STRATOSPHERE
1Purpose & Scope
StratOSphere is a tactical unmanned-systems simulation and training platform delivered to the browser with zero installation, over a real-world photorealistic 3D model of the earth. This document is an operator and evaluator walkthrough: it describes what each functional area does, the on-screen controls that drive it, and — following the platform's rationale — why each capability builds transferable operator proficiency.
The platform is modular. Every capability area is an independent, separately-enableable module sharing a common runtime; a delivery can contain only the modules a customer needs. The sections below map to those modules (M1–M12) and to the interface a trainee actually touches.
2Getting Started & Navigation
Access is controlled by a device-bound licence key entered at the gate on first load; keys are issued and revoked by the customer from its own administration dashboard and are capped per device. Once licensed, the operator lands on the title screen.
The title screen
The title screen is the launch hub. From the left menu the operator can enter Open World free flight, Single Pilot or Multi Pilot sessions, the Theory academy, the UAV Configurator, Stats/Records, and the Missions catalogue. A drone carousel previews the selectable airframes with live specifications.
While flying or building, every function is organised under the top module menu bar shown above, with matching entries in the ⌘K / Ctrl-K command palette (type to search any action) and the ▦ Modules full-screen launcher (Shift-M).
| Control | Action |
|---|---|
| Ctrl + K / / | Open the command palette — search and run any action by name. |
| Shift + M | Open the full-screen Modules launcher. |
| 🌐 Language | Switch the interface between English, Polski, Deutsch and Nederlands, live. |
| Esc | Close the top-most open panel. |
| ⛶ Fullscreen | Cover the whole screen (immersive; hides the top bar). |
M1Flight Dynamics & Airframe Module
The flight core models rotary FPV, fixed-wing, VTOL/tiltrotor, ISR multirotor and ground-vehicle airframes on a physically-grounded engine — thrust and drag, ground effect, vortex-ring state, blade-flapping, a building-aware wind field, battery sag and per-motor failure. A Realistic model reproduces the disturbances a pilot must actively correct; a Perfect model removes them for early stick-and-rudder familiarisation.
Flying the aircraft
| Control | Action |
|---|---|
| Space | Arm / disarm the motors (Shift-Space keeps it armed). Refuses to arm if the airframe is overloaded. |
| ▲ ▼ | Throttle up / down. |
| W A S D | Pitch and roll. |
| ◀ ▶ | Yaw left / right. |
| C | Toggle first-person / chase camera. |
| Enter | Catapult-launch a fixed-wing / deep-strike airframe. |
| H | Return-to-home. |
| R | Respawn after a crash. |
| 3 | Minimal / phone OSD with on-screen sticks. |
Wind, weather and air density feed the model directly. The Humidity weather slider reduces available thrust and accelerates battery drain; altitude thins the air toward a natural service ceiling; a hot, heavy pack sags and cuts authority. Endurance and a distance-aware "smart-bingo" reserve are shown live so the operator learns to manage energy, not just fly.
M1+Battery, Power & the Flight Physics Model
Two systems make the flight feel honest: a battery simulated as a real lithium-polymer pack (not a linear fuel gauge), and a force-based flight model that reproduces the aerodynamics and failures that actually kill drones. Both are described here in the detail an evaluator would want.
The battery — sag, resistance, heat and cut-off
| Control | Action |
|---|---|
| Charge → voltage curve | A 12-point LiPo discharge curve maps state-of-charge to resting cell voltage: 4.20 V full, a long flat plateau around 3.8 V through the mid-band, then a steep cliff below ~20% down to 3.27 V. This is why a pack reads healthy for most of a sortie and then falls off a cliff. |
| Coulomb counting | Current draw is integrated into mAh consumed; state-of-charge = 1 − mAh/capacity. Draw scales with throttle and thrust demand, so an aggressive high-throttle sortie drains far faster than a gentle one. |
| Internal resistance | ~4.5 mΩ per cell baseline — and it RISES as the pack depletes (up to about +70% near empty) and when the pack is COLD (~+0.4% per °C below 24 °C). A cold or nearly-empty pack sags harder. |
| Voltage sag | Loaded voltage = (resting voltage − current × internal resistance) × cells. Under a throttle punch the voltage drops almost instantly (time-constant ~0.06 s) and recovers more slowly (~0.45 s) — exactly like a real LiPo. The gap between resting and loaded voltage is the 'sag' shown on the HUD. |
| I²R self-heating | The pack heats with the square of current and cools toward ambient — sustained high current warms the pack, which in turn changes its resistance. |
| Sag → thrust & control | Available thrust scales with pack voltage, and control authority is scaled down with it too — a tired pack makes less thrust and feels mushy. |
| Low-voltage cut-off (LVC) | If a cell drops below 3.30 V for more than ~2.5 s, or below 3.0 V instantly, the flight controller disarms and cuts the motors. You must land before the pack collapses — the endurance HUD projects remaining time and a distance-aware return-to-home reserve so you can plan the recovery. |
The flight physics model — what it actually contains
