Is it possible to misjump in game?

I've been reading some of the Elite Dangerous books and a lot of them talk about and have miss-jumps happen in them. So it got me wondering and even trying somethings in the game. Is it actually possible to miss-jump in the game? I don't need to know how but don't want to keep trying different things if its not even possible. So far I tried the things that were listed in the books that could cause miss-jumps like turning as it engages as well turning it off right before you jump, both hitting the button again as well as turning it off in the modules window. If you want to know what happens lets just say an Anaconda can start spinning in a very fast flat spin much like the fighters spins that were recently posted.
 
You could misjump in the original game which would drop you into witchspace.

Jaques misjumped which dropped him where he is now...players (as yet) have not misjumped.

-- Pete.
 
Back when the game was still being developed they were thinking of including this, but they've chosen not to implement them at this stage. Your FSD is 100% effective. Or rather, it's binary: if it works, it will jump you to where you want to go, and nowhere else. If it fails (ie if it's damaged), then it won't jump at all.

A common cause of "mis-jumps" in the original Elite was a Thargoid interdiction. People are suspecting that such "mis-jumps" could become a reality once the aliens arrive in force.
 
Jaques misjumped which dropped him where he is now...

To be clear on a technical level, Jaques did not misjump.

Jacques landed in either a) exactly the system that Frontier intended or b) Frontier made the destination system random.

The "Jacques misjumped" is simply some fictional text that was written for Galnet. There was no actual misjump.
 
You could misjump in the original game which would drop you into witchspace.

Jaques misjumped which dropped him where he is now...players (as yet) have not misjumped.

-- Pete.

Imagine being pulled out in the void of interstellar space. Cold, dark and hunted
 
Misjumps DO happen to some players!

What happens is this: You enter hyperspace, and then your expected 10 second hyperspace flight lasts for 45 seconds.
After that, you are greeted with a screen that says: Transaction server error".

Hasn't happened to me with any frequency since 1.3, I think the aliens are in a tactical retreat.
 
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There was a long discussion with the Devs through all the Beta stages and even Gamma about misjumps, would it be possible if you neglected maintenance on your FSD, would it be possible if your FSD sustained heavy combat damage?

In the end it was shelved onto the "too hard, not now" shelf.
 
In the lore, as I understand it, prior to the Elite Dangerous timeline, the way of travelling between systems was through a medium known as "Witchspace". Jumps through this medium were fraught with potential danger such as misjumps (you could end up anywhere, even too far from the nearest system for your jump drive), or encountering less-than-friendly alien ships. By the time ED comes around, we've invented a new form of fast travel which takes you through hyperspace rather than witchspace. This is much safer and there are no misjumps or aliens.

Larger vessels such as capital ships (and possibly Jaques) still travel through Witchspace as the amount of energy required to get them into hyperspace is too large. This is why capital ships emerge with the cool lightning effect (previously seen in FE2).

The DDF talked about hyperspace being a more involved concept, where plotting an uncharted course would still be dangerous and might drop you out into a dark system where there are planetoids but no stars. It's a shame that this never happened but we are where we are.
 

Jenner

I wish I was English like my hero Tj.
This would be a really fun addition to the game, should it ever make an appearance.
 
only thing I've experienced is a mis-dropout. ex, dropping into a signal source and ending up at a station. source is usually around 2mm away from the station drop point!
 
Is 'Misjump' Elite slang for a permanent ban and account deletion?

"Oh. CMDR HatorzAll? Game over, man Game over. He mis-jumped."
"Oh. It happens to the worst of us."
 
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You could force a mis-jump in Elite 2: Frontier. It was a tactical decision if you ever had to flee from a ship that also had a hyperspace cloud analyzer (predecessor of wake scanner in ED). What would happen was that the scanner would only tell the name of your intended target destination, but you yourself would never arrive there. Of course, the risk in mis-jump was that you could arrive literally anywhere and you might not have had enough fuel to get back to the civilization. Mis-jumps also occurred sometimes from neglected hyperdrive maintenance. Then, in a worst case scenario, you might not only end up in the middle of nowhere, but also your hyperdrive and interplanetary drive would be reduced into a pile of junk, leaving you with absolutely no capability to maneuver at all.
 
I like the idea of a forced/instant miss jump as a last ditch attempt to escape an attack.

It would push you into an adjoining system, but fry your FSD at the same time. This would give you a chance to either SC to an outpost (if there is one in the system), or land and gather resources to repair your FSD yourself. If you end up in a system with no ability to do that then you are still scuppered, but at least you had the chance to avoid the insurance costs.
 
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Mis-jumps in the original game were a big deal because early in the game you got used to making 6.8ly jumps (7.0Ly fuel tank) and scooping from every sun. Then you get a mis-jump & whether you survived the Thargoids or not was immaterial, you had no fuel to complete the jump & had to use your escape pod (or reload last save). It made you think about every jump.

Get a mis-jump in ED? Oh dear, that jump used a bit more fuel than expected but never mind, just carry on...
 
I would love to see Mis-jumps implemented as a factor of FSD module damage.
Each % of damage is a % higher chance that you'll come out of a Frame Shift jump somewhere other than where you'd intended.
This would make damage have a much more realistic effect and make maintaining ship modules all the more important.

Likewise, similar malfunctions should happen with other ship system modules - damaged life support might count down faster, damaged thusters might pull +/- X, Y or Z. We already see damaged weapons misfire, so there's no reason not to continue to expand on this to other systems as well.
 
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