I hear ya. The technique isn't really usable.
Yeh, firing off two triggers at once tends to cause that kind of flickering. Not a problem for traps, but really annoying with doors.
Looking at your setup, you'd optimally want the doors to be closed all the time, but open when you're approaching them from either above or below? ("Closed" in the sense of covering the chute, electrically irrelevant)
Going to be tough flying that upwards..
The setup I described above could technically work, but you'd basically have to use 4 cameras for any hopes of convenience. (I also messed up the wiring order writing from memory; the "off-cams" need to come before the "keepers")
So .. Power -> CamA1 -> CamA2 -> CamB1 -> CamB2 -> Door
CamBs: instant, always on. They will power the door when they see you and remain in that state unless you trigger a CamA.
CamAs: instant, triggered; they will flick the door "open" when you're seen by them, but importantly they will cause CamB's to reset when you leave their vision.
CamA:s are there to "open" the door for you as you approach it. The triggering happens when you LEAVE their vision, so you'll have to place them such that they see you on approach, but not AT the doorway. Should be fine for the incoming one, just point it at the sky "far enough".. the inside one might be a bit trickier to fit in, with the constraints of the base.
CamB:s are there to close the door; as you leave the base, one of these should be last thing to see you. The other should be somewhere in the parking area to seal it after you, but it can't overlap with the inside CamA ...
I don't know how well the setup holds with chunk unloading; it might, but also might not

Good news is, that at worst the CamB:s lose their triggered state, which merely opens the door - as you use the CamA on approach, the door should always be openable, it just might not remain closed.
It's not all that complicated, but please do test with a light bulb setup before trying to make it work for a base.
