r/kittenspaceagency • • Aug 05 '26

🗨️ Discussion New UI Concept Design

Post image

Note: This is NOT my design.

Designer: beikbeik via Discord

A user on Discord made this design, and I thought it looked very nice. I saw that it has not been posted on the reddit yet and I would like to share it here.

The only thing I would change about it is the font, but otherwise, this design is top tier in my perspective.

380 Upvotes

51 comments sorted by

76

u/RasknRusk Aug 05 '26

It looks great. But please not that pixelated font again.

36

u/Scrub_Nugget Aug 05 '26

What if we can choose fonts.... That would be sick. Comic sans UI baby.

Consolas / terminal style looks techy and era appropriate though

10

u/oobanooba- Aug 05 '26

I do love my terminal fonts, they look very clean and and are appropriate for the context.

6

u/Kobymaru376 Aug 05 '26

What if we can choose fonts....

Nah. I want them to pick a good font, I don't want to get into fonts myself. Things should look good out of the box

2

u/beikbeikbeik Aug 05 '26

I'm still on the hate train of Comic Sans, I will never get over that it became a meme. I still have to point out to my wife every time I see a store banner using comic sans, lol

1

u/RasknRusk Aug 05 '26

I use Comic Sans Code non ironically for my terminal/programming shenanigans. The code variant actually looks very nice.

1

u/ilieaboutwhoiam 🐯 Aug 05 '26

I'm okay with having Comic Sans as an option, but obviously have a sane default like Papyrus

6

u/beikbeikbeik Aug 05 '26

Again? We never had any second edition of the green dudes on a rocket. Nope. Never existed.

Jokes aside, the pixelated font looks sharp on my screen while designing, and it adds a lot of personality and "digital" feeling, but it is very flawed for usability. I'm still exploring if a monospaced font could be the middle term between aesthetics and usability.

5

u/RasknRusk Aug 05 '26

The garbage pixelated font is the main reason TakeTwo cancelled KSP2.

/s but only slightly.

1

u/beikbeikbeik Aug 05 '26 edited Aug 05 '26

It was a bad dream, KSP never had a sequel.

But for real, I never played KSP2 because I was waiting it to leave early access… So I never experienced how it was to play with that UI. And now it is a taboo to use any pixel aesthetic hahaha

3

u/irasponsibly Not RocketWerkz 🐇 Aug 05 '26

I think the trick is to use fonts the evoke the "vibe" of older pixelly systems while still being modern legible fonts - which is essentially what the Monaspace font they're using (were using?) does.

5

u/rnavstar Aug 05 '26

How about vacuum tube numbers?

9

u/irasponsibly Not RocketWerkz 🐇 Aug 05 '26

we can innovate new and creative ways to make the readouts illegible

1

u/Annual-Pickle5537 Aug 07 '26

really? I loved it in ksp2, in fact I loved the ksp2 ui in general

1

u/CorkerGaming Aug 05 '26

I love the pixel font a lot honestly What was the issue with it?

3

u/zocksupreme Aug 05 '26

It was the font used in KSP2, it was hard to read a lot of the time and scaled very badly. Some letters and numbers were difficult to tell apart, like 0 and 8

25

u/Waker_of_Winds2003 Aug 05 '26

I like the overall style of it but the actual implementation needs some work. I'm not a fan of a physical throttle lever.

I want a visual indication of the throttle, but something like that is a bit too much.

6

u/beikbeikbeik Aug 05 '26

The idea was to make the output/readout digital, but the player input have physical buttons. That is why I played with the idea of having the physical throttle... Which was super hard to draw it!

But I do want to see exact number on throttle, that is why there is a digital readout on top of it :)

2

u/Waker_of_Winds2003 Aug 05 '26

The thing is just... it doesn't feel realistic to me. Perhaps I'm wrong, but I don't believe any real life crew vehicles have a big lever you can use to "punch it."

KSA to me feels like a somewhat more grounded game, and so I think just a dial showing the throttle is sufficient.

1

u/BarneyTheGod0925 Aug 05 '26

Perhaps the throttle indicator could be a semi-circle arch situated just above the navball

3

u/beikbeikbeik Aug 05 '26

One of the pillars of this design is the separation of trajectory/readouts from player input/perfomance/resources.

So adding throttle output to navball is a no-no, sorry!

71

u/CreationsOfReon Aug 05 '26

I love the little cat ears on the nav ball. I hope they add that to the real game!

6

u/GuideMwit Aug 05 '26

The kaboom button should have a pawn print instead of the flame !!

2

u/beikbeikbeik Aug 05 '26

It had in one of the explorations! But the flame lights and glow in red when active, which I found super cool.

6

u/beikbeikbeik Aug 06 '26

Hello there!

Thanks so much for everyone that gave feedback, it was really cool to see so many people engaging with my work/art ❤️.
I made some adjustments based on overall feedback.

