COCKPIT

Every action, one key away.

The Cockpit turns Mission Control into an immersive, single-view piloting surface. Flight behaviors become first-class Skills bound to hotkeys and a gamepad, shown on a bottom Skill Bar, flown full-screen over live video, a glass HUD, a proximity radar, and a map overlay.
command.altnautica.com
Mission Control flight view with the map, the selected drone and its live telemetryMission Control flight view with the map, the selected drone and its live telemetry
14
Bindable built-in Skills
1
Unified Skill Model
Gamepad
& Keyboard
3
Extension slots

THE COCKPIT

A full-screen view built for flying.

A dedicated cockpit goes immersive and hides the app chrome. The video feed fills the frame, a glass HUD paints attitude, altitude, and heading over it, a proximity radar shows obstacle distance, and the Skill Bar sits along the bottom. It is the same GCS underneath, arranged for the moment you are actually piloting.

  • ✓Immersive mode that hides the app chrome
  • ✓Glass HUD over live video with a proximity radar
  • ✓A bottom Skill Bar with icons, hotkeys, and state
  • ✓Reuses the same video, HUD, and gamepad pipeline as the rest of the GCS
command.altnautica.com
The Cockpit heads-up display layer over the video areaThe Cockpit heads-up display layer over the video area
Heads-up display layer, demo feed

THE LAYERS

One view, composited from layers.

The cockpit is a stack of layers on one screen. Video is the base, and the HUD, the radar, and a map overlay paint on top, so everything you need to fly stays in a single glance.

Video

Live video fills the frame

The drone stream fills the view with low latency over WebRTC, direct or relayed. Everything else paints on top of it, so the picture is the cockpit, not a small pane in a dashboard.

HUD

A glass HUD over the picture

Attitude, altitude, speed, and heading draw as translucent SVG instruments over the video. The same instruments the rest of the GCS uses, arranged for a full-screen view.

Radar

A proximity radar

A radar ring paints obstacle distance from the proximity sensor, amber under 5 m and red under 2 m, so obstacles stay in view even outside the camera frame.

Map

A map overlay for context

A map layer keeps position, track, and the mission in the corner of the eye without leaving the flying view, so you never lose where the aircraft is over the ground.

ONE MODEL

Every action is a Skill.

A built-in command like Arm, Return-to-Home, or Land and an extension behavior like Follow-Me share exactly one shape. One registry, one Skill Bar, one binding system, one dispatcher. So an extension behavior binds to a key and fires from the bar the same way a core command does.

THE SKILL MODEL
Built-in commandsArm · RTH · Land · Mode
Extension behaviorsFollow-Me
One Skill modeldisabled check → arm check → confirm → fire → cooldown
Skill Barbottom HUD
Hotkeysglobal dispatcher
Gamepadbuttons + radial
A Skill passes the same guarded checks whatever supplies it, so a risky action asks to confirm before it fires. Extensions contribute Skills through the extension system, so the action bar grows without a fork.

THE PIECES

A control surface you learn once.

The Skill Bar, the binding system, gamepad support, and the cooldown feedback give every action the same shape, so a new Skill needs no new habits.

Skill Bar

The bottom bar you fly from

Every bound Skill sits on a bottom bar with its icon, hotkey, and state, so the whole loadout is one glance away while you fly.

Keybindings

Bind any Skill to a key

Drag a Skill onto a slot to bind it. A global dispatcher owns the keyboard, so there is one place a chord is claimed and reserved chords are refused up front.

Gamepad

Buttons and a radial

The same Skills map onto gamepad buttons, and holding the radial button fans the loadout out around the screen so a stick alone reaches every Skill. Remap freely and save it.

Feedback

Cooldowns and charges

Skills carry honest cooldowns and charges, drawn on the bar so you always know what is ready. A disabled Skill shows why, and a risky Skill asks to confirm before it fires.

Loadouts

Save a loadout

Arrange the bar, bind the keys, and save the whole thing as a preset. Switch loadouts for survey, inspection, or manual flying without rebinding.

Layout

Arrange the cockpit

The cockpit has a layout editor. Show or hide the top bar, minimap, telemetry strip, and radar, place widgets in any corner, and the layout saves with your loadout.

TARGET DESIGNATION

Click a target, and everything follows it.

Click a detected object in the video and pick an action to designate it as the active target. That one designation is shared, so any Skill that follows a subject, a gimbal that tracks it, or an overlay that tags it all read the same target. A lock-state gate stops on an uncertain or lost track and never re-acquires on its own, so a designation is a deliberate act, never a guess.

  • ✓Click-to-track over the live video
  • ✓One shared designation every follow behavior reads
  • ✓A lock-state gate that stops on an uncertain or lost track
  • ✓A lost track reads Lost until you release or re-designate it

One designated target, shared by every behavior that follows it.

Illustration
One designated target, shared by every behavior that follows it.

CONTRIBUTION SLOTS

Extensions plug straight into the cockpit.

The cockpit exposes named slots. An extension declares which ones it fills and the host mounts it in place, sandboxed, so the flying view grows without a fork.

video.overlay

A layer over the video

An extension paints a scoped overlay on the video, letterbox-correct, for a reticle, a track box, or a tag. The host owns z-order and never hands over the whole frame.

Demo data
flight.skill

A Skill on the bar

An extension contributes a flight behavior that becomes a Skill on the bottom bar, bindable to a hotkey and a gamepad button like any built-in command.

cockpit.panel

A quick-settings panel

An extension mounts a panel in the cockpit for its own controls and readouts, so a payload or behavior is adjusted without leaving the flying view.

Reference Skill · Follow-Me

An extension behavior, on the same bar as Arm.

Follow-Me is an extension that contributes a Skill. It uses on-vehicle detection to follow a subject at a fixed distance and height, with a lock-state safety gate that stops on an uncertain or lost track and never re-acquires on its own. Because it is a Skill, it binds to a key, sits on the Skill Bar, and arms and confirms with the same guardrails as a core command. It is the reference for anyone building a flight behavior of their own.

BUILD ON IT

Skills come from the extension system.

Skills, overlays and panels arrive through the extension system; each lands in the open-source changelog.

Take the cockpit for a spin.

The Cockpit runs in demo mode with a simulated fleet. No hardware needed to feel the Skill Bar.

Launch Mission Control
Get Early Access