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Feature tour

gatOS starts as an onboard Linux computer. Then it keeps going.

  • Inspect celestial bodies, vessels, orbit, propulsion, resources, parts, encounters, and events.
  • Write throttle, staging, engines, lights, docking, attitude, RCS translation, rotation, and burns.
  • Use atomic batches for same-tick groups and timed batches for launch sequences, cues, and scripts.
  • Run the same model from /sim, HTTP, MQTT, serial, or the agent-friendly MCP API.
  • Install real Alpine packages with apk, then write shell, Python, Node, Bun, Rust, or whatever fits.
  • Share host directories under /mnt/<name> for scripts and artifacts.
  • Build dashboards, landing guidance, cockpit displays, and even an Apollo Guidance Computer example.
  • Stream KSA’s view into a Kitty-capable terminal through /sim/display.
  • Take the programmable camera, compose a shot, and play JSON camera tracks.
  • Upload audio clips and play them through KSA’s mixer.
  • Repaint plumes, trails, clouds, and terrain through the live FX editor files.
  • Opt in to vehicle shaders and paint a whole vessel, a template, one part, or safe-cloned EVA materials.
  • Run timed light shows, camera cues, and other appropriately overcommitted launch sequences.
  • Teleport or impulse a vessel, refuel it, change warp, and switch focus.
  • Weld vessels together, force distant rendering, scale a ship to irresponsible proportions, or give a part the classic sunglasses treatment.
  • Let small IVA props float, bounce, and react to thrust inside a cabin. The cabin physics master switch is off by default, because a toothbrush with an orbital velocity deserves consent.

Most of this is implemented and tested outside a live KSA flight. Some render and game-bound features still have open in-game validation checklists. Read feature status before building a mission around a freshly added toy.