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User Interface Colorful Navball. Sky is pale blue, ground is pale brown. [V1.0]

ap0r

New Member
Nov 14, 2025
6
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1763151524325.png
What is this?
This mod replaces the Apollo-style cream and black navball with an aviation-style pale blue sky and pale brown ground color scheme.

To install:
1) Download the file GaugeNavball.frag from my GitHub page: https://github.com/ap0r/ksa-colorful-navball
2) In your file explorer, head to Kitten Space Agency/Content/Core/Shaders
3) Make a copy of the existing GaugeNavball.frag file so you have a backup in case there are any issues.
4) Copy the downloaded GaugeNavball.frag file in the Kitten Space Agency/Content/Core/Shaders folder, overwriting when asked.

Troubleshooting
This mod is not expected to cause trouble, but if it does you can just uninstall it by replacing the modified GaugeNavball.frag file with the original one that you made a copy of during the install process.

How do I make a custom version?
First of all, if you break your game you fix it.
Second, just edit the file in a text editor of your choice and replace the values in:


Code:
// Color the rest of the sphere
    vec3 skyColor    = vec3(0.28, 0.86, 0.89);
    vec3 groundColor = vec3(0.56, 0.33, 0.02);

with your preferred color in vec3 format. You can look up a vec3 color picker tool online, or convert from RGB.

Source Code
The file you download is human-readable, non-binary. Therefore, the file itself is also the source code.

License (MIT)
Copyright 2025 ap0r

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 
Last edited:
love it kinda hoping this will become stock, maybe a toggle button
 
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Thanks for this! Any way to get N, E, W, S directions on it?
This would be much harder to do, since the navball code calls a function that draws digits individually and the texture atlas does not include letters only 0-9. I believe it is doable but would require a modding api that lets you do code injection.
 
This would be much harder to do, since the navball code calls a function that draws digits individually and the texture atlas does not include letters only 0-9. I believe it is doable but would require a modding api that lets you do code injection.
Ahh, phooey. Well, hopefully the devs will see this feedback and implement it.
 
I took a look and N, S, E, W is easily doable, I'll see about it when I have some free time.

Also, a vehicle / mod can include a unique version of this without overriding the Core files.

Just need to copy Gauges.xml into the mod and include it in the mod.toml assets list, delete everything in the XML you don't want to change, then set the Navball id to something unique, like:
<GaugeCanvas Id="Navball_Spaceplane">

Make a Shaders folder in the mod and copy GaugeNavball.frag there, then at the top change the includes to reference the core files.
#include "../../Core/Shaders/Common/Global.glsl"
#include "../../Core/Shaders/Common/Gauges.glsl"
 
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Thank you. thie original was jaring ofc its only temp but this makes it nicer thank you.
 
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Updated to include source code and license as per the new forum rules. Also now hosted on GitHub, feel free to raise issues, fork, or even fork and make pull requests!
 
Updated to include source code and license as per the new forum rules. Also now hosted on GitHub, feel free to raise issues, fork, or even fork and make pull requests!
Just FYI, shaders aren't code as they mean in the rules, they are talking about compiled stuff like C# or C++ which users can't see without decompiling and could be malicious
 
Ey, still waiting for your NSEW version, possibly many people would appreciate that (I was not able to figure it out). Fork and make a PR, the more the merrier!
 
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