Actions
Actions (also called Tools, Commands, or Functions) are the actions that COVAS:NEXT can perform in Elite: Dangerous or outside. There is no need to remember specific commands, as the AI will understand your intent and perform the action accordingly. Primarily, these actions can be used to control various ship/srv/suit operations, such as firing weapons, adjusting speed, deploying heat sinks, and more. Additionally, the AI can fetch internet data if it deems it relevant for the conversation, by either your inquiry or game events happening.
Keyboard Bindings
In order to perform actions in Elite: Dangerous, COVAS:NEXT requires assigned keyboard buttons to be set up in the game. These keybindings are used to emulate button presses, allowing the AI to control various ship/srv/suit operations. If there are multiple keyboard buttons assigned for one game action, COVAS:NEXT will prefer the secondary binding.
If you run out of keyboard buttons keep in mind that you can not only assign a button as press, but also as hold. Keys are also combinable in Elite: Dangerous, so each key can be combined with one or multiple other keys.
Usage with HOTAS or other Controllers
A common workaround is to assign keyboard bindings alongside your controller bindings, even if you don't use a keyboard. This allows COVAS:NEXT to use these keybindings for its commands, while you continue to use your controller for the game.
Available Game Actions
This is a list of all currently supported actions the AI can perform. Just talk to it naturally and it will understand your intent.
Main Ship Actions
-
Fire weapons (primary, secondary, discovery scanner)
weaponType: String (options: "primary", "secondary", "discovery_scanner")action: String (options: "fire", "start", "stop")duration: Number (optional, seconds)repetitions: Integer (optional, 0-10)
Examples
- fire primary weapon
- fire
- fire secondary
- fire missiles
- start firing
- open fire
- stop firing
- cease fire
- weapons fire
- engage weapons
- discovery scanner
- honk
Required Keyboard Binds
- PlayerHUDModeToggle
- CycleFireGroupNext
- PrimaryFire
- SecondaryFire
Custom Weapon Types
You can define custom weapon types for more precise control over your hardpoints. Since Elite: Dangerous doesn't expose detailed weapon data, you must manually configure these in the UI.

-
Set flight thrust speed
speed: String (options: "Minus100", "Minus75", "Minus50", "Minus25", "Zero", "25", "50", "75", "100")
Examples
- full stop
- half speed
- full speed
- reverse
Required Keyboard Binds
- SetSpeedMinus100
- SetSpeedMinus75
- SetSpeedMinus50
- SetSpeedMinus25
- SetSpeedZero
- SetSpeed25
- SetSpeed50
- SetSpeed75
- SetSpeed100
-
Deploy heat sink
Examples
- heat sink
- deploy heat sink
- use heat sink
- activate heat sink
- heatsink
- deploy heatsink
- cooling
Required Keyboard Binds
- DeployHeatSink
-
Toggle hardpoints
Examples
- hardpoints
- deploy hardpoints
- retract hardpoints
- toggle hardpoints
- hardpoints up
- hardpoints down
- weapons out
- weapons away
Required Keyboard Binds
- DeployHardpointToggle
-
Manage power distribution
power_category: Array of strings (options: "Engines", "Weapons", "Systems")balance_power: Boolean (whether to balance power)pips: Array of integers (1-4, number of pips per category)
Examples
- balance power
- reset power
- four pips to engines
- four pips to weapons
- four pips to systems
- max engines
- max weapons
- max systems
- pips to engines
- pips to weapons
- pips to systems
Required Keyboard Binds
- ResetPowerDistribution
- IncreaseEnginesPower
- IncreaseWeaponsPower
- IncreaseSystemsPower
-
Open galaxy map
system_name: String (optional)start_navigation: Boolean (optional)
Examples
- galaxy map
- open galaxy map
- galmap
- navigation
- star map
- show galaxy map
- nav map
Required Keyboard Binds
- GalaxyMapOpen
- CamZoomIn
- UI_Up
- UI_Left
- UI_Right
- UI_Select
- UI_Back
- CamZoomOut
-
Close galaxy map
Examples
- close galaxy map
Required Keyboard Binds
- GalaxyMapOpen
-
Toggle system map
desired_state: String (options: "open", "close")
