Walk through air tight docking connector

Deon Beauchamp shared this feedback 14 hours ago
Not Enough Votes

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.

Replies (2)

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'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

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The spacesuit is required equipment and is included in the price of the ticket.

In a crazy universe where pirates exist and space battles are the order of the day, it is mandatory to always wear at least a basic protective spacesuit. Otherwise, you’re a “suicide candidate", a disposable asset with no right to life insurance.

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My company and the space pirates have come to an arrangement. They get to put on a little show, using some pyrotechnics(no live ammo) and I cut them in on the action. The tourists will love it! Their protection is guaranteed, well almost.

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And then will arise the pirates — the ones you didn't make a deal with.

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It's OK, there is good business in selling fake datapads and suspicious game cartridges to tourists. It is all covered, it is only a grid to grid airlock problem that is in the way. There may be opportunities in RAM smuggling too, space pirates will not turn down easy credits.

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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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