Thanks for this answer, this has bugged me since the moment I saw it. So it is loaded on request, but the location is still inside the ship. Makes sense (and would have been my 2nd guess, but wasn't sure). I'm relieved.CBJ wrote:No, the interiors don't exist when you're not in them, because it would be ridiculous keeping all that geometry in memory when you don't need it, but when you enter them you are not entering a "new level" and it's not "outside the ship". When an interior exists it exists in the same "space" as the rest of the game, and it is located inside the object it's an interior for.
Someone asked earlier whether it is possible to "look out of the window" from a station interior, which is essentially the same question. Well, the answer is yes, you can, assuming that is that there's a window to look out of!
Though at first I was not convinced that this is the best solution (in my amateur believe): my thought process was that the cockpit has much more detail and geometry than the back, it even looks like the front cabin has about 90% more complexity than the back, therefore the 10% geometry of the back wouldn't impact so much on the performance.
With this in mind I thought it might not need so much additional memory to make the full ship walkable without section-loading. I mean for now we only have 2 small empty rooms in the back. If the interiors were more complex I would understand it a little bit better.
But enough from my side, I understand now, and if you ever makes a larger ship then the section-loading is definitely reasonable. In fact it makes the game scalable, which is great.