An open-source plugin for MX Bikes, GP Bikes, and Kart Racing Pro with HUDs, immersion, and streaming/broadcasting features.
Example HUD layout. All elements are fully customizable.
Download and install the plugin to begin customizing your HUD.
Quick Start
- Install the plugin
- Launch the game and load a track
- Right-click drag to reposition elements
- Press Tilde (~) (the key below Esc) or click the settings button in the top-right to customize visibility, scale, opacity, and more
See Installation for detailed setup instructions.
Requirements:
mxbmrp3-Setup.exemxbmrp3.zippluginsC:\Program Files\[Game]\) > open pluginsplugins\ folder:
mxbmrp3.dlo for MX Bikesmxbmrp3_gpb.dlo for GP Bikesmxbmrp3_krp.dlo for Kart Racing Promxbmrp3_data\ folder to the plugins\ folderDo NOT delete the existing game files (proxy64.dlo, proxy_udp64.dlo, xinput64.dli, or telemetry64.dlo for GP Bikes) - these are native game files, not old plugin versions.
Your directory should look like this after installation (files vary slightly by game):
[Game]/
│ mxbikes.exe / gpbikes.exe / kart.exe
│ ...
│
└───plugins/
├── mxbmrp3_data/ ← Add this folder (from release)
│ ├── fonts/ ← Font files (.fnt)
│ ├── textures/ ← Texture files (.tga)
│ ├── icons/ ← Icon files (.tga)
│ └── web/ ← Web overlay files (HTML/CSS/JS)
├── mxbmrp3.dlo ← Add this (MX Bikes only)
├── mxbmrp3_gpb.dlo ← Add this (GP Bikes only)
├── mxbmrp3_krp.dlo ← Add this (Kart Racing Pro only)
├── proxy_udp64.dlo ← Keep (native game file)
├── proxy64.dlo ← Keep (native game file)
├── xinput64.dli ← Keep (native game file)
└── telemetry64.dlo ← Keep (GP Bikes only)
Launch the game and load into a track - the plugin only becomes active once you’ve entered a session (it does not run in the main menus). Some elements are enabled by default and can be repositioned or configured via the settings menu. See Tips & Tricks for useful setup ideas. If nothing appears, see Troubleshooting.
Keyboard and controller hotkeys can be customized in Settings > Hotkeys. By default, only the settings menu hotkey is configured:
Use the settings menu (Tilde or the settings button in the top-right) to configure all HUDs and widgets. Hover over any setting to see its description - all controls have in-game tooltips explaining their function.
The settings menu provides:
All settings are automatically saved between sessions.
Four separate profiles store complete HUD layout configurations:
Auto-switch (disabled by default) automatically changes profiles based on session type.
All HUDs and widgets are configurable via the settings menu or directly in the INI file.
| HUD | Description |
|---|---|
| Standings | Live race positions with gaps, status, and tracked rider indicators |
| Map | Top-down track map with rider positions (click to spectate) |
| Radar | Proximity radar with approach alerts and distance arrows |
| Lap Log | Historical lap times with PB indicators |
| Ideal Lap | Best sector times and theoretical ideal lap |
| Lap Consistency | Lap time consistency analysis with trend visualization |
| Telemetry | Throttle, brake, suspension graphs |
| Records | Online lap records (CBR or MXB-Ranked) with personal bests (MX Bikes only) |
| Pitboard | Pitboard-style lap information display |
| Session | Session info (type, track, format, server, weather) |
| Timing | Split and lap times with gap comparisons |
| Gap Bar | Visual gap-to-PB bar with position markers |
| Notices | Race status notices (wrong way, blue flag, PB alerts, last lap, finished) |
| Event Log | Timestamped feed of race events (session changes, fastest laps, penalties, finishes, pit activity) |
| FMX | Freestyle trick detection with scoring and chain combos (MX Bikes and GP Bikes only) |
| Stats | Riding stats with columns for last lap, session, and all-time totals |
| Performance | FPS and plugin CPU usage |
| Widget | Description |
|---|---|
| Position | Race position |
| Lap | Current lap number |
| Time | Session time/countdown |
| Clock | Real-time clock |
| Gear | Current gear |
| Speed | Current speed |
| Bars | Vertical telemetry bars (throttle, brake, suspension, etc.) |
| Lean | Bike lean angle with arc gauge |
| G-Force | Lateral/longitudinal G-force gauge with peak marker |
| Fuel | Fuel calculator with consumption tracking |
| Speedo | Analog speedometer |
| Tacho | Analog tachometer |
| Gamepad | Controller visualization |
| Tyre Temp | Front and rear tyre temperatures (GP Bikes only) |
| ECU | Engine map, traction control, engine braking and anti-wheeling (GP Bikes only) |
The plugin includes a built-in HTTP server that streams live race data to a browser-based overlay, designed for use as an OBS Browser Source.
http://localhost:8080 (default port - use the port shown in step 1 if changed)The overlay includes a built-in settings panel for configuring display options without editing files:
Colors and fonts sync automatically from your in-game settings. To customize the overlay’s HTML, CSS, or JS, see Modding > Web Overlay Files.