The model is force-based and runs on a fixed-timestep integrator at 250 Hz (up to 1000 Hz, driven by the telemetry rate), allocation-free on the hot path, with gyro noise scaled with √dt so the feel is identical at any step rate. It models:
| Control | Action |
|---|---|
| Thrust | Rotor thrust = throttle × (thrust-to-weight × airframe mass × g), then scaled by pack voltage, ground effect, motor health, air density, ESC state and air humidity. |
| Air density & service ceiling | Density follows the ISA troposphere model ρ/ρ₀ = (1 − 2.25577×10⁻⁵·h)^4.2559, so thrust decays with altitude until it can no longer exceed weight — a natural, physics-based ceiling. |
| Drag | ½·ρ·C_dA·v², with a size-dependent frontal area. |
| Rotor inflow | Translational lift (up to +14% thrust as the disc flies out of its own downwash) and vortex-ring state (settling with power when descending fast into your own wash). |
| Ground effect | Extra thrust in the cushion near the ground. |
| Blade flapping / dissymmetry of lift | Crosswind and forward flight induce a roll and nose-up trim the pilot must correct. |
| Wind field | A boundary-layer gradient (stronger wind with height), gust buffet, and a building-aware urban field — wind shadow behind buildings, turbulent wake, street-canyon venturi acceleration and windward-face updraft. |
| Humidity | Damp air reduces density and motor/ESC efficiency — up to ~6% less thrust and faster battery drain. |
| Failures | Per-motor thrust loss and ESC desync. |
| Propeller | Blades lofted from a real NACA 4-digit airfoil — cambered, twisted and tapered root-to-tip. |
| Damage & fragility | Impacts below 4.5 m/s are free; above that, hull damage scales with impact speed × a fragility factor; a hard enough hit destroys the airframe. |
| GNSS | Denial (inertial dead-reckoning with a growing error radius), spoofing, meaconing, urban multipath, and a barometric altitude hold that drifts ±2–3 m when denied. |
| Per-airframe models | Multirotor (acro / angle), fixed-wing (thrust-drag-lift with stall and catapult launch), VTOL tiltrotor (a genuine three-regime hover → transition → cruise force model), ISR multirotor, and tracked UGVs (skid-steer, terrain slope, tracks). |
| Collision | Buildings are raycast — the airframe cancels the into-wall component and slides rather than tunnelling through, and the camera never sees through walls. |
M2Airframe & Threat Library / UAV Configurator
The UAV Configurator is where a sortie is built. The operator selects an airframe from the catalogue (5–12" FPV, interceptors, fibre-optic, Vampyr ISR bombers, fixed-wing strike, VTOL tiltrotor, tracked UGVs and more), then a payload category, a specific warhead, a fuze, a battery, a video transmitter and options such as fibre-optic control. A live 3D preview renders the airframe with its slung ordnance, fibre pod and trigger wires.
Payload categories include HEAT, Cumulative (shaped-charge / anti-armour: RKG-3, PG-9, tandem anti-ERA, self-forging EFP), Fragmentation, Thermobaric, Incendiary (thermite, white phosphorus, napalm), IED (improvised pipe, mortar-round, roadside EFP, ANFO satchel) and GP/HE. Each warhead carries its own mass, penetration and fuze list, and the configurator only offers warheads the airframe can physically lift.
| Control | Action |
|---|---|
| Airframe selector | Choose the platform; specifications and the 3D preview update instantly. |
| Payload type → Warhead → Fuze | Cascading menus; fuzes are filtered to the selected warhead. |
| Battery / VTX / Fibre | Set the pack, transmitter power and control link. Each changes weight and behaviour. |
| Drone weight badge | Live all-up weight and thrust-to-weight; turns red when overloaded. |
M3FPV Strike & Weaponeering Module
The strike module models the terminal engagement. The warhead is inert until deliberately armed; arming is staged and shown by an unmistakable banner. On impact, damage is aspect-dependent (top and rear attack defeat armour that a frontal hit will not), fuzing changes the effect (delay penetrates, proximity airbursts, impact detonates on contact), and a defensible exterior-ballistics engine drives dropped and fired munitions with CCIP/CCRP delivery cues.
| Control | Action |
|---|---|
| B | Arm / safe the warhead (staged; Shift-B toggles VTX band). |
| Z | Release / drop the munition (Shift-Z cycles the munition). |
| L | Target lock / terminal guidance. |
| X | Designate a target. |
| CCIP pipper | The continuously-computed impact point for dive and toss deliveries. |
Each warhead category now detonates with a distinct, FPS-safe signature: thermobaric is a bright white fuel-air flash with a delayed overpressure second pulse; incendiary throws arcing burning white-phosphorus particles and leaves lingering ground fire; an IED produces a dirty orange blast with a wide dirt kick-up; cumulative/HEAT shows a focused blue-white jet with fast spall. The effect reads instantly, which reinforces correct weaponeering.
M3+Payload Employment — How Each Warhead Works, Its Lethality & When to Choose It
A drone kills by matching the right warhead to the target's protection and the effect required. StratOSphere models each family's real formation, lethal radius and penetration mechanism, and renders each with a distinct, FPS-safe explosion signature so the effect reads instantly — the operator learns to see what they employed.
