FLY MODEShipping

Fly it like a game.

ADOS Fly Mode turns Mission Control into an immersive piloting cockpit. Flight behaviors become first-class Skills bound to hotkeys and a gamepad, shown on a bottom Skill Bar, flown full-screen over a glass HUD, live video, and a proximity radar.
fly-cockpit
14
Built-in Skills
1
Unified Skill Model
Gamepad
& Keyboard
Plugin
Extensible

THE COCKPIT

A full-screen view built for flying.

A dedicated cockpit takes over the screen and drops the app chrome. Live video fills the frame, a glass HUD paints attitude, altitude, and heading over it, a proximity radar tracks what is around the aircraft, and the Skill Bar sits along the bottom. It is the same GCS underneath, arranged for the moment you are actually piloting.

  • Full-screen cockpit that opts out of 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
fly-cockpit-detail

ONE MODEL

Every action is a Skill.

A built-in command like Arm, Return-to-Home, or Land and a plugin behavior like Follow-Me share exactly one shape. One registry, one Skill Bar, one binding system, one dispatcher. So a plugin 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
Plugin behaviorsFollow-Me · Orbit
One Skill modeldisabled → armed → confirm → fire
Skill Barbottom HUD
Hotkeysglobal dispatcher
Gamepadbuttons + radial
A Skill moves through the same guarded states whatever supplies it, so an uncertain action arms and asks to confirm before it fires. Plugins contribute Skills through the extension system, so the action bar grows without a fork.

THE PIECES

A game-like control surface.

The Skill Bar, the binding system, gamepad support, and the cooldown feedback are the grammar of a modern game, applied to real flight.

Skill Bar

The bottom bar you fly from

Every armed Skill sits on a bottom bar with its icon, hotkey, and state. It reads like a game action bar, 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 through the input pipeline, with a radial menu for the ones you reach for less often. 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, an armed Skill asks to confirm.

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. Move the HUD, radar, and video panes where you want them, and the arrangement persists across sessions.

Reference SkillFollow-Me

A plugin behavior, on the same bar as Arm.

Follow-Me is a plugin that contributes a Skill. It uses on-vehicle detection to keep a subject in frame, 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.

Take the cockpit for a spin.

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

Launch Mission Control
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