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https://forum.kerbalspaceprogram.com/index.php?/topic/149233-112x-konstruction-weldable-ports-servos-cranes-and-magnets/
Side note for docking. If you intend to dock to it often then make sure to set the priority high in the vehicle naming. There is a rare case of docking ports getting confused and losing their identity. Setting their priority first should avoid that issue.
In short, yes. Docking ports with open nodes constantly check for the presence of another docking port with an open node. With a few ports it's not a big deal but the more you have the more checks are made and eventually they will impact your ability to run the game in real time.
This has been tested a few times over the years and I thought at one point someone made a mod to help mitigate it...ah here it is...
https://github.com/shadowmage45/DockingPortToggle
Edit to note: I can't recall if Squad addressed this with some of the docking port changes toward the end of the games development.
As far as I recall, yes.
Kinda but the other factor for performance is part count. So Blocking the port with another part is likely less intensive overall but it is adding to the part count which in turn leads to performance loss. I can't recall if you can just cap it with a part or if it has to be a docking port either.
Hard to say as this is going to vary from user to user based on their computer and the resources available. I think it will also work in conjunction with part count, that is, 50 open docking ports will have a different impact on their own as opposed to being on a craft with 500 parts.
You should make ships and play the game how you want. The original question was "Is there a reason to limit how many docking ports are on my space station?" The answer to that is yes, eventually you will run in to performance issues. Those issues are only really present when you are within the "physics bubble" of that craft or various craft that have open docking ports and the point at which it becomes a real problem is variable
That doesn't mean you should completely stop doing what you have been doing, particularly if you are only leaving a handful of ports "open".
Best thing to do is test things in a new sandbox save and get a feel for how many parts in a bubble you can cope with and how open docking ports affects that on your system.
Edit for caveat: A clean sandbox save will perform better than a long term career save with many craft / objects scattered around the system and should also be factored in.
that being said, what this means for you is any chance you have to minimize part count and build complexity is a potential performance save. Basically every space station you make will eventually start to run at 15FPS once you tack enough modules on.
Aside from performance losses associated with more parts / open docking ports, welded together parts are simply stronger connections. Don't be afraid to make a craft with multiple launches though, the game can handle a few thousand parts in my case without losing any frames.