The seven families
| Family | How it works (formation) | Lethal radius | Penetration | Explosion signature | Best against |
|---|---|---|---|---|---|
| HEAT | A conical metal liner is collapsed by the charge into a hypervelocity metal jet — it penetrates by focused pressure, not blast, so penetration is largely independent of range/speed. | 1–2 m (point effect) | ~260–900 mm RHA (PG-7V ~300, PG-7VR ~600 after ERA) | Compact blue-white jet + fast spall, little smoke | Tanks, IFVs, hard points — hit top/rear |
| Cumulative | Purpose-built shaped-charge anti-armour. A tandem round fires a precursor to defeat reactive armour, then the main jet; an EFP forms a single slug that stays lethal at standoff. | 2–3 m | ~170 mm (RKG-3) · ~300 mm (PG-9) · ~600 mm after ERA (tandem) · ~140 mm at standoff (EFP) | Blue-white shaped jet | Modern MBTs with ERA (tandem); top-attack from standoff (EFP) |
| Fragmentation | A cased charge shatters its casing into a cloud of high-velocity fragments; lethality is fragment density × velocity over an area. | 5–20 m (Claymore ~50 m in a 60° arc) | ~5–30 mm steel only | Bright white-yellow flash + dense fast spall + grey smoke | Infantry, dismounts, soft-skin — NOT armour |
| Thermobaric | Disperses a fuel cloud then ignites it — a sustained high-temperature overpressure wave that fills volume and reflects off walls. | ~3–10 m | Overpressure + fire; breaches light walls | VERY white flash + fuel-air DOUBLE pulse + big slow pressure ring | Troops in structures/trenches, bunkers, wall breaching |
| Incendiary | Burns rather than blasts — white phosphorus ignites on contact and screens with white smoke; thermite burns through 3–5 mm steel and ignites fuel/ammo/optics; napalm-gel spreads area fire. | ~3–15 m | By burn-through | White-yellow + arcing falling burning particles + lingering ground fire | Fuel/ammo stores, dug-in infantry, deny/screen terrain |
| IED | Field-built charges — pipe/mortar-round bombs throw shrapnel; a roadside EFP forms a slug; an ANFO satchel is a large blast charge. | 6–25 m by type | Shrapnel / up to ~120 mm RHA (EFP) / structure breach | Dirty orange blast + dirt kick-up + dark smoke | Soft-skin, logistics, ambush, structure breach |
| GP / HE | A balanced blast + fragmentation bomb. | ~15 m (Type 69) to 100 m+ (MK-82) | ~300–400 mm reinforced concrete (MK-82) | Big orange fireball + strong shockwave + heavy smoke | General targets, structures, area effect |
Intentional selection — think before you arm
The configurator constrains the choice by physics (an airframe only offers warheads it can lift), and the sortie rewards a correct decision:
| Control | Action |
|---|---|
| Against armour (tank / IFV) | HEAT or Cumulative. Use a tandem round against explosive reactive armour, and attack the top or rear aspect — the model's penetration is aspect-dependent, so a top-attack dive that a frontal shot would bounce off gets the kill. |
| Against infantry / soft targets | Fragmentation in the open; Thermobaric when they are in cover, a trench or a building — the overpressure fills the space a fragment cloud would miss. |
| Against fuel, ammunition, optics — or to deny/screen | Incendiary: it burns stores and dug-in positions and lays a white-smoke screen. |
| Against structures / to breach | Thermobaric for rooms; IED / ANFO or GP/HE for walls. |
| At standoff / against reactive armour | EFP (Cumulative) forms a slug that survives the distance; tandem defeats ERA. |
| Fuze completes the choice | Impact detonates on contact; delay lets the round penetrate first (armour/structures); proximity airbursts above troops for the widest fragment spread. |
| Weight is a real constraint | Heavier warheads cut endurance and can overload a small airframe — the TWR badge turns red and the drone will not arm. Match warhead mass to the platform's lift. |
M4ISR, EO/IR & Autonomy Module
ISR airframes (Vampyr-class, Mavic-class and dedicated recon platforms) carry a stabilised, slewable gimbal with electro-optical and thermal imagers, optical and digital zoom, and target tracking. A GPS-denied navigation assist models the real fallback behaviour of the sensor set.
| Control | Action |
|---|---|
| Space | Take off / land (ISR airframes launch and recover vertically). |
| [ ] | Slew the gimbal tilt (keyboard); <span class="kbd">;</span> <span class="kbd">'</span> pan; <span class="kbd">\</span> recentre. |
| T | Thermal imager; <span class="kbd">N</span> night vision. |
| + − | Optical / digital zoom. |
| J | ISR auto-detection; <span class="kbd">L</span> lock / ActiveTrack; <span class="kbd">X</span> designate. |
| I | Cycle nav mode — MANUAL → ALT HOLD → POS HOLD (GPS rotary airframes). |
In a GPS-denied area the barometric altimeter drifts by a realistic ±2–3 m: in ALT HOLD the aircraft holds a pressure setpoint, so true altitude wanders as the barometer does; in POS HOLD the aircraft uses its visual/optical-flow reference for a tight hold — which correctly degrades in darkness or fog, where an optical sensor has nothing to lock to.