Track records - The Records HUD fetches online lap records from CBR or MXB-Ranked. Enable “Auto-fetch” in Settings > Records to automatically load records when you enter a track. Records also work while spectating.
Click-to-spectate - Left-click on any rider on the Map HUD or Standings HUD to switch the spectate camera to that rider.
Streaming setup - Enable the Session HUD (Settings > Session) to show the server name, track, and session type on screen for your viewers. The Pitboard and Gamepad widgets also work well on stream - both have fully customizable textures, and the Gamepad widget shows your live controller inputs. Pair with Discord Rich Presence (Settings > General) to show your current session and track in your Discord profile. For a broadcast-style overlay, see Web Overlay below.
Web overlay for OBS - The plugin includes a broadcast-style overlay for streaming. See Web Overlay for setup and configuration.
Update in-game - When a new stable release is available, the plugin notifies you on startup and you can install it directly from Settings > Updates - no manual download or reinstall. Don’t want the check? Set the update mode to “Off”.
Power-user INI tweaks - Many additional options are available by editing the INI file directly. The file is well-commented and organized by HUD section. Each HUD section also supports per-element color and font overrides. Colors use ABGR hex values; fonts use the font filename (without .fnt) of any file in the fonts/ folder. For example:
[StandingsHud]
classicLayout=1 ; remove number plates and brand color strips
[SpeedWidget]
color_primary=0xff00ff00 ; green text (ABGR format)
font_title=RobotoMono-Bold ; Roboto Mono Bold font
Use the Color Override Picker to convert RGB colors to ABGR format. See Advanced Settings for how to edit and hot-reload the INI file.
Remove the stock pitboard - This is a game tweak, not a plugin setting. Create an empty file called pitboard.cfg in [Game]\misc\hud\ (create the directories if needed). This removes the default 2D pitboard while keeping the small 3D pitboard in the game world. Delete the file to restore it.
Show/hide the rider stand icon - This is a game setting, not a plugin setting. Enable it under Simulation > “Show Rider Stand”. To customize the icon or its position, extract rider.cfg and riderstand.tga from misc.pkz\misc\helpers\ to [Game]\misc\helpers\ and edit them there.
Show/hide the game’s native gear indicator - This is a game setting, not a plugin setting. Toggle it under Simulation > “Show HUD”. Disable it if you’d rather use the plugin’s GearWidget instead. To customize the graphics or position, extract gear.tga, hud.cfg, LCD.fnt, and switch.tga from misc.pkz\misc\hud\ to [Game]\misc\hud\ and edit them there.
All plugin settings are stored in mxbmrp3_settings.ini in your user data folder.
In-game vs INI-only settings:
INI structure:
[HudName] - Base/default settings for a HUD[HudName:Practice], [HudName:Qualify], [HudName:Race], [HudName:Spectate] - Profile-specific overrides (only values that differ from base)Editing the INI file:
With the game closed (recommended):
mxbmrp3_settings.iniHot reload (for rapid iteration):
If Auto-Save is enabled, changes made to the INI while the game is running will be overwritten.
To customize MXBMRP3, place your files in Documents\PiBoSo\[Game]\mxbmrp3\. This is separate from the plugin install folder (plugins\mxbmrp3_data\), so your customizations are preserved across plugin updates. Do not edit the bundled files in plugins\mxbmrp3_data\ directly - they will be overwritten on update (with the exception noted for custom.css below).
Add custom fonts, textures, and icons by placing them in the appropriate subfolder:
mxbmrp3/
├── fonts/ ← Custom .fnt files
├── textures/ ← Custom .tga textures
├── icons/ ← Custom .tga icons
└── web/
└── logos/ ← Sponsor/logo PNGs for the web overlay slideshow
On game startup, the plugin syncs these files to the plugin’s data directory (plugins\mxbmrp3_data\). User files with the same name as bundled assets will override them. Restart the game after adding or modifying assets.
Textures use the naming convention {element_name}_{number}.tga (e.g., standings_hud_1.tga). They’re auto-discovered and selectable via the Texture control in each HUD’s settings.
Pitboard - Drop a custom .tga file (e.g., pitboard_hud_2.tga) into the textures\ subfolder. It will be auto-discovered and selectable in Settings > Pitboard > Texture.
Gamepad - The Gamepad widget ships with Xbox and PlayStation layouts. To customize them, copy gamepad_widget_1.tga (Xbox) or gamepad_widget_2.tga (PlayStation) from plugins\mxbmrp3_data\textures\ to the textures\ subfolder and edit them. Source design files (PSD) are available in assets/.
Helmet - The helmet overlay uses two textures: helmet_upper_1.tga (visor rim/top) and helmet_lower_1.tga (chin bar). Author at screen resolution with transparent visor openings and ~10% bleed on all sides (extra opaque border beyond the visible area) so tilt and vibration don’t expose hard edges.
