Okay, I did your steps.
I understand what you’re describing.
You’re not talking about the images of the layers in the background being blurred as your initial post lead to indicate.
You’re talking about the actual ZOOM LEVEL not being left at MAX SETTING when you click on a FRIGATE Class Ship in a Hanger Slot…
I replicated. Yep. On an occurrence with a Frigate, the ZOOM LEVEL gets reset to about 2/3 view instead of full zoom out and you have to zoom out some more to get the entire ship into the frame again.
Ill go out on a Development limb here and try and explain the reasons this could be so (if its not actually a bug). I don’t believe it is one. Here’s why.
There are times in Applications that everything works just fine (all other ships fit on the triangle dock) and then logic has to be accounted for something that doesn’t fit the norm. By this, I mean that all the other ship sizes are “normal” and fit on the dock so the bulk of the code is written to process all of those using the same lines of logic, and just standard variables are shared that say to the logic the size and min and max of zoom permitted.
Now, How to account for “exceptions” to the norm, such as Frigates, their size is massave. They even overhang the sides of the hanger triangle and if you look under them, there is an outcrop that juts upwards from the dock and pokes into the ship hull when a Frigate is docked, due to the massive size. It doesn’t do that on the other ships. Its like a retaining bar or something for the dock. Its just a visual thing due to size. but because of the Frigate Size, the exception is made to poke the dock into the massive ship. (its at the read if you really want to know what I refer to. On normal ships it doesn’t even touch the hull)
In logic, exceptions are made at times also. One codes logic for the Norm, and then works in the exceptions. So I would assume that what is happening with the ZOOM LEVEL when you bounce from Pad to Pad normally, and onto a Frigate is this — (Pseudo code example only. I don’t have access to actual source code of the game.)
Normal Zoom Level set to 50% in the slots.
You slot normal ships and a single a non frigate and zoom out
Zoom Level now 100% on the slots.
You click on the Frigate
Zoom Level is still 100% but the ship is an exceptional massive image
You zoom out more, and the logic sees that zoom level is an exception ship and allowed to be increased by 10% for frigates to permit the cam to move back the 10% more.
It would not allow it for the norms.
You click another slot with a norm ship.
Zoom Level is reset to 100% again since the normal logic sees the 110% value as exceeding the max it then plugs in the max value of zoom.
Click the exception again and its already at 100% so it shows as is.
You then have to zoom out again to the 110% exception permitted.
That’s what I see in the Developer Mindset as I execute your steps to replicate. The result is you believe the cam is at 100% all the time when its really not. Its allowed to be overridden by exceptions then self corrects when back in the Norms…
In all Applications there are exceptions to the normal flow of things. A Software Designer does not implement the bulk of the logic for exceptions. It would be a waste of System Resources. What they do during initial Design Phases is gather all the common things and these become the Norm and the bulk of the logic is written to process them using shared resources. Then the Exceptions are identified and special logic has to be designed to handle them. The Coders then have an idea as to how to write the code. Whether it be one coding team doing Normals and one doing Exception, one pass by a single team doing the norms first then exception — or both at the same time (3rd type being very rare in development)
so what results is something along these lines in logic
(again its pseudo logic and not actual source and and syntax is being relaxed and in simplistic form for this discussion)
ZOOM = SAVED_ZOOM ---- use the Users previous cam position saved
DO WHILE MAX_ZOOM *LT 100% AND *GT 1 ---- Dont allow zooms less or greater then cam can show while user is adjusting cam
IF ZOOMING, ADD 1 TO ZOOM ---- User is zooming out, move the cam and track where it is
IF ZOOM *GT 100% THEN ZOOM = 100% ---- If User is try to move farther then max, cam sits at max distance
IF SHIP_CLASS = “Frigate” ADD 1 TO ZOOM ---- If the ship is massive, allow farther movement past normal max distance
IF ZOOM *GT 110% THEN ZOOM = 110% ---- If User is just stupid and still zooming, cap the users cam even for this.
END DO ---- cam movement ends
SAVED_ZOOM = ZOOM ---- save the user last cam position
In that simple example, the bulk of all normal ships would only be able to zoom out to 100% Max Zoom, but if the ship is a Frigate (exceptionally large ship) the logic will allow the camera to zoom out 10% more so the ship stays in full cam since only this class of ship is the exception and it zooms out to the 100% limit as Normal ships do then allowed to move the cam out a bit further due to exceptional size. Coding for all ships to do this would result in the cam moving so far back that tiny ships would be dots on the hanger and posts being made that the cam moves out too far for ships. (Norms now exceptions and Exceptions the norm)
So with all that in mind, I don’t see what you say is being a “bug” per say. I say you’ve located a bit of internal logic and focusing attention on it that deals with an exception that must be made for Frigate class ships on the Hanger Pads and thinking they are normal and everything exceptional must always work as all others do.
What will occur when even larger ships are allowed (the Cruiser class) that cant even fit in a hanger? Larger hangers that dwarf normal ships? No. That would be poor design and resource usage again. I would guess we see some more “exception Logic” designed to permit them to dock external of a pre existing “normal” Station. Since they are not normal and not frigates. Or maybe a new class of external dock. One sort of gets the idea of the external dock anyway from visiting other sectors and seeing massive frames floating in space. A good example of the frame type dock I’m referring to is sitting in space at Mendes Dock sector out by the burning transport spewing fuel. (a 180 from the dock port door) Its a framework without a hull shell. So its conceivable to me to have existing objects in place already to support massive external docks for exceptionally large ships like a cruiser class. Would doing so make it a bug for Hanger Logic (the Norm)? No. An Exception.