M4+Ground Control Station — Puma 3 AE / Raven (Map-Command Operator Training)
The Ground Control Station console trains the operator workflow of a small hand-launched ISR aircraft, modelled on the AeroVironment common GCS / Crysalis method of operation. Two airframes are provided: the Puma 3 AE (Mantis i45 EO/IR, ~20 km data link) and the Raven RQ-11B (Mantis i23, ~10 km). The defining principle is that the operator does not stick-fly the aircraft: they hand-launch it, then command the autopilot from a moving map — navigate, loiter, return home, land — and spend the mission on electro-optical / infrared sensor exploitation. The console is opened from the title menu (GCS Station) or the floating GCS chip, and the airframe is chosen from the header selector.
| Command | Action |
|---|---|
| LAUNCH | Hand-launch: arms the aircraft and flies a staged climb-out to the airframe's on-station altitude (Puma ~140 m, Raven ~100 m AGL), then levels. |
| NAV (click map) | Command a navigation point — the autopilot banks to it and, on arrival, converts to an overwatch loiter (Puma wide ~190 m orbit, Raven tight ~120 m). |
| LOITER / HOME / LAND | Orbit the current point; return to the launch point; or fly a staged deep-stall autoland (glide → high-alpha flare → touchdown). |
| MANUAL | Release autonomy and hand stick control back to the operator. |
| ROUTE / FLY | Plan a multi-waypoint route by clicking the map, then fly it in sequence; the aircraft holds an overwatch loiter at the final waypoint. |
| RALLY | Set a rally point (first press) and proceed to loiter there (second press). The rally point is also the automatic lost-link fallback, used in place of home when set. |
| LOCK (geo-lock) | Ground-stabilise the sensor on the point under the reticle so the gimbal holds a fixed grid location as the aircraft flies past or orbits. |
| EO / IR / Low-light | Switch the Mantis sensor between electro-optical, thermal (WHOT / BHOT / Ironbow palettes) and low-light. |
| FOV zoom | Continuous zoom with a field-of-view readout in degrees (i45 56°→1.2°, i23 25°→1.5°). |
| Slew-to-cue / Track / Stow | Point the gimbal at the commanded point (ground-stabilised); lock onto a moving target; or return the gimbal to boresight. |
| Geo-point / Snapshot | Geolocate the sensor reticle to a grid and drop a numbered target mark; or capture a freeze-frame. |
| Illuminator / Pointer | 860 nm IR illuminator and IR laser pointer, as on the Mantis payload. |
| N-up / Track-up | Toggle the moving map between north-up and track-up orientation. |
Flight-mode annunciator. The console shows the current mode — STANDBY, ON DECK, CLIMB-OUT, ON STATION, NAV, LOITER, HOME, LAND, DEEP-STALL, LANDED and CONTINGENCY — colour-coded. Lost-link contingency is automatic: if the data link falls below threshold while airborne, the aircraft flies an autonomous return-to-home on CONTINGENCY and recovers when the link is restored, training the real lost-link procedure. The link budget is per-airframe and terrain-aware — the Raven's shorter-range link degrades sooner than the Puma's, and terrain masking between the aircraft and the launch point reduces link quality.
Geolocation — the exploitation skill that transfers. Moving the map cursor gives a live MGRS grid and latitude/longitude readout (Cursor-on-Target). The console continuously computes where the gimbal is actually looking on the terrain and displays that ground point's MGRS and slant range in the video head-up display. Telemetry follows military convention: altitude above ground and mean sea level, ground speed, magnetic heading, endurance minutes remaining, data-link signal strength, GNSS satellite count (which shows DENIED under jamming), a Zulu clock and a mission timer. Endurance is shown as a distance-aware return-to-home reserve (a "bingo" check): the console subtracts the time to fly home at cruise, plus a landing margin, from the remaining endurance and warns RTL SOON or RETURN NOW as that reserve runs out — training the fuel-versus-range discipline a real operator lives by. The data-link quality is modelled per airframe (Puma ~20 km, Raven ~10 km) and is terrain-aware, so the Raven's link degrades sooner and masking behind terrain triggers the lost-link contingency realistically.
M5Electronic Warfare & Spectrum Module
The EW module makes the electromagnetic spectrum a contested, consequential domain. A live EMCON meter shows the operator's detectability in real time; a hot video transmitter left inside enemy EW coverage geolocates the launch point and can draw a counter-battery strike. Jamming, direction-finding, GNSS denial with inertial drift, GNSS spoofing and meaconing, and a cognitive (adaptive) jammer are all modelled, with physically-correct directional antenna radiation patterns.
| Control | Action |
|---|---|
| [ ] | Cycle VTX output power (lower power = smaller signature, shorter range). |
| RF link HUD | Live link quality, VTX power, range and control-degradation warnings. |
| GNSS HUD | Satellites, fix quality, urban multipath, denial / spoof / meacon state. |
| C-UAS console | Detect → identify the link → jam the matched band; barrage vs pulse. |
M6Scenario Builder & Reactive OPFOR Module
The Scenario Builder is the instructor's authoring surface. On the live 3D map an instructor composes a mission from a catalogue of real, individually-modelled systems, gives them movement and behaviour, tags each to a side, attaches a briefing, and saves it — to reuse, share by code, or push to a whole class. Nothing is scripted from a text file; the scenario is built by placing and tasking objects directly on the terrain.
