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Or they could have done as they did. Either works"
Either works, but thats pointless. Why use 20 squaremeters of glass 5 meters away from the pilot instead of 2 squaremeters of it but close as possible to the pilots face to increase integrity of the vessel in question without loosing field of view? You want combat, you want max fov with less glass because glass = fragile.
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And remember that the cockpit of a modern fighter, despite being a LOT less inhibited by the engine of the plane in the nose, still has a problem with visibilty outside the 10-degree down and 20 degree back limit of such a cockpit. Moreover you don't get out of the seat in a fighter jet. And when you do, gravity keeps you constrained to "the floor", meaning you can traverse a cramped area better because you can pus against your own weight and use gravity to recover downward. Not so much in zero g.
And in your design, you are stuck in the bubble until landing."
If your vessel is focused on combat, there is zero reason to allow pilot to get off it's seat. You get in at the station or your squadron ship, get scrambled, do your thing and come back to get out thus the fighter aircraft is designed, or crampled cockpit of F1 racing cars, or you can add examples. Now If you want to allow the pilot to get off your seat for some reason, you can do it without growing the said cockpit into the size of a mess hall. Keeping the room as tight as possible you gain lots of benefits (mass, integrity, etc.). In example, here:
Couldn't they expand that cockpit and allow some more space for the pilots to move themselves? Ofcourse they could but why they should?
About moving in zero gravity, well, when your way of travel involves grabbing something and pulling yourself in zero g, size of your corridor doesnt matter. You could even slide yourself through a tube which you can't go through in g through your constant vector. It's possibly even easier to find something to grab and stabilise yourself when you're in a tight place instead of floating around in a big hall.
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with a massive blind spot for a full hemisphere below you. At least with the glass shed on the front idea you can see everywhere your weapons can point plus more, and the visibility is where your head points naturally. "
You imply that I wish to use a tight windowed cockpit like the airlines above. I did not. My point is, there is a lot of useless space in cockpits for no reason. If the design we had kept as little empty space as possible, the same cockpit and same fov would stay but with the benefit of smaller frames of glass. Which actually looks like that from 1st person view but on the outside camera view, things get awkward on most ships. TLDR; No need for space next and front of the seat that can allow you to dance, you can pull the glass that much closer to the chair to have the same field of view but can reduce the size of the required glass to achieve the same fov