New Pilots & Interface // Cockpit HUD

HUD Customization Interface Guide

Series Systems Updated 2026-06-25
Briefing

It's a nine-number text file, not a settings screen.

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.

1
File to edit
9
Matrix values (3×3)
0 CR
Cost — no game files modified
~2 min
Basic setup time
Global
XML recolours everything at once
01

What is the HUD?

Concept

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.

The main flight overlay

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.

Status strip

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.

PIPs / power distributor

The SYS / ENG / WEP capacitor balance. Shields, thruster output and weapon supply respectively; RST resets to 2-2-2.

Shields & hull

The three rings around your ship silhouette are shield layers; once down, damage eats hull (the percentage bar beneath).

Radar / scanner

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.

Target panels

Locked-target shields/hull (right), plus the target/location info block — name, ship, distance, allegiance, or system info when nothing is locked.

The three pull-out panels

Reference

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.

02

Why you'd care

Concept

"Orange fatigue" is a real and widely-shared complaint. Beyond aesthetics, recolouring the HUD has practical and accessibility payoffs.

Comfort & aesthetics

Break the monotony of the default amber after hundreds of hours.
Match a personal palette, a squadron identity, or a ship's livery.
Cooler tints (blue/teal/green) read as easier on the eyes for long sessions — and in VR, where bright orange can fatigue.

Legibility & accessibility

Higher contrast against bright skyboxes, station interiors or planet surfaces.
Colour-blindness: the default relies on a red/yellow/green contact scheme that can be hard to separate — a custom matrix can widen those differences.
Cleaner, more readable screenshots and video.
The trade-off

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.

03

What you can (and can't) change

Concept

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.

With the built-in XML matrix (vanilla, no mods)

With the EDHM shader mod (advanced)

The short version

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.

04

How the colour matrix works

Concept

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:

Default = identity (orange, unchanged)
from Rfrom Gfrom B
MatrixRed100
MatrixGreen010
MatrixBlue001
Each row passes its own channel through untouched → no change. This is the baseline orange HUD.
Example = orange → blue
from Rfrom Gfrom B
MatrixRed000
MatrixGreen010
MatrixBlue100
Red output is zeroed; the strong source-red of orange is redirected into the blue channel. Green is kept. Orange elements become blue.

Read mathematically, for a source pixel (R,G,B):

The transformoutput = Matrix × source
# 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
05

How to change it — step by step

Hands-on

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.

  1. Close Elite Dangerous

    Close it entirely. The file is read at launch.

  2. Find the file.

    On Windows it lives at:

    File location · Windows
    %LOCALAPPDATA%\Frontier Developments\Elite Dangerous\Options\Graphics\GraphicsConfigurationOverride.xml
    Paste that path (including %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.
  3. If the file doesn't exist, create it

    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.

  4. Back it up first.

    Copy the file (or the default block) somewhere safe before editing. This is the one-line insurance policy everyone recommends.

  5. Edit the matrix.

    Inside <GUIColour> → <Default>, replace the three <Matrix…> lines with your chosen values (from a preset or a web editor's output).

  6. Save, close, launch.

    The new colours appear the moment you're in the cockpit — no further toggles.

Default / reset block — paste this to start (or to revert)UTF-8 · no BOM
<?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>
To revert

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.

Common failure

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.

06

Presets & starter values

Hands-on

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.

PresetMatrixRedMatrixGreenMatrixBlueNote
Standard (default) 1, 0, 00, 1, 00, 0, 1 The baseline orange. Use to reset.
Clean blue 0, 0.4, 0.70, 0, 01, 1, 1 Popular "DARKB1KE" cool blue. Easy on the eyes for long hauls / VR.
Purple (keeps red warnings) 0.18, 0, 00, 0, 10, 1, 1 Leaves a touch of red so danger text stays visible. Slightly dark overall.
Icy blue + yellow highlight 0, 0.39, 11, 1, 00, 0, 0 Two-tone: cyan fill with yellow accents — strong contact contrast.
Green + white highlight 0, 0.38, 00, 0, 01, 0.64, 1 "Night-vision" green with near-white accenting.
Cold white / steel 0.6, 0.6, 0.60.6, 0.6, 0.60.7, 0.7, 0.8 Desaturated mono look. Tune brightness via the shared value.
Bigger galleries

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.

07

Odyssey notes & gotchas

Hands-on

Things specifically worth knowing on PC / Odyssey before and after you change anything.

Same file, more tricks

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.

08

Sources

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.

Fandom WikiHUD colour-matrix mechanics and the GraphicsConfigurationOverride.xml MatrixRed/Green/Blue reference.elite-dangerous.fandom.com/wiki/HUD_Color_Editor
Frontier ForumsStep-by-step community-canon method for editing HUD panel colours via the override file on Windows.forums.frontier.co.uk/threads/how-to-properly-change-your-hud-panel-colors
Arkku HUD editorLive slider tool to preview the colour-transform matrix and export the values used on this page — the reference editor most presets point back to.arkku.com/elite/hud_editor
NEWPThe HUD anatomy walkthrough behind Section 1, plus the beginner-friendly colour editor with four image-previewed presets.newp.io/hudcolor
team2xh editorAlternative slider editor with a one-click Copy-XML button — same matrix format, different live preview.team2xh.net/elite
EDHM-UIThe 3Dmigoto shader mod (and its UI wrapper) for per-element HUD recolouring and cabin lighting — the advanced path past the global matrix.github.com/BlueMystical/EDHM_UI
EDProfilerManages launch-time graphics profiles (monitor vs VR) that write the same GraphicsConfigurationOverride.xml this page edits.drkaii.com/tools/edprofiler
YouTube — Obsidian AntGraphics-tweaks tutorial covering GraphicsConfigurationOverride.xml edits, including the HUD colour matrix, alongside broader visual mods and settings.youtube.com/watch?v=iIosivU9uVw