Examples
- system map
- open system map
- close system map
- orrery
- local map
- sysmap
- show system map
Required Keyboard Binds
- SystemMapOpen
- UI_Back
-
Target ship
mode: String (options: "next", "previous", "highest_threat", "next_hostile", "previous_hostile", "wingman_1", "wingman_2", "wingman_3", "wingman_1_target", "wingman_2_target", "wingman_3_target")
Examples
- next target
- previous target
- highest threat
- target highest threat
- target biggest threat
- next hostile
- next enemy
- cycle hostile
- hostile target
- previous hostile
- previous enemy
- first wingman
- target first wingman
- first wingmate
- target first wingmate
- first teammate
- target first teammate
- second wingman
- target second wingman
- second wingmate
- target second wingmate
- second teammate
- target second teammate
- third wingman
- target third wingman
- third wingmate
- target third wingmate
- third teammate
- target third teammate
- first wingman target
- target first wingman's target
- first wingmate target
- target first wingmate's target
- first teammate target
- target first teammate's target
- second wingman target
- target second wingman's target
- second wingmate target
- target second wingmate's target
- second teammate target
- target second teammate's target
- third wingman target
- target third wingman's target
- third wingmate target
- target third wingmate's target
- third teammate target
- target third teammate's target
Required Keyboard Binds
- CycleNextTarget
- CyclePreviousTarget
- SelectHighestThreat
- CycleNextHostileTarget
- CyclePreviousHostileTarget
- TargetWingman0
- TargetWingman1
- TargetWingman2
- SelectTargetsTarget
-
Toggle wing nav lock
Examples
- wing nav lock
- toggle wing nav lock
- wing navigation lock
- wing nav
- nav lock
- navigation lock
- wing follow
- follow wing
Required Keyboard Binds
- WingNavLock
-
Cycle fire group
direction: String (options: "next", "previous")fire_group: Integer (optional, 0-7 for fire groups A-H)
Examples
- next fire group
- previous fire group
- select next fire group
- select previous fire group
Required Keyboard Binds
- CycleFireGroupNext
- CycleFireGroupPrevious
-
Switch HUD mode
hud mode: String (options: "combat", "analysis", "toggle")
Examples
- combat mode
- analysis mode
- switch to combat
- switch to analysis
- toggle hud mode
- hud mode
- change hud
Required Keyboard Binds
- PlayerHUDModeToggle
-
Toggle ship spotlight
Examples
- ship light
- lights
- lights on
- turn on lights
- lights off
- toggle lights
- toggle the lights
Required Keyboard Binds
- ShipSpotLightToggle
-
Fire chaff launcher
Examples
- chaff
- fire chaff
- launch chaff
- deploy chaff
- countermeasures
- evade
Required Keyboard Binds
- FireChaffLauncher
-
Toggle night vision
Examples
- nightvision
- night vision
- toggle nightvision
- thermal vision
- enhanced vision
- infrared
Required Keyboard Binds
- NightVisionToggle
-
Target subsystem on locked ship
subsystem: String (options: "Drive", "Shield Generator", "Power Distributor", "Life Support", "FSD", "Point Defence Turret", "Power Plant")
Examples
- target drive
- target drives
- target power distributor
- target distributor
- target shields
- target shield generator
- target life support
- target frame shift drive
- target fsd
- target power
- target power plant
- target the drive
- target the drives
- target the power distributor
- target the distributor
- target the shields
- target the shield generator
- target the life support
- target the frame shift drive
- target the fsd
- target the power
- target the power plant
Required Keyboard Binds
- CycleNextSubsystem
-
Charge ECM
Examples
- ecm
- charge ecm
- electronic countermeasures
- activate ecm
- ecm blast
- disrupt
Required Keyboard Binds
- ChargeECM
-
Charge shutdown field neutraliser
Examples
- field neutraliser
- charge field neutraliser
- shutdown field neutraliser
- activate field neutraliser
- neutralise shutdown field
Notes
- Automatically balances pips to 4 SYS / 2 ENG / 0 WEP before holding the neutraliser for ~10s.