Fonts (.fnt files) are auto-discovered and assignable to categories (Title, Normal, Strong, Marker, Small) in Settings > Appearance. To generate fonts, use the fontgen utility provided by PiBoSo. See this forum post for details. An example configuration is provided in fontgen.cfg.
Icons (.tga files) placed in the icons\ subfolder are discovered alphabetically and available for tracked rider customization in Settings > Riders.
The overlay files are plain HTML, CSS, and JS. To customize them, place modified files in Documents\PiBoSo\[Game]\mxbmrp3\web\ - user files override the bundled versions on startup and are preserved across updates.
style.css - Layout variables (spacing, sizing, tower width). Colors are synced from the game.custom.css - Optional file you create yourself for style overrides. Loaded after style.css, so anything here wins on specificity ties. Use this for small theme tweaks instead of forking the full stylesheet - edits apply on the next browser reload (after the next game restart, since the file is synced from Documents on startup). For live iteration, you can instead place custom.css directly in plugins\mxbmrp3_data\web\ and edit it there - it’s the one web asset not bundled or replaced by the installer/updater, so browser-refresh applies your changes with no game restart. Pick one location; if you keep copies in both, the Documents copy overwrites the plugins copy on next game start.index.html - Overlay structureapp.js - The CONFIG block at the top defines defaults for all settings. These are overridden by the settings panel (stored in localStorage).| File | Description |
|---|---|
mxbmrp3_settings.ini |
All HUD settings (positions, visibility, options) |
mxbmrp3_tracked_riders.json |
Tracked riders with colors and icons |
mxbmrp3_rumble_profiles.json |
Per-bike rumble effect profiles |
mxbmrp3_stats.json |
Unified stats, personal bests, and odometer data |
mxbmrp3_data\ are in the correct plugins\ folder. Games have two directories - the game installation (contains the game .exe) and user data (Documents\PiBoSo\[Game]\). Plugins go in the game installation, not Documents.mxbmrp3.dlo (MX Bikes), mxbmrp3_gpb.dlo (GP Bikes), or mxbmrp3_krp.dlo (Kart Racing Pro)plugins\ folder next to the game .exe you actually launch. If not, run the installer again and select the correct path, or install manually.mxbmrp3_data\ folder is in the plugins\ folder alongside the DLO file (see directory structure)mxbmrp3_data\ folder contains fonts, textures, and icons required for renderingmxbmrp3.dlo (MX Bikes), mxbmrp3_gpb.dlo (GP Bikes), or mxbmrp3_krp.dlo (Kart Racing Pro) should exist in your plugins folder. Other plugins’ DLO files are fine.xinput64.dli from the plugins folder, controller input may stop workingmxbmrp3.dlo as the faulting module, see Feedback & IssuesBug reports, feature requests, and questions are all welcome. Open an issue on GitHub or leave a comment on MXB-Mods.
A short description of what you were doing when the issue happened (track, session type, bike, and any reproduction steps) helps a lot.
For crashes, please attach both files from Documents\PiBoSo\[Game]\mxbmrp3\crashes\ — the plugin writes them automatically whenever it catches an unhandled fault:
mxbmrp3_crash_<timestamp>_<pid>.dmp — the minidump (state at the moment of crash)mxbmrp3_crash_<timestamp>_<pid>.log — a snapshot of the plugin log captured at crash timeGrab the matching pair (same timestamp/pid) for the crash you want to report. Note that the live mxbmrp3_log.txt is overwritten each time the game launches, so the paired .log snapshot is the only surviving record once you restart.
Built with C++17, Visual Studio 2022, PiBoSo Plugin API, and Claude Code.
CLAUDE.md - Quick-start guide for developers and AI assistantsARCHITECTURE.md - Comprehensive technical documentation with diagramsRequirements: the v143 platform toolset (ships with Visual Studio 2022 or the standalone Build Tools for Visual Studio 2022), a Windows 10/11 SDK, and C++17.
git clone https://github.com/thomas4f/mxbmrp3.git
cd mxbmrp3
Open mxbmrp3.sln in Visual Studio (2022 is easiest), pick a configuration (all x64), and build (Ctrl+Shift+B):
| Configuration | Game | Output |
|---|---|---|
All-Release / All-Debug |
All three (default) | every .dlo below |
MXB-Release / MXB-Debug |
MX Bikes | build/MXB-Release/mxbmrp3.dlo |
GPB-Release / GPB-Debug |
GP Bikes | build/GPB-Release/mxbmrp3_gpb.dlo |
KRP-Release / KRP-Debug |
Kart Racing Pro | build/KRP-Release/mxbmrp3_krp.dlo |
Licensed under the MIT License. See THIRD_PARTY_LICENSES.md for bundled asset attributions.
Thanks to everyone in the MX Bikes community who tested, reported bugs, and shared ideas.
MXBMRP3 is free and open-source, and will stay that way. If it’s added something to your time in the game and you’d like to chip in toward continued development, you can do so here:
No perks, no priority, no expectations. Just appreciated.