# New HUD / Medallion - what works and what doesn't

**URL:** <https://forums.eveonline.com/t/new-hud-medallion-what-works-and-what-doesnt/521895>\
**Category:** Photon UI\
**Created:** [November 10, 2026, 2:41pm UTC](https://forums.eveonline.com/t/new-hud-medallion-what-works-and-what-doesnt/521895 "2026-11-10T14:41:10Z")\
**Posts on this page:** 8\
**Page:** 1

<div class="post-metadata">

**Author:** ![Nukleanis](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/nukleanis/32/509697_2.png) [@Nukleanis](https://forums.eveonline.com/u/Nukleanis)\
**Post date:** [November 10, 2026, 2:41pm UTC](https://forums.eveonline.com/t/new-hud-medallion-what-works-and-what-doesnt/521895/1 "2026-11-10T14:41:10Z")

</div>

I was rather looking forward to trying out the new HUD / Medallion, but it has a few issues that I’ll go over.

1. Scanners and probe selection: Why is this on the right beyond all the modules? The more modules are visible / further right then the further this moves away from the rest of the controls. Rather silly.

2. Camera controls: The new UI took the scanning controls and split them into their constituent options (good) and does the opposite with the camera controls (bad). All this does is add clicks and makes camera selection more annoying.

3. Shield / armour / structure readouts: Why wait for the player to mouseover before showing the icon denoting what each of these readouts means? Also, the gaps between segments could do with some antialiasing. All in all it should be rotated 90 degrees clockwise so it’s more reminiscent of a car’s dashboard. The colours of each segment should be editable in the same way neocom icons can be coloured.

4. Autopilot button: Way too small!

5. Overheat controls: You’ve managed to add an extra mouse click in combat… where players need fewer clicks.

6. Capacitor readout: Adding charge / drain to the capacitor readout is an extremely good idea, and whoever came up with it should be given a pay raise. It would be worth moving the charge / drain readout closer to the capacitor readout circle, or making the capacitor readout circle take up more of the room available. It could also be thicker as it’s currently very easy to miss.

7. Ship inventory: An excellent start that needs iteration: The outer track denoting the capacity of the main cargo hold should change depending on the number of holds a ship has. So if a ship has a cargo hold and a fleet hold, the outer track should be split into two halves, each showing a readout of each hold. Like what was done with shield / armour / structure - a single track split into three.

8. Ship speed: I heard it mentioned that during playtesting users of the old medallion thought the speed controls were mistaken for volume controls. This new iteration doesn’t really help shift that perception. The top of the tachometer should show the ship’s max speed (which could be clickable to attain that speed while the bottom should be 0 (again clickable). The actual speed of the ship should be in the middle. The ship’s attainable speed should be a changable tooltip as the cursor moves over the tachometer. And whoever came up with the idea of being able to edit the speed manually? Another pay raise!

---

<div class="post-metadata">

**Author:** ![Dyver\_Phycad](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/dyver_phycad/32/358575_2.png) [@Dyver\_Phycad](https://forums.eveonline.com/u/Dyver_Phycad)\
**Post date:** [November 10, 2026, 2:59pm UTC](https://forums.eveonline.com/t/new-hud-medallion-what-works-and-what-doesnt/521895/2 "2026-11-10T14:59:30Z")

</div>

> [@HUD Feedback Thread!](https://forums.eveonline.com/t/hud-feedback-thread/517102/):
>
> o7 everyone! [Earlier this month](https://www.eveonline.com/news/view/eve-evolved-a-new-horizon-for-the-hud) we wrote about upcoming changes to the EVE HUD. [In today’s blog](https://www.eveonline.com/news/view/evolution-not-revolution) we take a closer look at the proposed design and chat to some devs! We’d love to get your feedback and hear your thoughts. We might be a bit slow to respond, but we’re actively checking out all your comments We know it’s a big topic, and it’s not something we’re going to just turn on and walk away from. EVE has many different playstyles, and the HUD needs to serve all of them. We’re really excited …

You are better of posting this in the actual feedback topic for actual visibility.