Required Keyboard Binds
- ResetPowerDistribution
- IncreaseEnginesPower
- IncreaseSystemsPower
- TriggerFieldNeutraliser
-
NPC crew orders
orders: Array of strings (options: "DefensiveBehaviour", "AggressiveBehaviour", "FocusTarget", "HoldFire", "HoldPosition", "Follow", "ReturnToShip", "LaunchFighter1", "LaunchFighter2")
Examples
- launch fighter
- deploy fighter
- recall fighter
- attack my target
- engage target
- defend me
- be aggressive
- hold fire
- cease fire
- hold position
- follow me
Required Keyboard Binds
- FocusRadarPanel
- UI_Left
- UI_Right
- UI_Up
- UI_Down
- UI_Select
- UIFocus
- OrderDefensiveBehaviour
- OrderAggressiveBehaviour
- OrderFocusTarget
- OrderHoldFire
- OrderHoldPosition
- OrderFollow
- OrderRequestDock
Main Ship Operations
-
Initiate FSD jump
jump_type: String (options: "next_system", "supercruise", "auto")
Examples
- jump
- engage fsd
- frame shift drive
- jump to next system
- hyperspace jump
- supercruise
- enter supercruise
- punch it
- let's go
Required Keyboard Binds
- Hyperspace (if NextJumpTarget set)
- Supercruise (if jump_type == supercruise)
- HyperSuperCombination (auto)
- SetSpeed100
- LandingGearToggle (auto retract when down)
- ToggleCargoScoop (auto retract when deployed)
- DeployHardpointToggle (auto retract when deployed)
-
Target next system in route
Examples
- next system
- target next system
- next destination
- next waypoint
- continue route
- next in route
Required Keyboard Binds
- TargetNextRouteSystem
-
Toggle cargo scoop
Examples
- cargo scoop
- scoop
- deploy scoop
- retract scoop
- toggle scoop
- open cargo scoop
- close cargo scoop
Required Keyboard Binds
- ToggleCargoScoop
-
Eject all cargo
Examples
- eject cargo
- dump cargo
- jettison cargo
- drop cargo
- emergency cargo drop
- purge cargo
Required Keyboard Binds
- EjectAllCargo
-
Toggle landing gear
Examples
- landing gear
- gear
- deploy gear
- retract gear
- landing gear up
- landing gear down
- gear up
- gear down
Required Keyboard Binds
- LandingGearToggle
-
Use shield cell
Examples
- shield cell
- use shield cell
- scb
- activate scb
- shield boost
- repair shields
- restore shields
Required Keyboard Binds
- UseShieldCell
-
Request docking
Examples
- request docking
- dock
- docking request
- permission to dock
- requesting docking
- docking permission
Required Keyboard Binds
- FocusLeftPanel
- CyclePreviousPanel
- UI_Left
- UI_Right
- UI_Up
- UI_Select
- UIFocus
-
Undock ship
Examples
- undock
- launch
- depart
- leave station
- takeoff
- disengage
Required Keyboard Binds
- UI_Down
- UI_Up
- UI_Select
Ship Launched Fighter (SLF) Actions
-
Request docking with main ship
Examples
- request docking
- dock
- docking request
- permission to dock
- requesting docking
- docking permission
Required Keyboard Binds
- OrderRequestDock
Surface Reconnaissance Vehicle (SRV) Actions
-
Toggle Drive Assist
Examples
- drive assist
- toggle drive assist
- assistance
- auto drive
- driving assistance
- stability
Required Keyboard Binds
- ToggleDriveAssist
-
Fire SRV weapons
weaponType: String (options: "primary", "secondary")action: String (options: "fire", "start", "stop")duration: Number (optional, seconds)repetitions: Integer (optional, 0-10)
Examples
- fire srv weapons
- shoot
- fire plasma
- fire missiles
- srv weapons
- engage weapons
Required Keyboard Binds
- BuggyPrimaryFireButton
- BuggySecondaryFireButton
-
Toggle Auto-Brake
Examples
- auto brake
- toggle brake
- automatic braking
- brake assist
- handbrake
- parking brake
Required Keyboard Binds
- AutoBreakBuggyButton
-
Toggle Headlights
desired_state: String (options: "off", "low", "high", "toggle")
Examples
- lights
- headlights
- toggle lights
- lights on
- lights off
- bright lights
- dim lights
- full beam
Required Keyboard Binds
- HeadlightsBuggyButton
-
Toggle Night Vision
Examples
- nightvision
- night vision
- toggle nightvision
- thermal vision
- enhanced vision
- infrared
Required Keyboard Binds
- NightVisionToggle
-
Toggle Turret Mode
Examples
- turret
- toggle turret
- turret mode
- gun turret
- deploy turret
- retract turret
Required Keyboard Binds
- ToggleBuggyTurretButton
-
Select Target
Examples
- target
- select target
- lock target
- acquire target
