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Minor but cool: Doors can activate scene changes


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Ok this doesn't really 'add' anything to the game, well except for the heavy roleplayers, but from my own Unity knowledge it seems like it might be low cost to add.

Basically it's this, right now the doors on the administration building, the scene building, the VAB, etc are all just functionless textures so when you walk up to them it kind of breaks the immersion. Of course the hatches on capsules are just textures but they also have a proximity function so that kerbals on EVA can click the F key to trigger the load-kerbal-into-pod code which removes the kerbal object from the scene and adds the kerbal stats entry to the pod. What I'm suggesting is adding a similar proximity/collision box outside the doors of each building for EVA'd kerbals to interact with.

When a kerbal walks up to the VAB door a prompt appears [F]: Enter. As long as the kerbal is in a stable 'landed' position it executes a scene change to the VAB (or whatever building the kerbal is entering), the same as if the player had pressed ESC, clicked Exit to Space Center and then clicked on the VAB/building. A second change would be to remember if the player reached that scene using a kerbal, basically storing a global vessel ID to indicate the player entered the scene from a 'vessel' or null if they came from the space center. If the player uses the exit function at the top right the game will load up the space scene focused on that vessel (kerbal) instead of going back to the space center scene, closing the loop and making it appear seamless.

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What would happen to the kerbal that enters the building?

I'd imagine the kerbal would just go back into the roster list ready to get on the next flight out of the VAB/SPH.... Sounds do-able for sure and likely not that hard...

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