HUD Feedback Thread!

How do I toggle bookmark, anom, signature bracket visibility in space now since the compass is gone?

Where do I toggle the Tactical Overlay easily WITHOUT delving into submenues?

1 Like

Need a way to enable tactical overlay while in Orbit Mode for camera. not just in tactical mode.

2 Likes

Camera offset has to be adjusted to 15% now to position the hud in the same location as it was before. takes up way too much horizontal space.

Simply looking at this medallion, Armor subjectively looks BIGGER than Shield even though it’s 10 pixel shorter. This is not helpful.

6 Likes
  1. Please don’t introduce ‘moving elements’ (dscan/probe/moon/solar map/safety buttons)
  2. Ship Velocity is less clear
  3. velocity bar interaction: set full speed button means I cannot use the bar to set my speed down by a small amount if my ship is 835m/s I can only start adjusting speed at around 790m/s
  4. Speed text input: I really like this, but needing to hit enter is a little awkward.
  5. I’d like to see a a ‘thrum’ through the speed bar when entering warp, some kind of feedback.
  6. PUHLEEEAAAASSEE separate UI scaling for the HUD from the rest of the overview/chat boxes/etc.
  7. if I pass over the safety button- it pops up with the selector, this absolutely should not happen
  8. Autopilot button is a little small/bad spot
  9. I’d like to actually enable the larger H/M/L Heat fills.

So far so good.

1 Like

I liked the new HUD display, except for the Tactical Overlay (CTRL-D) button not being visible without having to go into the settings. I know I can use the shortcut, but I preferred it when the button was visible on the display.

Tanks.

1 Like

The HUD is bad and FC should feel bad.

The HUD is far too large and offers no clearer representation of what is going on than the old HUD did. You made the speed bar far too large, people using throttle control during fights were using hotkeys anyways, while shrinking the autopilot button down to nothing. So now I have to learn the hotkey for autopilot but new players don’t have to learn the hotkeys for throttle?

This HUD has clearly been a make-work project and if FC thinks they’re going to force it on me, well I have news for them…

5 Likes

It’s very hard to tell at a glance which mods are running or not. The small dot on the side that goes up is too small and transparent. The same dot goes down when you “cycle red” a module, so the module is in the middle of a cycle (activated) but the dot is down (deactivated).

It was clear on the old one: green is running, red is turning off, grey is off.

Do an experiment. Smash your keyboard and measure how much time it takes you to count how many modules are activated. Do the same with the new UI. The flashing button gets too dark (resembling a deactivated mod every other second), the cycling circle is tiny when said cycle just started, the top dot is transparent and requires locating its position relative to every module.

Flashing too dark:

Cycle start (tiny circle):

In both of these screenshots, the top dot looks like a star in the background.

I disabled UI clicks for a reason, please move these new sounds into that category.

5 Likes

The new HUD takes up significantly more screen space than the old one,not ideal for a game that already has far too many windows open! xD
Also, I’ve noticed that you can no longer swap modules using drag-and-drop in the new HUD, which was and still ist possible in the old one. I’m not sure if this is intentional or a bug.
Furthermore, when the “Display Empty Slots” checkbox is ticked, all potential empty slots are shown.
In the old HUD, unused slots remained hidden if no module was equipped which, in my opinion, was much better. Perhaps this is also the case in the new HUD when the box is unchecked, but since I can’t currently swap modules in or out, I can’t verify that.
I would suggest reducing the spacing between modules in the new HUD to make it more compact, and if it’s a bug, restoring the ability to swap modules via drag-and-drop.

Sorry for my poor English I’m using a translator! :wink:

Keep up the good work.

3 Likes

The setting of the Utility Buttons resets every undocks (if you disable the utility buttons they will show up again after undocking) and it’s bugged too… now it’s disabled but they are visible and you have to click twice.

2 Likes

WTB sensor overlay

3 Likes

I just tried out the new HUD and while it is somewhat ok (have not extensively experienced it), what immediately disturbed me is how unnecessary big it is.

There is so much spacing between all the modules and elements when the old one is really compact. It just looks unnecessarily out of proportion, together with the almost hidden autopilot button that is physically hard to even hit with your mouse pointer, which is in fact larger than the actual button.

I searched a compact mode in the settings and also tried to move the individual elements or something. I may have overlooked functionality but i couldn’t find a way to adjust this.

Now i understand that this is work in progress and hope it gets adjusted soon. But a button that is smaller than the mouse pointer raises questions in UI design principles. At least for me.

3 Likes

AS it has been said the spacing on the new HUD is far too wide, and feels very empty. I also feel like the new HUD sits too far off the bottom of the screen. We have the ability to move it left and right can we also get the ability to drag it up and down?

1 Like

You can at least switch it to the top in the settings menu.

Proportional stacked bars issue:

Example, an active shield ratting Ishtar (image taken from alliance member):

See the problem?

Here:

Only a tiny fraction of our healthbar is useful, because proportionally stacked hitpoints do not care about resistances or repairs.

It’s a bad design for various reasons, actively tanked ships being misrepresented and much less readable being one of them.

Please get rid of the proportionally stacked hitpoint bars.

At least in the old design we could see shield repairs cover the entire 0-100 range instead of a fifth of it.

10 Likes

Sure, but I have things at the top of my screen. I just need to be able to shift this new UI element to fit where I have muscle memory of all my other information being.

The new UI feels a bit too big compared to the old one, which is really unfriendly for laptop players. It would be much better if you could make it more compact (ideally taking up the same amount of space as the old UI). My 16-inch screen is already cramped as it is, and having an even larger UI makes it really painful to play. :face_with_diagonal_mouth:

8 Likes

I wonder how this even got past quality control in the first place…i would suppose quite some multiboxers really hate a bigger HUD - at least those multiboxers who still want to play like sane persons and have the game windows all visible at once and next to each other. Those windows usually have low resolutions making having a bigger HUD totally impractical if you still want to see local and overview.

Or have i missed something and multiboxers aren’t the primary audience here anymore?

I’m gonna have to agree with the previous comments regarding the size of the new UI, it is just to spread out for me and takes up space I don’t have spare on my screen, it really needs to have a resizing option to allow us to have it compact. Will test it out once I can see it all without closing windows.

1 Like

I don’t see any designer’s touch with the new HUD.. Everything is absolutely UNergonimic.. seems like AI-gen stuff for me. Not wanting even comment it.. really disappointed :((

5 Likes