# HUD Feedback Thread!

**URL:** <https://forums.eveonline.com/t/hud-feedback-thread/517102>\
**Category:** Dev Blogs\
**Tags:** devblog\
**Created:** [August 26, 2026, 2:00pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102 "2026-08-26T14:00:01Z")\
**Posts on this page:** 20\
**Page:** 39

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**Author:** ![Syzygium](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/syzygium/32/516281_2.png) [@Syzygium](https://forums.eveonline.com/u/Syzygium)\
**Post date:** [November 11, 2026, 4:30pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/782 "2026-11-11T16:30:44Z")

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maybe, but it’s bad nonetheless. Full capacitor should be displayed as a FULL (aka _filled_ circle).

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**Author:** ![Princess\_Rose\_Ivory](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/princess_rose_ivory/32/515700_2.png) [@Princess\_Rose\_Ivory](https://forums.eveonline.com/u/Princess_Rose_Ivory)\
**Post date:** [November 11, 2026, 5:39pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/783 "2026-11-11T17:39:12Z")

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Too big, takes more screen space, while the fonts are too small. I had $10,000 put in each eye a few year back, I see a lot better now. I still use reading glasses. What you need is fonts bigger and the interface more compact. Also very happy you didn’t add the huge radar dish to the HUD.

About the esthetics, old HUD still looks better, I think the old HUD has the 3D look and this one is flat. I don’t like the flat icons of Windows 10 and 11, I get one of my family to change them to the soft 3D icons I like to view. I have always told Fenris developers here in the forums, options are the best thing. They shouldn’t continue with phase 3 and stop at phase 2 of this build.

Have fun!

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**Author:** ![Erdinhok](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/erdinhok/32/515762_2.png) [@Erdinhok](https://forums.eveonline.com/u/Erdinhok)\
**Post date:** [November 11, 2026, 5:50pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/784 "2026-11-11T17:50:04Z")

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Tactical destroyer modes are not in the correct orders, similarly to camera modes.

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**Author:** ![Jian\_Mira](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/jian_mira/32/509519_2.png) [@Jian\_Mira](https://forums.eveonline.com/u/Jian_Mira)\
**Post date:** [November 11, 2026, 6:08pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/785 "2026-11-11T18:08:20Z")

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its a nice idea all it needs is a way to make it smaller!

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**Author:** ![Anoron\_Secheh](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/anoron_secheh/32/518720_2.png) [@Anoron\_Secheh](https://forums.eveonline.com/u/Anoron_Secheh)\
**Post date:** [November 11, 2026, 6:10pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/786 "2026-11-11T18:10:25Z")

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The module activation sound is too long, and there’s too much spacing between module slots. Countdowns on red-cycle should be in m:ss.

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**Author:** ![Scarlett\_Vetrato](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/scarlett_vetrato/32/512094_2.png) [@Scarlett\_Vetrato](https://forums.eveonline.com/u/Scarlett_Vetrato)\
**Post date:** [November 11, 2026, 6:32pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/787 "2026-11-11T18:32:02Z")

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needs more warning sounds (in my opinion), other than that, it’s perfect, tho i’m still waiting for the fancy one you people promised

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**Author:** ![Scarlett\_Vetrato](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/scarlett_vetrato/32/512094_2.png) [@Scarlett\_Vetrato](https://forums.eveonline.com/u/Scarlett_Vetrato)\
**Post date:** [November 11, 2026, 6:42pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/788 "2026-11-11T18:42:07Z")

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![image](https://global.discourse-cdn.com/eveonline/original/4X/d/8/e/d8eb11bb188f61491d96b1578421b4b9a313733c.jpeg)  
to be fair, the capacitor needs to be larger

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**Author:** ![Gerard\_Amatin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/gerard_amatin/32/481361_2.png) [@Gerard\_Amatin](https://forums.eveonline.com/u/Gerard_Amatin)\
**Post date:** [November 11, 2026, 6:51pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/789 "2026-11-11T18:51:33Z")

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> [@Dyver\_Phycad](#):
>
> It pains me but this is how the old HUD deals with frigates, too.

A big difference is that in the old HUD ‘full’ is clearly defined with an edge, while in the new HUD the capacitor **ends in nothing, in empty unused space.**

This makes new HUD capacitor readability much poorer:

Old edge in green:

 ![image](https://global.discourse-cdn.com/eveonline/original/4X/e/c/4/ec4055d290415c27118670e4b5a14e7d83dc3110.png)

New apparent edge also in green:

 ![image](https://global.discourse-cdn.com/eveonline/original/4X/f/8/c/f8c812b4ba356e0a701e55e611cd13a3d4aad62d.png)

Less readable as ‘full’ because of no apparent edge.

