sent in 48 kB chunks. Car info and tuning variables on spawn.
- Driver assists: lead car, forward collision warning, emergency braking, adaptive cruise, blind spot, speed-limit signs.
- Navigation, applying tuning, time of day, pause.
- "Hello" discovery so the server can run on another PC. Optional
settings/beamDash.json.
modScript.lualoads the game-side extension.
Server (new)
server.js- Receives the mod's data on UDP 4445 and sends commands on 4446. OutGauge fallback on 4444.
- Reassembles chunked messages (16 MB receive buffer, because Windows dropped bursts).
- Keeps the latest state for new browsers, and serves the live stream (
/api/stream), commands (/api/cmd), the map (/api/map), a debug snapshot (/api/state) and the web app. - Options
--port,--game-host,--telemetry-port,--game-cmd-port,--outgauge-port,--demo.
demo.js: a demo car on a 3.6 km circuit with 3 traffic cars, used until the game connects.
Web app (new)
- Cluster with 16 designs, 1970s to 2026 (US, Euro, Japanese, race and Custom Builder). Each is customizable (colours, units, redline, shift light, brightness, 30/60 fps). Start-up needle sweep, warning lights, 3-D surround view, Drive Assist panel.
- Telemetry, Map & Nav (tap to navigate) and Garage (specs, tuning sliders, repair, refuel, time of day).
- Installable as an app (PWA) on iPhone, iPad, Android and desktop.
Scripts
start-server.bat/.sh,install-mod.ps1/.sh(finds native, Proton or Flatpak installs) andbeamdash.service(system unit), plus the README.
Known issues
- Cruise control (and adaptive cruise) does nothing in-game (a fix is planned for the next release).
- The mod only runs if
lua/andscripts/sit directly in the mod folder. This was found in the first live test, when the whole project folder had been put inmods.




