How to Cancel a Carrier Jump?

Just bought my Carrier and accidentally plotted it to jump to the system it was placed in by the shipyard.

OK it will only use 5T Tritium and 100kCr, but I'd like to know anyway: How do I cancel a jump for a Carrier once the countdown has begun?
 
Congrats on the carrier :) there is a way - iirc, you have to go back to the carrier navigation screen, and there's an option on one of the menus there somewhere.
 
Yes it's in navigation but you do have a limited time to do it, the option to cancel expires before the carrier locks down.
 
I hate to necro an old thread, but this one never really answered the original question. I'm hoping replies to my reply will rectify that for future searches.

I finally got my Fleet carrier last weekend. I stayed away from the navigation portion of carrier management until I had everything setup and transferred first. My initial intention upon visiting the navigation portion (last night) was to find systems to scout before committing to a carrier jump. I wound up unintentionally starting a jump sequence to a system I'd never visited before. I tried to find a way to cancel the jump, but found nothing before the 5 minute window closed. All I could do was watch the show, and hope.

I wound up in a system that fit my current needs (thanks Inara!). It still bugs me that I wasn't able to find the cancel option within 5 minutes of initiating the jump. That could potentially be a big problem out in the black.

TLDR: Does anyone happen to have specific instructions on how to cancel a Carrier jump? "One of the menus somewhere" doesn't really help.
 
  • Like (+1)
Reactions: car
Plan another.. Anywhere. You get the jump cancelled message.
(I'm hoping someone else will reply with a better way...)

This / just mark any other star/system in galaxy map in FC mode:

1688054390160.png


(you have to wait for cooldown after that, before picking another system)
 
Thanks for the input. It looks as though I just follow the same steps as I did when jumping. I tried that screen, but didn't select a system (I was slightly in panic mode). I'll get familiarized with it on my next jump, now that I know where to look.
 
We write the year 3309 and are not able to simply make a button to cancel the jump :sneaky:

It's a bit annoying (imo), same as handling carrier jumps in common (full systems, routing, and so on)
 
My pet peeve is that you cannot see the carrier jump route you just planned when you open the galmap, but you can see a ship route from the carrier admin galmap.

The galaxy in ED/O is immense, extremely complex and it's growing as we discover and record systems (the known part is growing). I don't want to dumb it down to silly Starfield levels, and I get it that the galmap has to reside with the rest of the game folders and it gets the ratio of attention it can get. If it's working don't fix it, etc. There just seems like a lot of incomplete items with carriers and the galmap. We aren't flying the carrier, we are just telling it where to go. In that regard it makes sense that we cannot chain waypoints together. However we should have a fueling/engineering department module that we can buy and they can refill the tank between jumps or when we decide to refill it, we just go to them and say refill, like depositing or withdrawing credits.

Obviously the carrier was never intended to be an instrument of long range travel. Well guess what, now it is. The carrier could travel 1K LY per jump and it would not change the game play one iota. It would in fact probably reduce the load on the servers needing to place and move carriers. From that maybe the jump time would be reduced. Yeah I get it, smaller galaxy etc, but whether it's 50 jumps to Colonia (16.8 hours at 20m a jump) or 25 jumps, if someone is going to put in a full day doing nothing but keeping track of the carrier and putting in the next waypoint, they are going to do it ether way.
 
Back
Top Bottom