Need some help getting rid of a docked ai ship in my tm

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m0rl0ck
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Need some help getting rid of a docked ai ship in my tm

Post by m0rl0ck » Sun, 22. May 16, 21:12

Any way to get this thing to vanish?
To get the teladianium to the argon sector i want to jump my tm to legends home to pick up another zephyrus but one of the docking bays in the zephyrus i now own has been coopted by an ai ship. So i would have to leave a fighter behind since that fighter has no jumpdrive.
This has happened before and its quite a pain in the butt.
If there is no way to remove it, is there a way i can just break the terran plot? Every time this happens its pretty much a show stopper. When i do manage to get rid of this pest, what are the consequences of just blowing it away?

EDIT: Ok nvm i managed to get all the fighters out to follow me. But still is there a way to break the terran plot and what are the consequences? These terrans dont seem to have very good boundaries :)
Last edited by m0rl0ck on Sun, 22. May 16, 21:24, edited 1 time in total.

Sirrobert
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Post by Sirrobert » Sun, 22. May 16, 21:24

Since you mentioned the Terran plot: Is this fighter one of the NPCs that come along with you on the plot?
If so, he's set to follow you. Since you have an open docking port, that means he docks. He should leave when you arive at your next destination (or when you get in a fight, he'll undock to fight)

You should be able to do the Terran plot just fine with 1 fighter down, so just pick it up when you're done
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Triaxx2
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Post by Triaxx2 » Sun, 22. May 16, 21:51

Carrier Command software has a launch all fighters command that should cause him to launch. You'll have to be quick in getting the other fighters back on board, but that should do it. Though I think if you're in another ship and give the order, he'll launch and then start following your other ship instead of landing back on the TM.
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Triaxx2
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Post by Triaxx2 » Sun, 22. May 16, 21:55

Carrier Command software has a launch all fighters command that should cause him to launch. You'll have to be quick in getting the other fighters back on board, but that should do it. Though I think if you're in another ship and give the order, he'll launch and then start following your other ship instead of landing back on the TM.
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Timsup2nothin
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Post by Timsup2nothin » Sun, 22. May 16, 22:39

I think, though I never got around to trying it, that if you change ships while you are doing the plot and he is still following you (before the ship becomes abandoned) that it will undock and follow whatever ship you are in. So if you have a fighter of your own on the TM you could try just taking off in that and see if they come along too.
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m0rl0ck
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Post by m0rl0ck » Mon, 23. May 16, 00:21

Yeah its one of the terran npc's, I dont really want to leave one of my mamba variants behind, they are expensive and i seem to be running into alot of Q's and pirate Centaurs lately :)

Sirrobert
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Post by Sirrobert » Mon, 23. May 16, 00:35

When leaving a ship for later pickup, just dock it to a friendly station
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m0rl0ck
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Post by m0rl0ck » Mon, 23. May 16, 01:40

Triaxx2 wrote:Carrier Command software has a launch all fighters command that should cause him to launch. You'll have to be quick in getting the other fighters back on board, but that should do it. Though I think if you're in another ship and give the order, he'll launch and then start following your other ship instead of landing back on the TM.
You know thats a good thought, i do have it installed, i didnt think of that thanks :)

ancienthighway
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Post by ancienthighway » Mon, 23. May 16, 02:09

Jump into one of your ships on the TM, launch, NPCs follow you. Dock your TM based ships at you leisure, then dock the one you are on. No space for the Terran ships to dock, so they will escort you in space.

RAVEN.myst
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Post by RAVEN.myst » Mon, 23. May 16, 16:59

I remember the first time I played this part of the TC main plot using a TM (probably 2nd or 3rd time 'round), and going spare about these damn squatters :D I kept wishing I could impound them...
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