Comms & info (top-left/top)
Chat, mission and NPC messages, friend/wing requests; the GMT game clock and new-contact alerts. NPC interdiction warnings appear here first.
Elite has no in-game HUD colour option. Every pixel of the ship HUD is pushed through a 3×3 colour-transform matrix defined in a plain XML file. Edit nine numbers and the whole interface re-tints — free, client-side, and FDev-sanctioned. The matrix is global: it recolours friend/foe markers, shields, warnings and commander portraits alongside the decorative elements. For per-element control and cabin lighting, the EDHM shader mod goes further.
The HUD (Heads-Up Display) is the entire holographic interface projected across your cockpit canopy — the gauges, panels and markers the game draws on top of the world. In lore it's the ship's interface; in practice it's the layer you read to fly, fight, trade and navigate.
The ship HUD is built from one persistent overlay plus three pull-out panels you summon with the directional keys/stick. Knowing the panels cold is a survival skill — being able to instantly re-route power or pick an escape vector can save a rebuy. The breakdown below follows the NEWP HUD guide's anatomy.
Chat, mission and NPC messages, friend/wing requests; the GMT game clock and new-contact alerts. NPC interdiction warnings appear here first.
Powerplay standing, your ship's signature (noise — more power/heat = easier to lock from range), fuel reserve, and mass-lock / landing-gear / cargo-scoop indicators.
The SYS / ENG / WEP capacitor balance. Shields, thruster output and weapon supply respectively; RST resets to 2-2-2.
The three rings around your ship silhouette are shield layers; once down, damage eats hull (the percentage bar beneath).
3D contact display. Filled = NPC, hollow = player; green = your faction, yellow = neutral, red = hostile; square = ship, triangle = hardpoints deployed. Heat gauge left, speed/blue optimal-turn band right.
Locked-target shields/hull (right), plus the target/location info block — name, ship, distance, allegiance, or system info when nothing is locked.
The fullest plain-English walkthrough of every panel and indicator is NEWP's HUD guide: newp.io/hud. This manual is about re-skinning that interface, not learning to read it.
"Orange fatigue" is a real and widely-shared complaint. Beyond aesthetics, recolouring the HUD has practical and accessibility payoffs.
Because the standard method recolours everything uniformly, a careless palette can do the opposite of help — washing out red danger warnings or blurring the green-vs-red friend/foe distinction. Good customization is as much about preserving signal as changing colour. More on this in Section 3 and Section 7.
There is no setting for HUD layout. You cannot move, resize, hide or re-order panels and gauges — the geometry is fixed. What you can change is colour, and how much control you get depends on the method.
Want a different colour with zero install and zero risk? Edit the XML. Want surgical, per-element control and cabin lighting? Use EDHM. Both are covered below.
The game draws the HUD in a base palette built around its signature "star orange." Before display, every colour is multiplied by a 3×3 transform you supply. Understanding the maths means you can read and write presets by hand instead of guessing.
Each output channel is a weighted mix of the three source channels. The three XML lines are the rows of the matrix:
| from R | from G | from B | |
| MatrixRed | 1 | 0 | 0 |
| MatrixGreen | 0 | 1 | 0 |
| MatrixBlue | 0 | 0 | 1 |
| from R | from G | from B | |
| MatrixRed | 0 | 0 | 0 |
| MatrixGreen | 0 | 1 | 0 |
| MatrixBlue | 1 | 0 | 0 |
Read mathematically, for a source pixel (R,G,B):
# MatrixRed = r1, r2, r3 → out.R = r1·R + r2·G + r3·B # MatrixGreen = g1, g2, g3 → out.G = g1·R + g2·G + g3·B # MatrixBlue = b1, b2, b3 → out.B = b1·R + b2·G + b3·B
1.75 or -1 to push saturation or carve out a hue. (Some old reports note negatives behaved oddly in early Horizons; they work in current builds.)MatrixRed rather than zeroing it.The vanilla method: edit one file, restart the game. Always edit GraphicsConfigurationOverride.xml, never the base GraphicsConfiguration.xml — the Override survives game patches and a mistake there is far less likely to break anything.