What you can place
| Control | Action |
|---|---|
| Infantry | Rifleman, a 4-man Squad, Sniper, Anti-Tank team and Machine-Gun team — dismounts that take cover and return fire. |
| Armour & vehicles | T-72B and T-90M main battle tanks, BMP-2M IFV, BTR-70 / BTR-82A APCs, plus light/logistics vehicles (Technical, Tigr, UAZ, GAZ-66). |
| Air defence & artillery | Pantsir-S1 surface-to-air system and 2S19 Msta-S self-propelled artillery. |
| Air threats | Shahed-136 one-way attack drones, Gerbera UAVs, Mi-8 transport and Ka-52 gunship helicopters. |
| Electronic warfare | R-330Zh and Krasukha-4 EW / jamming systems, and a Signal Antenna with a physically-correct directional coverage lobe. |
Authoring tools
| Control | Action |
|---|---|
| Place | Pick an entity, then click the terrain to drop it and set its facing. A toggle chooses whether a spawn drops a drone or a soldier. |
| Path / Circle path | Draw a movement route by clicking waypoints (double-click to finish) or an orbit — units follow it, with loiter times. |
| Patrolling area | Define an area a unit patrols autonomously. |
| Pilot spawn points | Drop FPV-pilot and ISR-pilot start positions so trainees launch exactly where the mission intends. |
| Select & command | Select placed units and task them — assign routes, behaviours and grouping. |
| Faction | Tag every entity BLUFOR (blue) or OPFOR (red); scoring and the AI treat them accordingly. |
Behaviour, briefing and reuse
Placed enemies are not static targets: the reactive opposing force detects, takes cover behind buildings, returns fire, employs MANPADS and mobile jamming, routs under attrition and can actively hunt the trainee. Routes, orbits and patrol areas drive movement, and the signal antenna projects a real coverage footprint. A briefing (intent, situation, tasks) is attached to the scenario, and the whole layout is saved under a name — loadable later, shareable by code, and gradable as an assignment.
Procedural generation — Mission Forge
Where an instructor wants volume or an unseen problem, Mission Forge generates a complete scenario from a seed by mission type — reconnaissance, strike, SEAD, counter-UAS, deep raid or casualty evacuation — and difficulty. The same seed reproduces the same mission for a whole cohort; a fresh seed produces a fresh one. Generated missions can be opened in the builder for hand-editing.
Difficulty & live injects
Three difficulty tiers (Recruit / Veteran / Elite) scale the adversary's numbers, competence and reactivity, and a "living battlespace" director escalates pressure as the trainee succeeds. In a multiplayer exercise a white-cell instructor can inject events live — spawn threats, raids, jamming and failures — to reshape the problem in real time while it runs.
M7Multiplayer & Distributed C2 Module
A shared session synchronises the whole battlespace and a fused common operating picture across up to roughly 150 participants. Each participant joins in a role — Coach, Commander, Operator, FPV pilot, ISR pilot, Analyst or Observer — and the Commander works from a dedicated full-screen C2 station with a common operating picture, live feeds and an EW board.
The World browser lets pilots join a running world at real coordinates; when the location changes, each pilot's active flight stays anchored to its true geographic position rather than being teleported, with a one-tap option to bring it to the new area.
M8Instructor & Coaching Module
The coaching module multiplies one instructor across a class. From a single console the coach sets difficulty, briefs, launches a scenario and injects events live; monitors every trainee with one-click jump-to-POV; telestrates on the feed and pushes spoken or on-screen cues to one trainee or all; and can take the controls of a struggling trainee's aircraft to demonstrate or recover a manoeuvre, then hand back.
| Control | Action |
|---|---|
| Coach cue bar | One-tap spoken + on-screen prompts, addressed to one trainee or the class. |
| Jump-to-POV | Instantly spectate any trainee's video feed. |
| Live injects | Spawn threats, jamming and failures to shape the problem in real time. |
| Take controls | Fly a trainee's aircraft to demonstrate, then return control. |
| Roster | Track the whole cohort's progression against the rubric over time. |
M9Training, Assessment & After-Action Review
The platform closes the loop from tasking to certification. A coach assigns a gated graded course, drills or a scenario as homework; every sortie is recorded automatically with a timestamp; each run is graded on positive-identification and rules-of-engagement compliance, control smoothness, results and collateral, pass/fail against the unit's own rubric; replay, kill-cam and the strike debrief let the trainee review; and per-pilot records, a printable gradebook, CSV export and a squadron leaderboard certify proficiency across the cohort.