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<div class="post-metadata">

**Author:** ![Scarlett\_Vetrato](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/scarlett_vetrato/32/512094_2.png) [@Scarlett\_Vetrato](https://forums.eveonline.com/u/Scarlett_Vetrato)\
**Post date:** [November 11, 2026, 6:58pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/790 "2026-11-11T18:58:34Z")

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fr just make it bigger

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<div class="post-metadata">

**Author:** ![Gerard\_Amatin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/gerard_amatin/32/481361_2.png) [@Gerard\_Amatin](https://forums.eveonline.com/u/Gerard_Amatin)\
**Post date:** [November 11, 2026, 6:59pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/791 "2026-11-11T18:59:25Z")

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Talking about unclear edges:

## Speed meter edges

![image](https://global.discourse-cdn.com/eveonline/original/4X/1/b/8/1b826549d247bfa1d29389c7d8e508b5b19bce45.png)

Where are the maximum and minimum locations exactly?

Here?  
 ![image](https://global.discourse-cdn.com/eveonline/original/4X/3/0/4/30485b58cadb801a16010278c5632f22e56220f1.png)

Here?  
 ![image](https://global.discourse-cdn.com/eveonline/original/4X/8/e/4/8e41f5d217e8f2379b44866350404053115b5495.png)

Here?  
 ![image](https://global.discourse-cdn.com/eveonline/original/4X/c/d/2/cd23eb260f8d83cdc0ab8c860e2523996eac2b5d.png)

These round buttons overlapping the speed bar make the edge unclear.

Again, the old HUD was much clearer with clean sharp unambiguous edges:  
 ![image](https://global.discourse-cdn.com/eveonline/original/4X/b/6/4/b64c543e66961a0dea1195f9d68c13b1087c0963.png)

This used to allow us to click just above the minimum value to aim your ship a direction without really moving, such as for aiming MJDs or bombs. Trying this in the new one made me click the ‘stop ship’ button too easily, as it overlaps with the lowest speeds.

Please give us more visual clarity!

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<div class="post-metadata">

**Author:** ![Drahomi\_r\_Bozi\_dar](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/drahomi_r_bozi_dar/32/502048_2.png) [@Drahomi\_r\_Bozi\_dar](https://forums.eveonline.com/u/Drahomi_r_Bozi_dar)\
**Post date:** [November 11, 2026, 9:34pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/792 "2026-11-11T21:34:34Z")

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New UI Feedback

Spent a little time with the new UI and have some specific comments about useability. The size and amount of dead space (both between modules and within the circular medallion) has been pretty well described by other posters so I wont go into it much other than to say I agree that there is far too much unused space. Increasing the amount of screen real estate consumed by the UI, while also making all of the elements that actually convey data to the user smaller, seems like moving in the wrong direction. I find most of the text (speed indicator, hp %s) challenging to read as well.

The Good:

- I really like the new HP indicators. Scaling the propotions of the HP bars makes a lot of sense and I think this is a nice direction. There is a crazy amount of unused space between the actual bright white HP bar and the capacitor circle though, and a more compact version might be preferrable.
- I like the +/- cap drain indicator. Think thats another great change
- Moving the rack heat indicator gauges near the appropriate module rows makes sense.
- I like the cooldown timer countdown on modules that are deactivated mid-cycle. This is actually a significant improvement from old behavior where the cycle indicator would overrun some before disappearing. New behavior feels much more precise (even if the actual under-the-hood behavior of toggling modules is unchanged)
- Audio feedback when a module is overheated is a good option, but we are definitely going to need some granular options for enabling/disabling specific UI audio, because there is too much overall.

The Not So Good:

- I have a bunch of criticisms over the way info is displayed when activating and overheating modules:
  - the module cycle time indicator starting at the top of the circle rather than the bottom is an unnecessary change. There are several instances where the position of the progress bar is used to gauge timing other actions (for example, mwd+cloak trick). Forcing veteran players to retrain their brains for module indicators that are now 180\* out of phase of what we have used for years is a negative.
  - the overheat rack buttons are hidden in a new sub-menu, which means it takes an additional unnecessary click to enable or disable rack-level overheating.
  - the color coding of overheating modules is problematic. Veteran players have spent years being trained to recognize that bright green = overheat enabled, and red border = heat damage. Changing this convention so that overheat active is now identified by a red border is visually confusing especially when modules are actively overheated with some amount of damage.
  - the heat damage progress bar under the modules is too small and is harder to quickly read. This compounds issues with legibility now that that the overheat active indication is the same color
  - the heat buildup gauges are too small to be quickly legible
  - there is a weird interaction with the module cycle-time status bar and the way the on/off tick mark grows when the module is overheated. Non-overloaded modules have a cycle indicator that runs clockwise starting at the top 12 o’clock position and cycling 360 degrees back to 12 o’clock in a single cycle. Once overheated, that cycle indicator now only goes from approx 1 o’clock to 11 o’clock in a single cycle, despite the actual time elapsed per cycle staying the same. This makes no sense and just adds to more thought required by the pilot when managing heated/unheated modules.