- scan
- focus
Required Keyboard Binds
- SelectTarget_Buggy
-
Manage Power Distribution
power_category: Array of strings (options: "Engines", "Weapons", "Systems")balance_power: Boolean (whether to balance power)pips: Array of integers (1-4, number of pips per category)
Examples
- balance power
- reset power
- four pips to engines
- four pips to weapons
- four pips to systems
- max engines
- max weapons
- max systems
- pips to engines
- pips to weapons
- pips to systems
Required Keyboard Binds
- ResetPowerDistribution_Buggy
- IncreaseEnginesPower_Buggy
- IncreaseWeaponsPower_Buggy
- IncreaseSystemsPower_Buggy
-
Toggle Cargo Scoop
Examples
- cargo scoop
- scoop
- deploy scoop
- retract scoop
- toggle scoop
- collect materials
Required Keyboard Binds
- ToggleCargoScoop_Buggy
-
Eject All Cargo
Examples
- eject cargo
- dump cargo
- jettison cargo
- drop cargo
- purge cargo
- drop materials
Required Keyboard Binds
- EjectAllCargo_Buggy
-
Recall/Dismiss Ship
Examples
- recall ship
- dismiss ship
- call ship
- send ship away
- summon ship
- ship pickup
Required Keyboard Binds
- HumanoidOpenAccessPanelButton
- UI_Left
- UI_Up
- UI_Select
-
Open/Close Galaxy Map
desired_state: String (options: "open", "close")system_name: String (optional)start_navigation: Boolean (optional)
Examples
- galaxy map
- open galaxy map
- close galaxy map
- galmap
- navigation
- star map
- nav map
Required Keyboard Binds
- GalaxyMapOpen_Buggy
- CamZoomIn
- UI_Up
- UI_Left
- UI_Right
- UI_Select
- UI_Back
- CamZoomOut
-
Open/Close System Map
desired_state: String (options: "open", "close")
Examples
- system map
- open system map
- close system map
- orrery
- local map
- sysmap
- show system map
Required Keyboard Binds
- SystemMapOpen_Buggy
On-Foot (Suits) Actions
-
Primary Interaction
Examples
- interact
- primary interact
- use
- activate
- press
- engage
Required Keyboard Binds
- HumanoidPrimaryInteractButton
-
Secondary Interaction
Examples
- secondary interact
- alternate use
- secondary action
- hold interact
- long press
- alternative
Required Keyboard Binds
- HumanoidSecondaryInteractButton
-
Equip Gear
equipment: String (options: "HumanoidSelectPrimaryWeaponButton", "HumanoidSelectSecondaryWeaponButton", "HumanoidSelectUtilityWeaponButton", "HumanoidSwitchToRechargeTool", "HumanoidSwitchToCompAnalyser", "HumanoidSwitchToSuitTool", "HumanoidHideWeaponButton", "HumanoidSelectFragGrenade", "HumanoidSelectEMPGrenade", "HumanoidSelectShieldGrenade")
Examples
- primary weapon
- secondary weapon
- utility weapon
- recharge tool
- comp analyser
- composition scanner
- suit tool
- hide weapon
- holster
- frag grenade
- emp grenade
- shield grenade
- scanner
- energylink
- profile analyser
Required Keyboard Binds
- HumanoidSelectPrimaryWeaponButton
- HumanoidSelectSecondaryWeaponButton
- HumanoidSelectUtilityWeaponButton
- HumanoidSwitchToRechargeTool
- HumanoidSwitchToCompAnalyser
- HumanoidSwitchToSuitTool
- HumanoidHideWeaponButton
- HumanoidSelectFragGrenade
- HumanoidSelectEMPGrenade
- HumanoidSelectShieldGrenade
-
Toggle Flashlight
Examples
- flashlight
- torch
- lights
- toggle lights
- illumination
- helmet light
Required Keyboard Binds
- HumanoidToggleFlashlightButton
-
Toggle Night Vision
Examples
- nightvision
- night vision
- toggle nightvision
- thermal vision
- enhanced vision
- infrared
Required Keyboard Binds
- HumanoidToggleNightVisionButton
-
Toggle Shields
Examples
- suit shields
- personal shields
- toggle shields
- energy shield
- shield generator
- protective field
Required Keyboard Binds
- HumanoidToggleShieldsButton
-
Clear Authority Level
Examples
- clear authority
- reset authority
- clear wanted level
- clear notoriety
- authority reset
- clean record
Required Keyboard Binds
- HumanoidClearAuthorityLevel
-
Use Health Pack
Examples
- health pack
- medkit
- heal
- use medkit
- medical
- first aid
Required Keyboard Binds
- HumanoidHealthPack
-
Use Battery Pack
Examples
- battery
- energy cell
- recharge
- power up
- restore power
- charge suit
Required Keyboard Binds
- HumanoidBattery
-
Open/Close Galaxy Map
Examples
- galaxy map
- open galaxy map
- galmap
- navigation
- star map
- nav map
- show galaxy map
Required Keyboard Binds
