[TOOL] SectorHUD v1.0 - Know exactly which map mod you're on

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marsthechemist
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[TOOL] SectorHUD v1.0 - Know exactly which map mod you're on

#1 Post by marsthechemist » 05 Jun 2026 16:22

SectorHUD v1.0
Know exactly which map mod you're on

If you run a heavily modded map setup (ProMods, Rusmap, Roextended, various regional additions), you've probably wondered at some point: which mod is actually active right here?
SectorHUD answers that question in real time, directly on your screen.

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What is does

SectorHUD is a small Windows overlay tool for ETS2 and ATS. While you drive, it displays a compact, always-visible HUD that shows:
  • The active map mod at your current position – identified by sector, ranked by load priority, so you always see the top mod first
  • Job info – origin, destination, and – most usefully – your estimated real-world arrival time, so you know whether you'll make it before dinner
  • A real-time clock, so you don't have to alt-tab just to check the time
Behind the scenes, SectorHUD maintains a SQLite database of all your active mods and the map sectors they cover. It reads your mod list directly from `game.log.txt` and scans each .scs/.zip for its sector footprint. The overlay updates automatically as you drive across mod boundaries.

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Setup is straightforward

Install, point it at your game folders (usually auto-detected), run a one-time database scan, start the monitor. The overlay sits in a corner of your screen – position, font, size, and transparency are all adjustable. Multi-monitor setups are supported.

This tool requires the FunBits Telemetry Web Server. It can be downloaded from here.

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Download & Links

📥 Download: SectorHUD Installation Package
📖 Documentation: User Manual
🌐 Website: ets2.marsthechemist.ch/sectorhud.php
📦 Source code: SectorHUD Github Repositoy

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Screenshots

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Last edited by marsthechemist on 06 Jun 2026 11:34, edited 1 time in total.
Sikay
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Joined: 16 Mar 2025 23:10

Re: [TOOL] SectorHUD v1.0 - Know exactly which map mod you're on

#2 Post by Sikay » 05 Jun 2026 22:03

This looks really interesting. Will try it out the next couple of days.

Are you planning on open sourcing it?
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marsthechemist
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Re: [TOOL] SectorHUD v1.0 - Know exactly which map mod you're on

#3 Post by marsthechemist » 06 Jun 2026 11:35

Sikay wrote: 05 Jun 2026 22:03 Are you planning on open sourcing it?
Yes, I've just added a link to the SectorHUD Github Repositoy.
Sikay
Posts: 8
Joined: 16 Mar 2025 23:10

Re: [TOOL] SectorHUD v1.0 - Know exactly which map mod you're on

#4 Post by Sikay » 07 Jun 2026 16:05

Thank you very much for the repository link.

I tested it a few hours yesterday and it works quite well.
I found a minor issue in ATS, it shows kilometers instead of miles.

Are there any plans to improve the overlay look?
I would love to see it looking like in new widgets with the same rounded corners, colors and font so it can blend in.

Also, since I use the trucky overlay, the default position in the top left is not working for me and figuring out the correct position with the settings and the save confirmation and having to always restart the monitor was a bit tedious.
Would it be possible to add a option disable the save confirmation popup and option to enable a auto restart of the monitor after a save?
Additionally changing the anchor position to either corner would make it way easier.

Thanks for your work!
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marsthechemist
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Re: [TOOL] SectorHUD v1.0 - Know exactly which map mod you're on

#5 Post by marsthechemist » 08 Jun 2026 07:54

Thank you very much for your feedback.

The Telemetry Web Server always provides distances in metric units, even in ATS, so the information displayed by SectorHUD is correct. However, I understand that in ATS, people prefer to see distances displayed in miles. I will therefore add an option allowing you to select the unit system for each game.

For the overlay, you can already set the font, size and colour via the configuration. As for the font, ‘Segoe UI’ might be closer to the widgets than the default ‘Arial’. I might add rounded corners as an option.

I realise that trying out different settings is a bit tedious at the moment. I will add an ‘Apply’ button to the configuration window, which will make changes to the overlay visible immediately.

Edit: I've just uploaded SectorHUD v1.1 that includes the changes mentioned above.
Sikay
Posts: 8
Joined: 16 Mar 2025 23:10

Re: [TOOL] SectorHUD v1.0 - Know exactly which map mod you're on

#6 Post by Sikay » 22 Jun 2026 18:47

I could now test the new version. Thank you!

After some trial and error I found that a border radius of 4 looks the best.

I did a small adjustment myself regarding the background color.
I changed it to a gray and set a 20% transparency.
With that it looks almost identical.

Code: Select all

        private void Window_SetupGraphics(object? sender, SetupGraphicsEventArgs e)
        {
           ...
            _backgroundBrush = gfx.CreateSolidBrush(19, 19, 19, opacity);
           ...
        }
It would be great if the background would also be adjustable via the settings.


Another thing, not sure how easy to implement it is.
Would it be possible to also add the option a show the current country/state?
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marsthechemist
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Location: Switzerland

Re: [TOOL] SectorHUD v1.0 - Know exactly which map mod you're on

#7 Post by marsthechemist » 23 Jun 2026 11:09

Yes, I’ll add a configuration option for the background colour at some point.

The idea about the country is good, but difficult to implement. The telemetry data only gives me the truck’s X and Y coordinates, from which I can calculate the sector, but no information on the current country.
You’d then have to determine the country for each sector. In theory, you could also search the mods for cities whilst scanning; the entries for the cities refer to the corresponding country. However, not every sector contains a city, which means the algorithm would have to search for the nearest sector that contains information on the country. That isn’t very precise, though.
Another solution would be to colour a world map – where each pixel corresponds to a sector – so that each country has its own colour. Then you can identify the country using the sector coordinates. However, creating such a map is a lot of work.
Sikay
Posts: 8
Joined: 16 Mar 2025 23:10

Re: [TOOL] SectorHUD v1.0 - Know exactly which map mod you're on

#8 Post by Sikay » 23 Jun 2026 12:53

Hm alright, that sounds like a lot of effort. I thought that the information is somehow included in the sectors but then don't worry about it.
Thank you!

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