Not sure if I can follow your statement as long as you don't mention a reference point. When parallaxing, you start (more or less) in the middle of a system where it's unknown at first if the bodies you are looking for are behind, front, left or right of your ship (the reference point). For some bodies you will have to move a considerable distance to see the effect that you get from parallaxing. While in the FSS the only ship movement that is required is when your object is hidden by another object (usually the main star). Other than that is the whole system projected and unrolled to a single 2D map.
Or in other words, while you can target a body in the FSS you'll see that target then in SC as well but in most cases you will have to turn your ship into this direction. In the FSS itself the terms up, down, front or left are meaningless. Not so in SC.
Not sure if my words make any sense to you, as that even wouldn't be quite easy to describe in German.
When it comes to zooming, I often stay on a sub-level and move my pointer from there. As an example, all moons from a gas giant where you often get a whole bunch on the same level and so close to each other that zooming out wouldn't make much sense. Follow the arrows instead. In short: It's not always like moving on the top level, pick one single object, then move out and move on. So the way I'm using the FSS I'm effectively moving the pointer in lower levels as well. I have no idea about the situation in VR and if it's basically the same or not.
Isn’t your ship the reference point for both views?
It’s the same spherical space around the ship just with different renderings.
In the FSS case, the ship disappears but you are effectively in the same location as it.
If you fly somewhere in SC and then open the FSS, you current location is the viewpoint from where your ship now is.
The controls are different, but panning left is effectively the same as yawing left in terms of the view.
I get that you’d stay want to zoomed to resolve a planetary system and its moons.
The suggestion is that the zoomed camera effectively stays pointing towards the zoomed area even if your ship is still moving - basically it becomes a tracking camera that maintains its direction, allowing you to do the panning at that level without the parallax motion being amplified.
Kind of hard to describe but it would certainly not be disorienting at a distance.
Closer up might be more interesting but that’s where still having ship control to slow down would help us out.
I definitely think it’s doable, our drone camera implementations in VBS do similar things.
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