- There are still tons of legibility issues related to the combination of transparent/white/light grey UI elements and heavily backlit scenes in areas with bright skyboxes or environmental effects (gas clouds, certain stars, etc…)
- No sensor overlay is a major negative

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<div class="post-metadata">

**Author:** ![Rolder\_Slaton](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/rolder_slaton/32/498083_2.png) [@Rolder\_Slaton](https://forums.eveonline.com/u/Rolder_Slaton)\
**Post date:** [November 11, 2026, 10:06pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/793 "2026-11-11T22:06:37Z")

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Noticed a small bug with the new HUD. If I have a MWD running when I take a gate, on the other side it’ll still show running (icon pulsing, dot in up position) on the other side even though it isn’t. If I click it, it will go back to normal.

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**Author:** ![Starcleric](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/starcleric/32/518422_2.png) [@Starcleric](https://forums.eveonline.com/u/Starcleric)\
**Post date:** [November 11, 2026, 11:01pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/794 "2026-11-11T23:01:51Z")

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Declutter the new HUD by making it more like the old HUD.

 ![HUD 2](https://global.discourse-cdn.com/eveonline/original/4X/f/0/c/f0c5b11927778a8b28c6b1727a2ad8baf251aa37.jpeg)

Look at how much space is truly wasted between those modules by the addition of the heat rack protrusion. By cleaning it up and putting heat management back in the display cog we can see how much more space can be saved by enlarging the modules and repositioning them. Perhaps if the modules are a little bigger some of the extra busy visuals can be dropped in favor of less frenetic indications.

Edit: imo the HUD team should scale their ideas back and only work on the proportional health gauge.

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**Author:** ![Starcleric](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/starcleric/32/518422_2.png) [@Starcleric](https://forums.eveonline.com/u/Starcleric)\
**Post date:** [November 11, 2026, 11:32pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/795 "2026-11-11T23:32:50Z")

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Here is a comparison shot I felt compelled to share.

 ![HUD comp](https://global.discourse-cdn.com/eveonline/original/4X/f/2/2/f22c5325ab4c15ac8922b045161277f88b4e73ac.jpeg)

This is the old HUD above, in the default position, with the new one below which has been moved to the right slightly to get the buttons to fit with my chat, local, and d-scan windows open. I click dragged the selection in paint from the top right corner of my d-scan window all the way right to the edge of the overview window. As you can see the new HUD doesn’t even fit between the windows now, which I remind you are as small as functionally possible.

Also note the size difference between the main display cogs. The new one is much larger and yet holds less information due to the speed control now being outside the cog, vertical, and missing its speed display which is now also outside the speed gauge (as a result of it being vertical).

I am working on a new image where I overlay a modified proportional hud on top of the old layout to show how much cleaner this whole project could be by downsizing it drastically.

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<div class="post-metadata">

**Author:** ![CPL593H](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cpl593h/32/515678_2.png) [@CPL593H](https://forums.eveonline.com/u/CPL593H)\
**Post date:** [November 11, 2026, 11:37pm UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/796 "2026-11-11T23:37:52Z")

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> [@Starcleric](#):
>
> to show how much cleaner this whole project could be by downsizing it drastically.

If it’s downsized to scrapping it, then it becomes extremely clean.

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<div class="post-metadata">

**Author:** ![Starcleric](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/starcleric/32/518422_2.png) [@Starcleric](https://forums.eveonline.com/u/Starcleric)\
**Post date:** [November 12, 2026, 12:11am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/797 "2026-11-12T00:11:23Z")

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And here is the new proportional HUD inlaid with the old HUD layout with some quick modifications in MSPaint.

