The geometry can be just a single face and size is not a factor. The important thing to understand is that the digits are not displayed on the geometry itself, but where the pivot point for that geometry is located and how that pivot point is rotated.
With my digital display for the digital speedometer I had a singe face called 'SPEEDOMETER:0:13'.
SPEEDOMETER is a type of display as defined in the CVF file located in the CABVIEW folder. The :0:13 numbers mean that this is the first (and in my case, only) speedometer and it is to use a font size of 13. If you had a second speedometer in your cab you would call it 'SPEEDOMETER:1:13'.
For convenience, I placed this single face just behind where it would appear on the actual screen in the cab but would not be visible by the player. In reality you could place the object under the floor of the cab if you wanted. The pivot point for that single face was then moved just in front of the display screen where the speed would be displayed and the pivot point rotated to match the angle of the display screen.
I would initially set the pivot point a couple of centimetres in front of the display screen initially and then test in game. Then go back into the modelling program and fine tune the location of the pivot point and test again in game till I was satisfied with the orientation of the digits.
I think it is still the case that you also need to ensure that the 'SPEED.ACE' file is located in your CABVIEW3D folder, otherwise the digits will not display. You can get this ACE file from the example 3D cab which can be downloaded from
https://open-rails.r...atest/cabs.html
OR will use some of the values in the .CVF file located in the CABVIEW folder for the range, units, accuracy, etc that are relevant to the 3D cab display.
Hope this helps.
Cheers,
Marek.