Walk through air tight docking connector
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It is 2026, this is SE2, a walk through air tight docking connector should be no biggy.
This has been done in several mods in SE1.
Walking from a vessel into a base or station from one air tight space to another should be the norm.
I know air tightness is not yet implemented, but air tightness between two grids needs to be included in the plan.
I like this feedback
'Space suits are expensive, providing a space suit to every tourist will ruin my business plans. Viable space tourism will need a good airlock system for disembarking to the various destination resorts across the system. Think of the cleaning costs alone on shared space suits, let alone the thought of who used yours before you. I suppose I will have to have a few stowed away on board for emergencies. Walk through air tight docking connectors are not a choice they are a necessity.'
Ding Dank - Head of Almagest Leisure Travel
'Space suits are expensive, providing a space suit to every tourist will ruin my business plans. Viable space tourism will need a good airlock system for disembarking to the various destination resorts across the system. Think of the cleaning costs alone on shared space suits, let alone the thought of who used yours before you. I suppose I will have to have a few stowed away on board for emergencies. Walk through air tight docking connectors are not a choice they are a necessity.'
Ding Dank - Head of Almagest Leisure Travel
Creating an “airtight” connection can actually be very simple (from a game mechanics perspective).
I don’t have a clear idea of how the game engine evaluates a “this is an airtight space” situation.
But it shouldn’t be a technical problem to create an invisible, collision-free object labeled “this is an airtight space,” which would “protrude” from a door block or connector block in the shape of a cube or hemisphere. When the grids are connected, the “this is an airtight space” objects would overlap and form a continuous airtight space.
Creating an “airtight” connection can actually be very simple (from a game mechanics perspective).
I don’t have a clear idea of how the game engine evaluates a “this is an airtight space” situation.
But it shouldn’t be a technical problem to create an invisible, collision-free object labeled “this is an airtight space,” which would “protrude” from a door block or connector block in the shape of a cube or hemisphere. When the grids are connected, the “this is an airtight space” objects would overlap and form a continuous airtight space.
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