 ![Hud3](https://global.discourse-cdn.com/eveonline/original/4X/3/4/9/3495c544b1a6f6fd5ce8dbca6ccab5575da2ab0e.jpeg)

The speed gauge went back to where it belongs since not knowing how to control speed is a tutorial issue not a HUD design flaw. The heat banks went back to being simple buttons but now they can show rack heat damage (perhaps in different colors though) and they got moved inside the display cog. The old HUD actually did have dead space where the heat management was but now it’s even cleaner. This means that even the old HUD modules can be upsized slightly, which when combined with a more aggressive state indicator (harder flashes, brighter colors) would be enough to greatly improve readability without forcing everyone to learn an entirely new system.

Another thing that can now be done is shrinking the proportional gauges radius to remove the dead space around the capacitor. The gained space can be used to re-implement the sensor overlay.

Note that this is the same image I used in the comparison shots. I am flying a salvage dessie to show the xbox hueg rack of salvagers that some new players will be using so not all HUDs will have F1-8 occupied on their displays.

I have been trying the new HUD and one thing I do not like is the missing overload clicky on the tops of modules. This clicky was useful for preheating and normal overheating of individual modules or module groups, removing it in favor of a keybind is counter-intuitive to the stated goal of making a more useful HUD.

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<div class="post-metadata">

**Author:** ![Lokajit\_Nakrar](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/lokajit_nakrar/32/515858_2.png) [@Lokajit\_Nakrar](https://forums.eveonline.com/u/Lokajit_Nakrar)\
**Post date:** [November 12, 2026, 12:25am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/798 "2026-11-12T00:25:12Z")

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I agree with the contextual HUD idea. Would be nice to see some minor adjustments based on the hull you’re using.

1. Capacitor display needs slight enlargement w/ edge clarity.
2. Too much empty space between modules (bring them together).
3. Too much empty space below the HUD, lower it down a bit.

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<div class="post-metadata">

**Author:** ![Anoron\_Secheh](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/anoron_secheh/32/518720_2.png) [@Anoron\_Secheh](https://forums.eveonline.com/u/Anoron_Secheh)\
**Post date:** [November 12, 2026, 1:08am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/799 "2026-11-12T01:08:30Z")

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I like all your suggestions, especially the speed gauge location suggestion.

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<div class="post-metadata">

**Author:** ![Starcleric](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/starcleric/32/518422_2.png) [@Starcleric](https://forums.eveonline.com/u/Starcleric)\
**Post date:** [November 12, 2026, 1:48am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/800 "2026-11-12T01:48:45Z")

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If we want to hide camera and scanner buttons behind other buttons then they don’t need to move. Here the camera controls and scanners are kept on the right left side but now have drop down menus. The normal view would just be the four buttons for cargo, camera (labeled here as V for view), scanners, and autopilot.

The safety is also hidden by a dropdown menu as normal, with room for the explanatory text indicated to the right of the symbols. But now it’s bigger and has relevant symbols. Green light go, yellow proceed with caution, and red for stop (and think before you proceed).

 ![Hud redo 2](https://global.discourse-cdn.com/eveonline/original/4X/7/5/a/75a97b25c02e9bcd378671c98fa00ea8cc9fa154.jpeg)

Of course all the letters would be replaced by relevant Eve symbols. Also I changed the heat banks to show a more complimentary color, obviously these would be shaded better by pros. They could change to the green and red filling heat gauges from earlier examples to show clearly when those racks or modules from those racks are overheated.

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<div class="post-metadata">

**Author:** ![Princess\_Rose\_Ivory](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/princess_rose_ivory/32/515700_2.png) [@Princess\_Rose\_Ivory](https://forums.eveonline.com/u/Princess_Rose_Ivory)\
**Post date:** [November 12, 2026, 1:52am UTC](https://forums.eveonline.com/t/hud-feedback-thread/517102/801 "2026-11-12T01:52:24Z")

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For some of you joining the show already in progress;

I first posted asking; [Where is the hamburger?](https://forums.eveonline.com/t/hud-feedback-thread/517102/83) They added a cog which is positive and agreeable change. Also in that same post I informed them the BIG radar dish on the end was totally unwanted. Looks like they scrapped it. Now if they condense it and increase font, I will be content.

My grand daughter visited me today, while I was online. She wanted to make me more characters for the game, instead I showed her the HUD. She asked me ( without any prompting on my part ) what’s different? Then she explained they both contain the same information, all they did was shuffle it on the screen. This is from a pre-teen who doesn’t even play the game. Yet she seems to understand, these developers have done nothing with this change. It hasn’t made the game better or worse, this is a nothing sandwich. They claim it is more legible, but please remember, they are getting paid to do in essence nothing for us. I thought the community would like to hear her thoughts on this matter.

I really do hope my friend is wrong and Fenris developers do read these threads.

Have fun!

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