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 Post subject: Thargoid Controller Woes
PostPosted: Thu Nov 23, 2017 3:30 pm 
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Dangerous
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Joined: Thu Mar 30, 2017 9:57 pm
Posts: 125
I am finding that Thargoid Controllers are the bane of oolite. No matter how close I fly to them and how many times I fly off and return I just cannot hit them (if I do it's by sheer luck).
I appreciate that they are meant to be difficult - hence why they are so small but it seems that you have to aim way off target in order to stand any chance of hitting them.
Is there anyway that this can be rectified so that collision detection between lasers and the thargoid controller is accurate? Or can Thargoid controllers be removed from the game?
Has anyone else experienced the same impossible conundrum (or am I alone?). And if so what did you do to compensate / rectify?
At present I am adopting a strategy of injecting away once I realise a controller is there (otherwise frustration levels go critical).

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PostPosted: Thu Nov 23, 2017 4:14 pm 
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Sharp Shooter Spam Assassin
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Location: Corke's Drift
Quote:
Or can Thargoid controllers be removed from the game?
This is an OXP thing - is it TCAT?

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PostPosted: Thu Nov 23, 2017 8:06 pm 
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Quote:
Quote:
Or can Thargoid controllers be removed from the game?
This is an OXP thing - is it TCAT?
I do have To Catch A Thargoid installed but I have no idea whether this oxp is responsible to Thargoid Controllers.
I will try removing it as I am in Galaxy 2 (TCAT takes place in Galaxy 3) and I haven't fulfilled the requisite missions anyhow.

Thanks for the tip Cody - I'll report back whether this has removed the controllers.

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O.C.T.D (Oolite Crash Test Dummy) Hmm Hmm Hmm Hmm......


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PostPosted: Thu Nov 23, 2017 10:30 pm 
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---- E L I T E ----
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Joined: Mon May 20, 2013 9:53 pm
Posts: 2481
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Thargoid Controllers are in TCAT with extreme tiny size: 2x2x2m. I think this is a bug because they are equipped with thargoid lasers and use custom 38m wide escorts.

For a fix you can create a shipdata-overrides.plist file in AddOns/TCATfix.oxp/Config folder with the next content:
Code:
{
  "TCAT_controller0" = {
    "model_scale_factor" = 50.0;
  };
}

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PostPosted: Sun Dec 10, 2017 3:24 am 
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Joined: Sat Sep 12, 2009 11:58 pm
Posts: 1021
Location: Essex (mainly industrial and occasionally anarchic)
I've found that to hit them you need to, er, yes, miss them slightly. I also find that there are too many; one of the more minor things that my ExtraThargoids OXP does (and despite its name) is to reduce the number of them.

The way to destroy them, I find, is to try hard to get them pretty much right in front of you and then, if you have decent shield, ram them with injectors. Then they splat.

I might incorporate Norby's visibility tweak into my OXP (if that's alright Norby).

The developer of TCAT, the wonderous user 'Thargoid' (a.k.a. The Green One) is, so far as I know, retired (or trying to be).


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PostPosted: Sun Dec 10, 2017 4:02 pm 
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Joined: Mon May 20, 2013 9:53 pm
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Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
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I might incorporate Norby's visibility tweak into my OXP (if that's alright Norby).
Of course.

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PostPosted: Sun Dec 10, 2017 9:16 pm 
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Joined: Wed Dec 04, 2013 12:34 pm
Posts: 1067
Location: London, UK
They sound a bit like Swarm, which are a bit of a pain to zap but you can usually get rid of them by ramming etc.


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