Close it entirely. The file is read at launch.
On Windows it lives at:
%LOCALAPPDATA%\Frontier Developments\Elite Dangerous\Options\Graphics\GraphicsConfigurationOverride.xml
%LOCALAPPDATA%) into the Explorer address bar. If your Windows profile is relocated to another drive, it resolves under that profile's AppData\Local instead of C:. macOS: ~/Library/Application Support/Frontier Developments/…/Options/Graphics.
Create it as a plain-text file with exactly that name (watch for a hidden .txt extension), and paste the default block below into it.
Copy the file (or the default block) somewhere safe before editing. This is the one-line insurance policy everyone recommends.
Inside <GUIColour> → <Default>, replace the three <Matrix…> lines with your chosen values (from a preset or a web editor's output).
The new colours appear the moment you're in the cockpit — no further toggles.
<?xml version="1.0" encoding="UTF-8" ?> <GraphicsConfig> <GUIColour> <Default> <LocalisationName>Standard</LocalisationName> <MatrixRed> 1, 0, 0 </MatrixRed> <MatrixGreen> 0, 1, 0 </MatrixGreen> <MatrixBlue> 0, 0, 1 </MatrixBlue> </Default> </GUIColour> </GraphicsConfig>
Restore the three matrix lines to 1,0,0 / 0,1,0 / 0,0,1, or simply delete the whole <GUIColour>…</GUIColour> block (or the Override file itself). Default orange returns on next launch.
If colours don't change: you edited the base file instead of the Override; the file has a hidden .txt extension; the XML is malformed (a missing tag or stray character makes the game ignore it); or the game was still running when you saved. Re-check those four.
Copy-paste starting points, drawn from long-running community preset collections. Treat the swatches as approximate — the exact result depends on the source palette, so preview in a web editor before committing. Each row is the three matrix lines in R / G / B order.
| Preset | MatrixRed | MatrixGreen | MatrixBlue | Note |
|---|---|---|---|---|
| Standard (default) | 1, 0, 0 | 0, 1, 0 | 0, 0, 1 | The baseline orange. Use to reset. |
| Clean blue | 0, 0.4, 0.7 | 0, 0, 0 | 1, 1, 1 | Popular "DARKB1KE" cool blue. Easy on the eyes for long hauls / VR. |
| Purple (keeps red warnings) | 0.18, 0, 0 | 0, 0, 1 | 0, 1, 1 | Leaves a touch of red so danger text stays visible. Slightly dark overall. |
| Icy blue + yellow highlight | 0, 0.39, 1 | 1, 1, 0 | 0, 0, 0 | Two-tone: cyan fill with yellow accents — strong contact contrast. |
| Green + white highlight | 0, 0.38, 0 | 0, 0, 0 | 1, 0.64, 1 | "Night-vision" green with near-white accenting. |
| Cold white / steel | 0.6, 0.6, 0.6 | 0.6, 0.6, 0.6 | 0.7, 0.7, 0.8 | Desaturated mono look. Tune brightness via the shared value. |
NEWP's editor ships four image-previewed presets (Light Orange, Kool-Aid, I'm Blue, Lavenderish) at newp.io/hudcolor. Larger community lists with screenshots live on the Steam discussions and the Frontier forums HUD-colour threads — most quote their XML alongside an Arkku preview link.
Things specifically worth knowing on PC / Odyssey before and after you change anything.
GraphicsConfiguration.xml is overwritten on patches and a mistake can cause issues; GraphicsConfigurationOverride.xml persists across updates and is the safer target. (EDProfiler also writes here.)The GraphicsConfigurationOverride.xml file is also where the community enables other client-side tweaks — e.g. galaxy-map/route colours and skybox/nebula density adjustments. Out of scope here, but worth knowing the one file does double duty.
Figures on this page are verified against the sources below.
Note: web matrix editors (Arkku, NEWP, team2xh) all output the same XML format — preview in whichever you trust, then paste the three matrix lines. For per-element control and cabin lighting beyond the global matrix, EDHM is the power option.