- GalaxyMapOpen_Humanoid
-
Open/Close System Map
Examples
- system map
- open system map
- close system map
- orrery
- local map
- sysmap
- show system map
Required Keyboard Binds
- SystemMapOpen_Humanoid
-
Recall/Dismiss Ship
Examples
- recall ship
- dismiss ship
- call ship
- send ship away
- summon ship
- ship pickup
Search Agent
The search agent is a secondary LLM that is started by the main conversational model whenever a query requires deeper lookup work. The main model packages your question together with a snapshot of the current game state and hands it off to this agent. From there, the search agent runs its own internal loop: it decides which tools to call, inspects the results, and keeps chaining further tool calls until it can construct a complete answer. Only when this internal loop converges does the search agent return a synthesized summary back to the main LLM, which then presents that final answer to you.
The tools available to the search agent fall into two groups.
External lookup tools
These call external services or game APIs (Galnet, Spansh):
-
Galnet News (
get_galnet_news)Retrieves current interstellar news from Galnet and answers questions about recent events.
Key option: -
query: what you want the news summary to focus on, such as Thargoids, power politics, or recent events in a region. -
System Finder (
system_finder) (utilizes Spansh API)Finds star systems that match political, economic or conflict filters, either near a system or along a specified route.
Key options: -
reference_system: search around a single system. -reference_route: search along a route fromsourcetodestinationinstead of around one system. -name: require text in the system name. -distance: maximum search radius. -allegiance: limit by controlling power bloc, such as Alliance, Empire, Federation, Independent, or Thargoid. -state: limit by faction/system state, such as Boom, War, Famine, or Civil Unrest. -government: limit by government type, such as Democracy, Dictatorship, or Corporate. -power: limit by Powerplay power. -primary_economy: limit by economy type, such as Industrial, High Tech, or Extraction. -security: limit by security level. -thargoid_war_state: limit by Thargoid war status. -population: filter for systems above or below a given population. -sort_by: order results by distance or population. -size: number of results to return. -
Station Finder (
station_finder) (utilizes Spansh API)Finds stations for ships, modules, markets, services, and traders, with sensible distance/price-aware sorting.
Key options: -
reference_system: search around a single system. -reference_route: search along a route fromsourcetodestination. -name: require text in the station name. -distance: maximum search radius. -has_large_pad: only include stations with large pads. -material_trader: look for Raw, Manufactured, or Encoded material traders. -technology_broker: look for Human or Guardian tech brokers. -modules: search for specific outfitting items; can further narrow by class and rating. -commodities: search for markets buying or selling a named commodity, with requested amount. -ships: search for shipyards stocking a named ship. -services: look for special services such as Black Market or Interstellar Factors. -sort_by: order results by distance or best price. -include_player_fleetcarrier: include player-owned carriers in the results. -unfiltered_results: return full commodity/module/ship data instead of only the matched entries. -size: number of results to return. -
Body Finder (
body_finder) (utilizes Spansh API)Finds celestial bodies such as mining hotspots or worlds with specific surface signals near you or along a route.
Key options: -
reference_system: search around a single system. -reference_route: search along a route fromsourcetodestination. -name: require text in the body name. -distance: maximum search radius. -subtype: limit by body type, such as a specific planet or star subtype. -landmark_subtype: limit by landmark type. -rings: search for ring bodies with a named material and a minimum number of hotspots. -signals: limit by surface signal type: Biological, Geological, Human, Guardian, or Thargoid. -size: number of results to return.
