The HUD Layout Menu and how to make it work for you.

The HUD Layout Menu can be accessed from three screens:

― Pause Menu

― Pre-Race Screen

― In-Garage Menu

Altering the Layout Menu can be done for separate camera views, including:

― Cockpit Cameras

― Chase Camera

― Bumper Camera

― Light HUD layout (not a camera view)

Changing the Layout Menu will alter the level of detail and the location of various HUD elements.

There is also a ‘Use Grid’ option which allows you to more accurately snap elements to a grid position around the screen which makes it easier to align the various elements you move: turning this off allows very finite per pixel moving.

The Layout Menu consists of the following moveable HUD Elements:

Leaderboard (Off, Minimal, and Full toggles):

― Shows current lap vs total number of laps in race, or amount of time remaining in the session (practice and qualifying) or race.

― Overall position and class position (where applicable in Multi-Class races)

― Drivers in top 3 positions with their driver Tag and their class, the leader’s current lap, and the gap of each driver to the leader.

― Your own position, and the driver in front and driver behind, with their Tag, car class, and the gap of each driver to the leader. If you are in the top 3, it will show the drivers in 4th, 5th and 6th positions.

― Minimal version of the Leaderboard will only display the lap counter or session counter, your overall position, and class position and will not show the standings info.

Rear-View Mirror (Off and On toggles):

― Rewards facing-view placed at the top of the screen (default location).

― Replicates the in-car rear-view mirror, regardless of the car that you are driving, nor whether it physically has a rear-view mirror or not.

― Allows you to visually see the location of the cars behind you.

Track Map (Off and On toggles):

― The Track map allows you to see your own position and your opponents around the circuit. Your own position is marked by the blue arrowhead, all other opponents are marked with dots.

― The Track map doesn’t show the whole track but zooms out (to show more of the track) as speed increases and zooms back in (showing less of the track) at lower speeds.

― White dots represent your opponents on the same lap as you, blue dot represent opponents who are a lap down or are being lapped by you, and red dots represent opponents who are a lap up or who are lapping you.

Penalty Messages (Off and On toggles):

― Flash up any information or instructions with regards to penalties, mainly cut-track related, or hand-back position instructions.

Split Timer (Off and On toggles):

― The Split Timer shows the current difference in lap time between your current (valid) lap vs target lap time.

― Your Target lap time can be designated from: Previous Lap, Personal Best Lap (In Session), or Optimal Best Lap (In Session), with the Optimal Best Lap being the fastest/best three sector times from any lap in your session, stitched together to form what would be your “fastest theoretic lap”.

― Your lap time can be toggled via key/button assignment, which can be found in the Options > Controls > Edit Assignments > Game > Split Times

Game Info Board (Off and On toggles):

― The Game Info Board is used primarily when you’re in the pit lane, or during the formation lap, or a rolling start or cool-down lap phases.

― The Game Info Board contains information and instructions in order to follow rules of that phase or area of the race and/or track.

― It also usually contains an instruction such as hold position, a maximum speed limit, and instructive text. Text and elements change colour in order to highlight important instructions in order to help you avoid unnecessary penalties.

Lap Timer Board (Off and On toggles):

― The Lap Timer Board contains information about your lap times in your session/race.

― It also includes your current lap time that counts up as you drive around the lap, and your current potential best lap time.

― It will also contain a list that represents your previous laps, showing the lap number, the time you set, and the delta difference to the previous lap.

Relative Board (HUD) (Off and On toggles):

― By default, the Relative Board is off.

― The Relative Board provides information about the three cars directly in front and the three cars behind you, regardless of their actual racing position.

― It also displays (from left to right) the Class Position, Car Class, Overall Position (regardless of class), Driver Name, and the physical gap to each of those cars.

― The Overall Position, Driver Name, and Gap to Car change colour in the same way as the Track map: White represents the same lap and racing for position; blue represents opponents who are a lap down or who are being lapped by you; red represents opponents who are a lap up or who are lapping you. Finally, Grey represents opponents in the pit lane making a pit stop or in pit garage.

― The Relative Board is useful in endurance and multi-class races, as it allows you to see if there are any cars between you and the next driver you are racing. It also provides live updates about the physical gap between you and each car.

Car Info Panel (Off, Minimal, and Full toggles):

― The Car Info Panel shows various pieces of information about the car in terms of temperature, tyre pressure, and damage.

― The furthest left section shows damage to the suspension on the car with each of the car’s four corners represented. If the icons are grey, it means in-game damage is off; green means in-game damage is on, and these will change colour depending on the amount of damage sustained to the suspension. Note: This is only visible in the Full version of the HUD element.

― The next section shows info about brake temperature, with colours changing depending on the temperature shown in numerical value. Blue means your brakes are cold; green means your brakes are warm and are around optimal temperature, while orange/red means you are overheating your brakes. Note: This is only visible in the Full version of the HUD element.

― The third section shows info about tyres, indicating tyre pressures with the numerical value, tyre temperature with the colour in the tyre icons, and the amount of tyre life left represented by the amount of colour left in each indicator. Blue means your tyres are cold; green means your tyres are warm and are around optimal temperature, while orange/red means you are overheating your tyres.

― The final section shows the damage to the car, with amount of damage to the front bumper or aero, the amount of engine damage, and the amount of damage to the rear bumper or aero.

Speedometer (Off, Minimal, and Full toggles):

― The Speedometer displays the rev counter both visually and accurately in numerical value, as well as throttle input, brake input, current gear, current speed (mph or kph), amount of fuel remaining, engine temperature, ABS, Tractional Control, and Stability control state. It will also display when DRS is available, as well as the amount of KERS or Hybrid Boost charge remaining.

― The minimal version will shows speed, RPM (visually), the amount of fuel remaining, tyre indicators, and also DRS and KERS or Hybrid Boost charge remaining.

You can see then that the HUD is a mine of information in Project CARS 2. From information to help you avoid penalties to giving you a live sense of how a race is evolving, and where your competitors are, it also enables you to alter the location of the various warning and penalty messages around the HUD. This can be done by selecting the ‘Messages’ button and selecting the message type that you want to move. You can then select that specific element to relocate it on the screen as you wish.

Now sit back and watch as Yorkie065 shows you not only how the HUD works, but how you can put it to work for you.

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