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Allow more than one airlock per command pod / crew cabin


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Feature Request Entry on KSP Bugtracker

I've noticed that at present, command pods and crewed cabins appears to be currently limited to one airlock each.

I would like to propose allowing any number of additional airlock locations to be specified per-pod in the part modelling / Unity configuration process - this would be useful for add-on authors such as myself who wish to make large crew cabins / habitats for space stations with multiple entry/exit locations.

To support this suggestion, the behaviour of the EVA button corresponding to each crew portrait might also need a bit of a tweak:

- Upon clicking on the EVA button, the game determines which pod / cabin the Kerbal is currently in, as well as how many airlocks are available within that pod/cabin

- Usually, the Kerbal should exit out of the first-defined airlock hatch

- If the first-defined or any other hatches are obstructed, the game should attempt to have the Kerbal exit out of the next available airlock

- If all hatches are obstructed, only then would the "Hatch Obstructed, Cannot Exit" exception be thrown.

EDIT: As Captain Sierra pointed out, airlocks can also be directly clicked on to initiate EVA; however, the latter half of my post describes exception handling if the user clicks on the portrait EVA button instead.

Edited by sumghai
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As it stands now, you can EVA kerbals also by clicking the airlock. perhaps EVAing that way would take out the kerbal at that specific airlock rather than the first available.

Correct - I often find it easier to click on the specific airlock I want and select a Kerbal to spawn.

The latter half of my initial post, however, was to describe how the game could handle cases where the user decides to click on the portrait EVA button instead.

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