Internal game-state tools
These are driven primarily by local projections and static data; they never perform network requests:
-
Engineer Finder (
engineer_finder)Uses both static engineer definitions and your current in-game engineer progress to build a filtered overview of ship and suit engineers.
Key options: -
name: find a specific engineer by name. -system: limit by engineer location or system. -modifications: search by what the engineer can modify, such as FSD range or multi-cannons. -progress: limit by your unlock state: Unknown, Known, Invited, or Unlocked.Results combine static engineer data with your live save data, including unlock progress, next steps, rank progress where relevant, and distance from your current location.
-
Blueprint Finder (
blueprint_finder)Cross-references static engineering blueprints with your current inventories and engineer progress to answer questions like “who can do this mod, at which grade, and what materials am I missing?”.
Key options: -
modifications: one or more modification names, such as Increased FSD Range or Overcharged Power Plant. -engineer: limit to a specific engineer. -module: limit to a specific module or weapon. -grade: limit to a specific blueprint grade.It checks blueprint definitions, calculates total material costs by grade, compares them against your ship and suit inventories, and lists missing materials together with engineers that can apply the blueprint. Results are returned in YAML so larger blueprint trees stay readable.
-
Material Finder (
material_finder)Searches engineering and suit materials across your live inventories and known sourcing information, so the agent can see both how many you have and where to obtain more.
Key options: -
name: one or more material names, with fuzzy matching for partial names. -grade: limit by ship-material grade from 1 to 5. -type: narrow by category:raw,manufactured,encodedfor ship materials;items,components,data,consumablesfor Odyssey materials; or the broadershipandsuitgroups.It reads your live material counts from
MaterialsandShipLocker, merges them where needed, and supplements them with known sourcing and trader information so the agent can explain both what you are missing and where to get it. -
Stored Ships (
get_stored_ships)Lists ships at the current station and in remote storage, grouped by location. Includes ship type, custom name, HOT status, and transfer times where relevant.
-
Stored Ship Modules (
get_stored_ship_modules)Lists stored modules grouped by star system. Includes localized names where available, engineering modifications and grades, and HOT status.
-
Fleet Carriers (
get_fleet_carriers)Summarizes known carriers, including name, type, system, callsign, docking rules, fuel, jump range, crew, installed services, finances, and active trade orders.
-
Commander Data (
get_commander_data)Aggregates commander profile, reputation, rank progress, squadron data, and statistics so the agent can ground its answer in your current progression.
UI Actions
-
Show UI
tab: String (options: "chat", "status", "storage", "station")
Examples
- display chat
- show status
- open storage
- open station tab
Generative UI (HUD)
The Generative UI (HUD) is an overlay that displays AI-generated Preact components visualizing your current game state (ship status, cargo, location, etc.). The Agent LLM can create and update these components in response to your requests, so you can have a custom HUD that shows exactly what you care about.
- Enable/disable: In the app, go to Settings → Advanced → Agent LLM Settings and turn the Generative UI (HUD) toggle on or off.
- Behavior: When enabled, the overlay appears (with the other overlay elements) and shows the current generated UI. You can ask the AI to change what is displayed (e.g. “show my fuel and jump range”) and it will generate or edit the overlay components accordingly.
- Technical note: The overlay is built from a small set of editable Preact components (with a root
Appcomponent) that receive game state via projections; the Agent LLM has tools to list, read, edit, and validate these components. Changes may take a while to complete.
Miscellaneous Actions
-
Get Visuals
query: String
Describe what's currently visible to the Commander. Answers the question that lead to tool usage.
-
Remember Memories
query: String (required)top_k: Integer (optional, 1-20, default: 5)
Retrieve the top matching long-term memory notes via semantic search (requires embeddings to be configured).
-
Send Message
-
message: String (required) channel: String (required, options: "local", "system", "wing", "squadron", "commander")-
recipient: String (optional, only used if channel is "commander")Send a direct message to another commander. Can also send to system, local, wing and squadron chat.
Required Keyboard Binds
- QuickCommsPanel (ship)
- QuickCommsPanel_Buggy (SRV)
- QuickCommsPanel_Humanoid (on-foot)
- UI_Down (for system channel selection)
- UI_Select
Tabbed Chat Channels
In Elite: Dangerous, you can configure certain chat channels to be tabbed instead of appearing in the main chat flow. Tabbed channels require different macros to send messages.