The Theory academy carries 25 modules and 141 questions (flight, systems, safety, ISR, modern drone warfare and a full electronic-warfare course), fully available in English, Polish, German and Dutch. An AI tactical debrief grades six competencies and narrates the two weakest with doctrine-referenced fixes, and a tamper-evident Certificate of Competency can be issued and server-verified.
| Control | Action |
|---|---|
| Records / Stats | Rank, XP, theory progress, unlocks, leaderboards and after-action tools. |
| Replay / Kill-cam | Scrub the sortie; jump to the strike; review the engagement frame by frame. |
| AI tactical debrief | Six-competency grade with a spoken, doctrine-referenced hotwash. |
| Certificate | Issue and verify a signed Certificate of Competency. |
M103D Content Ingest & Reconstruction
Beyond the global photorealistic model, the platform ingests custom 3D content: import a map area, add and drive imported objects as vehicles, generate terrain from an area, add LIDAR terrain, and apply AI deshadowing. Areas can be cached for offline and air-gapped use.
| Control | Action |
|---|---|
| Import map area | Bring a specific real-world area into the scene. |
| Add a 3D object / Library | Place models; imported objects can be driven as vehicles. |
| Add LIDAR terrain | Overlay LIDAR-derived terrain. |
| Cache area offline | Store an area for disconnected / air-gapped training. |
M11Telemetry, Data & Interoperability
Synthetic training earns its keep when its products map onto real systems. A live MAVLink link ingests telemetry from a real or software-in-the-loop autopilot (ArduPilot / PX4) for hardware-in-the-loop practice and mission rehearsal. Cursor-on-Target output and a full ATAK Data Package (track, markers, debrief) feed the live command-and-control ecosystem, and gamepad and RC-transmitter input mean the trainee flies on the controls they will use. A high-rate telemetry stream, multi-stream EO/IR cameras and MISB KLV metadata are available to integrators through the SDK and network bridge.
| Control | Action |
|---|---|
| Integration panel / SDK | Multi-stream cameras, high-rate telemetry, master-clock sync, object import. |
| TAK menu | Stream CoT live, export an ATAK Data Package, connect WinTAK / iTAK / ATAK. |
| Telemetry viewer | Live plots of the flight-model channels. |
| RC / gamepad | Fly on a real transmitter or controller. |
M12Security, Licensing & Deployment
The platform is built to be owned and run by the customer. The whole system runs from a single self-hosted server inside the unit's own secure or air-gapped network, on hardware the unit already owns, with no per-machine install. The customer controls its own licences from an administrative dashboard — issue, list and revoke device-bound keys, each capped at three devices, with per-key activation visibility.
| Control | Action |
|---|---|
| Licence dashboard | Issue / list / revoke keys; see per-key device activations. |
| Self-hosted server | Runs inside the unit's network or an air-gapped enclave. |
| Modular deployment | Field only the modules a role requires; enable / disable per deployment. |
3Training Progression — A Three-Stage Curriculum
The content is organised as a progression from individual airmanship to collective operations.
Stage 1 — Essential Training (Flight Fundamentals)
Controls, orientation, throttle and energy management, take-off and landing, emergencies and basic navigation — the stick-and-rudder base, gated and graded.
Stage 2 — Combat Training (Mission Employment)
Weaponeering, EMCON and survival under electronic warfare, ISR and target designation, and the terminal engagement against a reacting adversary.
Stage 3 — Multi-Pilot, Multi-Role Progression (Collective Operations)
Crews and command elements running the coordinated kill chain in a shared battlespace under a commander, with the instructor shaping and grading the exercise.
4Keyboard & Control Reference
The complete in-flight control set. All bindings are also reachable from the command palette, and flight can be driven on a gamepad or RC transmitter.
| Control | Action |
|---|---|
| Space | Arm / disarm motors (Shift = keep armed) |
| WASD | Pitch / roll |
| ◀ ▶ | Yaw |
| ▲ ▼ | Throttle |
| B | Arm / safe warhead (Shift = VTX band) |
| Z | Drop munition (Shift = cycle munition) |
| L | Target lock / terminal guidance |
| X | Designate target |
| J | ISR detection |
| I | Nav mode: MANUAL / ALT HOLD / POS HOLD |
| [ ] | Gimbal tilt / VTX power |
| ; ' \ | Gimbal pan / recentre |
| C | First-person / chase camera |
| T | Thermal · <span class="kbd">N</span> Night vision |
| H | Return-to-home |
| G | Drop waypoint |
| P | Show flight path / trail |
| Enter | Catapult-launch (fixed-wing) |
| R | Respawn |
| 3 | Minimal / phone OSD |
| Esc | Exit / close panel |
| / | Show / hide shortcut hints |
5RC Transmitter — Calibration & Action Binding
StratOSphere accepts any USB transmitter or game controller — a RadioMaster Boxer or TX16S, an FrSky radio in joystick mode, or an Xbox/PlayStation pad — through the browser's standard gamepad interface (the same principle as Unreal's RawInput). Bindings are Betaflight-style and are saved per device, so each radio keeps its own map and is auto-loaded on every launch.
Opening the panel
Open the 🎮 RC Controller panel from the Tools menu (or start flying a drone — your sticks take over automatically once mapped). The panel has three parts: a live Receiver monitor, the Channel map, and the Modes (action) list.
