I know Frontier is an independent studio and their resources are limited. But this is not about, say, migrating the whole game to Unreal Engine or something like that. It's about color change. I'm not an expert with the PC version but it doesn't seem to be too hard to do it there. And all those players seem to be flying around with modified colors just fine. I know it's not perfect but then again it's perfectly usable and I'm sure the developers themselves could make it even a bit better / more usable. I know, NPC pictures etc. But still. It doesn't look to be rocket science to me.
It's actually a whooooole lot more complicated because like someone else pointed out this isn't some genric "Plastered over the screen" UI texture assets.
The HUD in Elite Dangerous exists in the
world space it is a physical thing within the game world that interacts with its environment and if/when you change colour schemes this includes the light the HUD projects out onto the environment.... the reason it's done this way is because Frontier had to design it for the future, this includes VR utilisation so that all UI elements are physical objects with tangible distances and position but also for later on when we're walking around said environments where we'll be able to see various control station HUD elements being projected out from surfaces as 3D holograms and walk around viewing the projection from any angle.
Short term vision wise, sure Frontier could have hand designed every single little facet of the UI and custom picked every details colour and then made things exposable and gone "Hey guys! Customise the smegging heck out of this all you want!"... but they would have ended up with something that required a absolutely absurd amount of additional manpower time everytime they wanted to add a new UI element or redesign an existing UI screen as the game grew.
So instead the complex UI we have utilises (Edit: a set of) static RGB matrices that dictates the set parameters for ALL UI elements across the board. This way Frontier can redesign windows, add entirely new parts of the UI and they don't have to go through the slog of re-doing what they've done a dozen thousand times before for the rest of the UI.
"Yes I understand all that but still they should change it given time".
Those type of comment kind of just shows a lack of understanding over just how complicated and time consuming such a request/demand actually is. Such a thing isn't a "Do it once and then it's done" effort, it's something that would drag Frontier down indefinitely for the continued life of development and make things increasingly more fiddly and hassle enducing the more complicated the demands of the UI becomes to fit all future needs.
What is available isn't "HUD customisation", as more it's "Flailing around with RGB matrices and if you're lucky ending up with something that's able to display 80% of the default HUD in a semi-tolerable manner, leaving the other 20% indistinquishable to anything else.
For example the default HUD has 3 radar blip states.
Red = Hostile.
Yellow(I think?) = Neutral
Green = Friendly.
Change the HUD colour scheme and in any tolerable colour scheme you're pretty much committed to only having two radar blip states.
Colour 1 = Hostile & Neutral.
Colour 2 = Friendly.
Other schemes have things like the outfitting window fail to properly display distinguishable colours between performance gains and performance losses, the really bad schemes out there even make much of the UI menus borderline unusable because you can't tell what's selected or what's displaying what. And getting a scheme that is remotely suitable to play the game is a carefully drawn out balancing act.
This is why Frontier don't make arsing about with such things exposable through the game itself, because it
IS NOT FIT FOR PURPOSE. Players can flail around and override XML files if they want to screw up their game, that's their decision, but Frontier should not be expected to officially present something as a HUD customisation option that would deliver broken half working solutions and allow the player to come up with settings that will make the game unplayable for them. That's never something that should be presented as an official in-game tool.
For those that perhaps don't quite grasp just how NOT A CUSTOMISATION OPTION the hack around many of us use, and mistakingly think it's anything like being able to say "I want my friendlies pink, my enemies Brown and my shield rings Red"... here's the entirety of the options that govern what EVERY SINGLE UI element in the game bases its colour off of.
-<GUIColour>
-<Default>
<LocalisationName>Standard</LocalisationName>
<MatrixRed> 1, 0, 0 </MatrixRed>
<MatrixGreen> 0, 1, 0 </MatrixGreen>
<MatrixBlue> 0, 0, 1 </MatrixBlue>
</Default>
-<RedToBlueTest>
<LocalisationName>RedToBlueTest</LocalisationName>
<MatrixRed> 0, 0, 1 </MatrixRed>
<MatrixGreen> 0, 1, 0 </MatrixGreen>
<MatrixBlue> 1, 0, 0 </MatrixBlue>
</RedToBlueTest>
-<DesaturateTest>
<LocalisationName>DesaturateTest</LocalisationName>
<MatrixRed> 0.33, 0.33, 0.33 </MatrixRed>
<MatrixGreen> 0.33, 0.33, 0.33 </MatrixGreen>
<MatrixBlue> 0.33, 0.33, 0.33 </MatrixBlue>
</DesaturateTest>
</GUIColour>
That's it. There's nothing else to it.... and even that is about 3 times more 'fool proof' to avoid totally botching up your UI than it used to be. At least now there are some tests that ensure overriding the colour scheme to a blue heavy style doesn't turn all NPC avatar images into washed out smurfs like it did when the new avatar images were first introduced with the mission board redesign some time back.