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BeamDash alpha 0.04-2: fix-up of 0.04 (latest)

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@samsad001 samsad001 released this 30 Oct 13:21

BeamDash alpha 0.04-2

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 your mods folder.

Install

  1. Put BeamDash-mod.zip in your BeamNG mods folder (or run install-mod.sh / install-mod.ps1).
  2. Unzip BeamDash-alpha-0.04-2.zip and run start-server.sh (Linux) or start-server.bat (Windows). Needs Node.js 18+.
  3. 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

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@samsad001 samsad001 released this 30 Oct 13:21

BeamDash alpha 0.04

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 your mods folder.

Install

  1. Put BeamDash-mod.zip in your BeamNG mods folder (or run install-mod.sh / install-mod.ps1).
  2. Unzip BeamDash-alpha-0.04.zip and run start-server.sh (Linux) or start-server.bat (Windows). Needs Node.js 18+.
  3. 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 cruiseControl vehicle 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_engTorque and bd_engPower (kW).
      • bd_motorTorque and bd_motorPower (kW, negative = regeneration).
      • bd_hasEngine and bd_hasMotor.
      • bd_battery (%), bd_batteryKwh and bd_batteryCapKwh, read from the electric energy storage.
    • New dmg message 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.
  • beamDash.lua: new watch command (start / stop streaming another vehicle); the world message includes watched.

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 in data/fun.json.
  • New recorder.js: 10 Hz CSV drive recordings in data/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) and toast (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

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@samsad001 samsad001 released this 30 Oct 12:44

BeamDash alpha 0.03

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 your mods folder.

Install

  1. Put BeamDash-mod.zip in your BeamNG mods folder (or run install-mod.sh / install-mod.ps1).
  2. Unzip BeamDash-alpha-0.03.zip and run start-server.sh (Linux) or start-server.bat (Windows). Needs Node.js 18+.
  3. 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 cruiseControl vehicle extension (loading it if needed), and only falls back to a cruiseControl controller. 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 getConfiguration and sent as cruiseControlActive / 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.
  • beamDash.lua: adaptive cruise and set speed now go through beamDashVeh.cruiseSetSpeed instead of the controller.

Server

  • No changes.

Web app

  • Link straight to a look: /?design=<id>&page=<page>&clean=1 (clean hides 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.html source and screenshots of every design and page.

BeamDash alpha 0.02: info pages, trip computer, Deck & macros

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@samsad001 samsad001 released this 30 Oct 12:28

BeamDash alpha 0.02

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 your mods folder.

Install

  1. Put BeamDash-mod.zip in your BeamNG mods folder (or run install-mod.sh / install-mod.ps1).
  2. Unzip BeamDash-alpha-0.02.zip and run start-server.sh (Linux) or start-server.bat (Windows). Needs Node.js 18+.
  3. 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/actions lists 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=up to release. Cruise ± takes step and unit (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 to data/trips.json every 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: reads playerctl once a second (title, artist, album, art, position) and sends play / pause / next / previous. /api/media/art serves only the current track's album art.
  • server.js
    • New endpoints /api/action/<id>, /api/actions, /api/deck (GET / PUT, saved in data/deck.json) and /api/media/art.
    • New live events: trips, media, ui (flip pages on every screen) and deck.
    • ADAS settings are saved in data/settings.json and sent back to the game when it reconnects.
  • beamdash.service is 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

Pre-release

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@samsad001 samsad001 released this 30 Oct 12:28

BeamDash alpha 0.01

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 your mods folder.

Install

  1. Put BeamDash-mod.zip in your BeamNG mods folder (or run install-mod.sh / install-mod.ps1).
  2. Unzip BeamDash-alpha-0.01.zip and run start-server.sh (Linux) or start-server.bat (Windows). Needs Node.js 18+.
  3. 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.lua loads 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) and beamdash.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/ and scripts/ sit directly in the mod folder. This was found in the first live test, when the whole project folder had been put in mods.