Calibration — step by step
| Control | Action |
|---|---|
| 1 · Connect | Put the transmitter in USB Joystick / Game-controller mode and plug it in over USB. Windows must list it under 'Game Controllers'. Click ↻ to refresh, then pick it in Device. |
| 2 · Identify channels | Move each stick and watch the live Receiver bars (Ax0, Ax1 …). Note which axis moves for throttle, yaw, pitch and roll. |
| 3 · Map channels | Set Throttle, Yaw, Pitch and Roll to those axes. Tick 'rev' on any channel that runs backwards. |
| 4 · Deadzone | Raise the Deadzone slider until a centred stick reads zero — this removes jitter and creep. |
| 5 · Trims | Nudge the Throttle/Yaw/Pitch/Roll trims to cancel any residual drift; 'Center' resets them all. |
| 6 · Extra axes | Optionally map a knob to VTX power, a pot to Cam tilt (gimbal pitch) and a pot to ISR zoom. |
| 7 · Save | Press 💾 'Save as my default' — the map, rates and deadzone are stored for that controller and reloaded automatically. '↺ Reset to system' restores the factory defaults. |
Binding actions to switches (Modes)
The Modes list assigns app actions to your radio's switches, exactly like a Betaflight modes tab. For each action, choose an AUX channel and the active range (in 1000–2000 µs); the action is live whenever that switch sits inside the range. Actions can also be bound to a button — toggle-type actions latch (press once on, press again off), momentary actions fire on press.
Bindable actions include:
| Control | Action |
|---|---|
| Flight | Arm · Angle (self-level) · Acro (rate) · Horizon · Turtle / flip-over · Cycle FPV mode · Return To Home · Respawn |
| Weaponeering | Payload arming · Command Detonation · Lock-On targeting |
| Sensors / view | Thermal camera · Night vision · Motion blur · ISR Cine/Normal/Sport · ISR Track: Follow / Orbit / Spotlight / Off |
| Signal | VTX power up · VTX power down · VTX band (2.4/5.8) · Signal frequency · Beeper |
6Runtime & Deployment — How the System Runs and Supports the Unit
StratOSphere is a thin-client application over a single shared runtime. The runtime hosts a common core — rendering, the real-world 3D world model, the flight-dynamics host, and the event / data / telemetry bus — and every capability area is a self-contained module that plugs into that bus and can be present or absent without affecting the others. This is why a delivery can contain only the modules a unit needs, and why disabled modules expose no controls at all.
Where the work happens
The demanding work — rendering the 3D world and running the flight model — happens in each trainee's own browser and GPU. The self-hosted server only serves the roughly 1.6 MB application and relays lightweight collaboration and scoring traffic; the photoreal terrain streams directly from the tile source to each client rather than through the server. Because the server is not doing the rendering, a small commodity host serves an entire class of about 150 concurrent participants, and better client hardware simply renders more detail — an adaptive performance system tiers each device at start-up and scales resolution, tile detail and HUD redraw in flight to hold a smooth frame rate.
Deployment
| Control | Action |
|---|---|
| Zero client install | Every module runs in a standard WebGL2 browser as a Progressive Web App — no installation, no administrator rights, no per-machine setup. Runs on low-specification laptops and desktops the unit already owns; tablets and phones serve briefing, the coach console and trainee monitoring. |
| Deployment options | Cloud-hosted, a self-hosted low-latency server (~150 concurrent), or a fully air-gapped enclave — a containerised single-host install behind TLS that stands up quickly. |
| Self-hosted & secure | The whole platform — application, licence control, multiplayer hub and map data — runs from one server inside the unit's own network or air-gapped enclave, so training data never leaves the perimeter. |
| Optional 3D offload | The one GPU-heavy task, 3D reconstruction, is optional and can be offloaded to a single shared workstation or virtual machine, keeping every training client light. |
| Licence control | The customer issues, lists, renames and revokes its own device-bound keys (three devices per key, per-key activation visibility) from an admin-token-protected dashboard — no dependence on the vendor. |
7Quick Start — Your First Sortie
The fastest path from a cold start to a graded strike, end to end.
- Enter your licence key at the gate (issued by your unit's administrator).
- On the title screen choose Quick Flight (or Open World), then pick a city or type coordinates — the photoreal world streams in around you.
- Optional: open the UAV Configurator, choose an airframe, payload category, warhead and fuze. Keep the weight / TWR badge green — a red badge means overloaded and the motors won't arm.
- Enter flight. Press Space to arm the motors, throttle up with ▲ to lift off, and fly with WASD (pitch/roll) and ◀▶ (yaw). Press C for the chase view.
- To strike: press B to arm the warhead (the banner turns red), put the CCIP pipper on the target and dive — or press Z to release a dropped munition.
- Press H to return to home, or R to respawn after a crash.
- Open Records → Replay / AI debrief to review the sortie and see your graded result.
8Airframe Catalogue
The selectable fleet spans single-use FPV strike quads, high-speed interceptors, jam-immune fibre-optic drones, ISR/bomber platforms, fixed-wing and VTOL aircraft, long-range one-way-attack munitions, and tracked ground robots. Every airframe flies on the same physics core with its own real specifications; the configurator only offers payloads an airframe can physically lift.
