Update: I’ve added in a couple compare/contrast images comparing Old UI vs. Photon. This is mainly to illustrate the differences in size of font, amount of padding between rows, and general oversized feel of Photon compared to the old UI. Newer text/photo content will be prefaced with a *
To start off with, screen real estate is very important and the photon UI wastes more space than the old UI. The vertical spacing between rows is huge and the spacing around window headers is huge. Compact mode doesn’t help at in this regard. It can be reduced by at least 60%.
*In the photo below, it is easy to see how having smaller space in the header contributes to a less bulky look. The font is smaller but not harder to read.
Next is the fleet management window. The three things this window is for is to import fits, export fits, and look at fits. Why is the import and export fit buttons hidden behind a sandwich menu? The old UI had those buttons right at the bottom within easy reach. There is even room in Photon to put them out again. It is unnecessary and annoying to have to click open another menu to get at the main functions of the window.
Speaking of sandwich menus within widows, why are the least used options right at the top? Take the fitting window as an example. When I click open the sandwich, the options which I use the most (import and export) are below three different settings that I will only use once when first setting up my customization. This goes for many other windows.
As I stated at the start of this thread, screen real estate is prime. I like to see the entire grid when I fight without any unnecessary screens or windows in the way. So when I get into a fight, I like to double click all the headers of chat and utility boxes to minimize the size but keep them within easy reach.
There are some windows where it is impossible to do this, like the fleet window. The old UI allowed me to keep the fleet window very narrow. Photon on the other hand forces me to either keep it always open or close it down entirely. In order for me to perform the same double click header action and close it, the fleet window needs to be huge. The red space below is the very minimum amount needed to be able to click the header to minimize it.
Now compare that to what I would prefer. There isn’t a single space at this size where I can click this away without closing the window entirely. *In order to minimize it, I have to drag the window out long, minimize it, then drag it back to the desired size.
*Below are two screenshots of the fully open and header minimized fleet window (this is how I like it when I’m in a fight).
*I would like to add in some thoughts on the selector window and the probe scanner window. First, I do think that both the old and new UI wastes space; more so with the photon, however. The whole point of the selector window it to select and easily choose an option. In the size I like it to be at, photon does it noticeably worse than the old UI. I do like that you can get the photon UI window much smaller but at the cost of making the selector buttons almost unusable in a fast a paced fight due to the extremely small size.
First screenshot below will be of the photon UI, then the old UI will follow. The red indicates how much space seems to be wasted that can be used to increase the buttons to a more usable size.
For the scanner window, I think both the old and photon UI waste space. I am, however, more satisfied with the scanner window in photon then really anything else of the UI and I do think it looks better than the old UI scanner window.
Again, the first shot below is of photon and the red indicates where I think there is some wasted space. If only one thing is changed in the scanner window, I think it should be the space between the ‘Group’ and the ‘Signal’ columns. I find it frustrated that I can’t lessen the amount of space in the ‘Signal’ column, only the amount in the ‘Group’ column.