---

<div class="post-metadata">

**Author:** ![Zuri\_Z](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/zuri_z/32/518432_2.png) [@Zuri\_Z](https://forums.eveonline.com/u/Zuri_Z)\
**Post date:** [November 10, 2026, 4:06pm UTC](https://forums.eveonline.com/t/new-hud-medallion-what-works-and-what-doesnt/521895/3 "2026-11-10T16:06:27Z")

</div>

So far I like the new HUD, though I haven’t explored all of it’s functions yet. A few notes so far:

1. Autopilot button: Way too small
2. Ship Inventory/Cargo: I’ve always wanted a way to measure separate holds (cargo/fleet hanger/ore hold) It would be great to have an at-a-glance measure of those.
3. Ship Speed indicator: Bravo!
4. Overheating controls: Much more understandable about what’s going on. Love it! (Shift still works too!)
5. I miss my Zoom buttons (I use a trackball and have no scroll wheel)
6. I also miss the sensor overlay. There might be an opportunity to add this as a smaller, offset toggle to the side?
7. I like where the scanners and probe options are. but would like more camera control options. I would like to capture fly-by shots, static camera positions, etc.
8. Shield/armor readouts are fantastic and make understanding your overall health more intuitive. THANK YOU!

---

<div class="post-metadata">

**Author:** ![Batzu\_Newless](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/batzu_newless/32/518441_2.png) [@Batzu\_Newless](https://forums.eveonline.com/u/Batzu_Newless)\
**Post date:** [November 10, 2026, 4:39pm UTC](https://forums.eveonline.com/t/new-hud-medallion-what-works-and-what-doesnt/521895/4 "2026-11-10T16:39:34Z")

</div>

can i turn off the new sounds from the HUD? the new sounds are cool, but if you aktivate something often in fight, its annoying. I dont find an option just to turn off modul sounds from new UI

---

<div class="post-metadata">

**Author:** ![Nukleanis](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/nukleanis/32/509697_2.png) [@Nukleanis](https://forums.eveonline.com/u/Nukleanis)\
**Post date:** [November 10, 2026, 6:09pm UTC](https://forums.eveonline.com/t/new-hud-medallion-what-works-and-what-doesnt/521895/5 "2026-11-10T18:09:36Z")

</div>

Thanks!

---

<div class="post-metadata">

**Author:** ![imariel](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/imariel/32/518498_2.png) [@imariel](https://forums.eveonline.com/u/imariel)\
**Post date:** [November 10, 2026, 8:25pm UTC](https://forums.eveonline.com/t/new-hud-medallion-what-works-and-what-doesnt/521895/6 "2026-11-10T20:25:42Z")

</div>

Globally it is a very nice improvement ! Particularly the capacitor stability and the modules

What I would also like to see :

speedometer : a marker for the warp speed, and that the color changes when the ship is at/over warp speed

modules icons : 2 new settings, 1 for the size of the icons, and 1 for the distance between the icons (i like it tight but players with bigger screens could choose to spread)

medallion : the capacitor can be bigger, however the grey part does not bring much and could be smaller.

---

<div class="post-metadata">

**Author:** ![Zuri\_Z](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/zuri_z/32/518432_2.png) [@Zuri\_Z](https://forums.eveonline.com/u/Zuri_Z)\
**Post date:** [November 10, 2026, 8:55pm UTC](https://forums.eveonline.com/t/new-hud-medallion-what-works-and-what-doesnt/521895/7 "2026-11-10T20:55:15Z")

</div>

Something I’ve noticed playing around some more:

1. I like the indicator rotating from left side to top when a module is activated, however:
  1. When burning towards a jump gate (Afterburner or MWD), and then hitting the jump gate, the module deactivates as normal, however the pip/indicator stays on the top of the module icon, and the module icon still glows/pulses as if active, even though the module is not active.

---

<div class="post-metadata">

**Author:** ![Sojourner\_Sa\_an](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/sojourner_sa_an/32/426480_2.png) [@Sojourner\_Sa\_an](https://forums.eveonline.com/u/Sojourner_Sa_an)\
**Post date:** [November 10, 2026, 9:23pm UTC](https://forums.eveonline.com/t/new-hud-medallion-what-works-and-what-doesnt/521895/8 "2026-11-10T21:23:20Z")

</div>

> Overheat controls: You’ve managed to add an extra mouse click in combat… where players need fewer clicks.

This is arguably beneficial and gets a thumbs up from me as it prevents accidental overheating where with the old display a single click on the wrong pixel in a rush could initiate it.

I think the new hud/medallion was good and intuitive overall, with a couple areas I would improve.

- Spacing in general, especially horizontal. It takes up more room now than the old version. Can we maybe have the ability to scale it to our liking?
- With the old version, the camera selection served as a “re-center” button for those occasions when you’re disoriented and need to focus in on your position. Now that this menu is tucked away it’s more inconvenient or no longer the case, so I think we need a re-center button or some such functionality.
- Tool tips have always bothered me. I want to be able to get detailed info on critical module stats for those cases where I forget my optimal range with a specific ammo, etc, but tool tips popping up constantly is too undesireable. Another way to access the tool tip info without mouse-over, such as a right-click option, would be helpful here.