| Class | Examples | Mass | Top speed | Role |
|---|---|---|---|---|
| FPV strike quad | Shpak 10″, FPV Kamikaze 10″, T-BAR 9″, Erebus 7″ | 0.65–2.2 kg | 108–140 km/h | Single-warhead kamikaze; GPS or line-of-sight |
| Fibre-optic FPV | FPV-PJ Fibre 8″ | 1.9 kg | 90 km/h | Jam-immune wired control; drag/endurance trade-off |
| Interceptor | Strila, Bagnet, Sting | 1.0–3.0 kg | 198–342 km/h | High-speed air-to-air drone intercept |
| ISR / bomber | Vampyr 8″/10″/12″, ISR Mavic-class, Autel-class | 0.9–3.4 kg | 72–86 km/h | Stabilised EO/IR gimbal; multi-munition drop |
| Fixed-wing | Recon Fixed-Wing, Bayraktar TB2, Fixed-Wing Strike | 3.5–6.5 kg | 180–216 km/h | Catapult launch; ISR or strike |
| VTOL / tiltrotor | VTOL ISR, Vector VTOL | 4.0–7.4 kg | 86–151 km/h | Vertical launch, wing-borne cruise |
| Deep-strike OWA | Geran-2, Geran-3 jet, Shahed-136 | 200–240 kg | 184–371 km/h | Long-range one-way attack |
| Ground UGV | THeMIS Combat / CASEVAC / Carrier | ~1.6 t | 20–23 km/h | Tracked robot: turret, casualty evacuation, drone carrier |
9Assessment & Grading
Every sortie is scored automatically and auditably, pass/fail against the unit's own configurable rubric, so proficiency is measured rather than assumed. The AI tactical debrief grades six competencies and narrates the two weakest with doctrine-referenced fixes.
| Control | Action |
|---|---|
| Airmanship | Control smoothness and stability — jerk-free stick work, clean energy management. |
| EMCON / signature | Emissions discipline — time spent as a bright RF beacon inside enemy EW coverage. |
| Threat survival | Exposure to SAM/AAA rings, radar lock and jamming; terrain use. |
| PID & ROE | Positive identification and rules-of-engagement compliance — shoot / no-shoot, engagement authority. |
| Effectiveness | Results on target — correct aimpoint, aspect and fuzing; kills achieved. |
| Energy management | Battery, endurance and a distance-aware return-to-home reserve. |
Scores roll up to an overall grade and a competency band (Developing → Competent → Proficient → Expert). Fratricide is an overriding failure regardless of other marks. Results are trended per operator with currency tracking, replayed in a structured after-action review, and exportable as xAPI / cmi5 learning records to a Learning Record Store.
10Glossary
| Term | Meaning |
|---|---|
| AGL / MSL | Height Above Ground Level / above Mean Sea Level. |
| AUW / TWR | All-Up Weight / Thrust-to-Weight ratio (the overload gate uses TWR). |
| ATAK / CoT | Android Team Awareness Kit / Cursor-on-Target — the live C2 map and its message format. |
| C2 | Command and Control. |
| CCIP / CCRP | Continuously Computed Impact Point / Release Point — the strike aiming cues. |
| DF | Direction Finding — locating a transmitter by its emissions. |
| DRI / Johnson | Detect–Recognise–Identify criteria for how many pixels a sensor needs on a target. |
| EMCON | Emission Control — managing your electromagnetic signature. |
| EO / IR / FLIR | Electro-Optical / Infrared / Forward-Looking Infrared (thermal) imaging. |
| GNSS / INS | Global Navigation Satellite System / Inertial Navigation System (the GPS-denied fallback). |
| HPM | High-Power Microwave — a counter-UAS effector. |
| ISR | Intelligence, Surveillance and Reconnaissance. |
| MANPADS | Man-Portable Air-Defence System (a shoulder-launched SAM). |
| MAVLink | The telemetry / command protocol used by ArduPilot and PX4 autopilots. |
| OWA | One-Way Attack — a long-range loitering / kamikaze munition. |
| PID | Positive Identification (of a target as a valid, hostile object). |
| PWA | Progressive Web App — the installable, offline-capable browser delivery. |
| ROE | Rules of Engagement. |
| RTH | Return To Home. |
| SEAD | Suppression of Enemy Air Defences. |
| VRS | Vortex Ring State — settling into your own downwash in a fast vertical descent. |
| VTX | Video Transmitter (its power sets both video range and your RF signature). |
11Troubleshooting & FAQ
| Control | Action |
|---|---|
| Controller isn't detected | Put the transmitter in USB Joystick / Game-controller mode; confirm Windows lists it under 'Game Controllers', open the RC Controller panel, press ⟳ and move a stick. |
| It won't arm / motors won't spin | The airframe is overloaded — the weight badge is red (TWR below ~1.12). Reduce the warhead or battery in the configurator until the badge clears. |
| The world is blank or slow to load | Photoreal terrain streams from the tile source, so it needs network access (or a cached / air-gapped build). Give the tiles a moment to stream in around the spawn point. |
| My position is drifting / GPS looks wrong | You are in a GPS-denied area. Press <span class="kbd">I</span> to cycle MANUAL → ALT HOLD → POS HOLD and navigate by terrain and visual references; the barometer drifts a realistic ±2–3 m in ALT HOLD. |
| The flight 'moved' when I changed location | By design it stays anchored to its true geographic position across a relocation. Use the 'Bring flight here' button on the prompt if you want it moved to the new area. |
| I don't see the newest update | The app is an offline-capable PWA with a service-worker cache. Hard-refresh (Ctrl/Cmd+Shift+R) or reopen it to pick up the latest build. |
| Some text is still in English | The interface toggles between English, Polish, German, Dutch and Ukrainian; the core UI is translated and deeper training content is being extended language by language. |