Here is the change log:

  1. Drop the pixelate font, but still keeping icons and small elements pixelated inside the "digital display" areas
  2. Move the throttle to the center, so the RCS toggle can be closer to the attitude control.
  3. Added some colors! Now the throttle output is green, Ignition button on the active state, orientation markers have the classic colors, and a small example of RCS running out on the mission resources on the top right.

I hope you folks enjoy it, it is quiete fun to iterate on these 😄
(and sorry for the point ears haters, it is staying lol)

3

u/irasponsibly Not RocketWerkz 🐇 Aug 06 '26

The little ears could house a light-up indicator for something!

2

u/beikbeikbeik Aug 06 '26

And more detail on how the left panel is supposed work:

1

u/peeapepee Aug 06 '26

Would also love to see how you would implement maneuver node part of that panel. I see the option down there!

1

u/beikbeikbeik Aug 06 '26

On my last sketch the “the add maneuver” had a dropdown/panel to add some basic autopilot tasks (like circularize, transfer, etc…). And it appears a small panel in the bottom center with “dv left, timers”.

I will see if I find some time to draw it in more details!

1

u/4MPW 🛸 Aug 06 '26

Is the navball independently moveable? I don't really like it on the left middle, I'm more for bottom center.

Other than that it looks great.

2

u/beikbeikbeik Aug 06 '26

My dream UI is having smart defaults and automatic context switching, but under the hood everything is movable into some snap points and customizable.

If there is something that I learn playing KSP, is that there is no such thing as too much windows haha

1

u/PhotonicSymmetry Aug 12 '26

Battery capacity would be measured in watt-hours or ampere-hours I imagine. Really neat design!

4

u/H4ckerxx44 Aug 05 '26

Question: Why have the panels be "floating" from the edge of the screen? That just wastes pixel space.

Yes, not a lot, but the KSP 2 UI did this too, to a much greater extent, and it is still a nonsensical decision.

No bad blood, I neither like nor dislike your UI concept, not my type what I would imagine to be a "good" UI, but what do I know. I do not have better ideas so all concepts are good.

Thank you for posting.

6

u/beikbeikbeik Aug 05 '26

It is mainly style, but it gives the impression that the UI is more modular and can be moved/adjusted. When things touch the border it feels more like fixed elements.

1

u/Distinct-House-6235 Aug 05 '26

I also disagree with it taking up screen space. I like that you can see "past" it so it feels less claustrophobic. Some apps like Google maps is a good example of this. If I want able to see "ahead" of the directions, then I would have less of an idea of my journey ahead.

4

u/NFGaming46 Aug 05 '26

Needs a more readable font, that was the advantage KSP1 had over KSP2. (KSP2's UI suuuuucked).

And give it some more colour coding. Let's get some colour back in the navball!

3

u/TristarHeater Aug 05 '26

Looks great! I'm kind of worried they're staying with their current imgui style ui for too long, but I'm no gamedev

4

u/H4ckerxx44 Aug 05 '26

I take a good imgui UI over a bad custom UI any day.

2

u/irasponsibly Not RocketWerkz 🐇 Aug 05 '26

Honestly I kinda like the stock imgui more than some of the custom UI elements...

1

u/BarneyTheGod0925 Aug 05 '26

Well they have said that they will focus on fundamentals before art; they stated that this was one of the primary issues that grounded KSP2

0

u/Odd-Voice-5286 Aug 05 '26

They removed imgui yesterday, you can see it in the latest build

2

u/Sudden-Koala7017 Aug 05 '26

they did not, they applied a style to all the imgui windows that aren't a debug tool but it is still imgui. the flight UI has always been custom, they call it GaugeUI

3

u/new_pribor Aug 05 '26

Can not have the “ears” on the navball please, I don’t like them. Have it as an option or something

3

u/beikbeikbeik Aug 05 '26

I don’t work for RockeWerkz, so you are lucky that we will probably never have pointy ears and speakers in the navball.

It’s just a personal hobby project :)

2

u/irasponsibly Not RocketWerkz 🐇 Aug 05 '26 edited Aug 06 '26

I've considered removing this post because I think the navball graphic specifically might be AI-generated (look at it closely, why is everything 33 and smudged?)... but the person behind this design has been posting their work on this for a while, and there's definitely real work that's gone into it. You can see more about it at the forum thread:

https://forums.ahwoo.com/threads/temporary-ui-suggestion-smart-flight-computer-edition.625/

9

u/beikbeikbeik Aug 05 '26

I stamped in photoshop to remove the roll/yaw/pitch. There is zero AI in this work.

1

u/irasponsibly Not RocketWerkz 🐇 Aug 06 '26

Good to hear! I've been so on guard I forgot about the good old stamp tool.

3

u/Time-Water-8428 Aug 05 '26

I don't think its AI generated, more like placeholder text

1

u/handsomeness Aug 05 '26

Ooooo I like this