A bigger, better Harrier

Only applicable when you jump, so yes, but external gravity still affects the ship. One-way Faraday Cage. :P
This doesn't make sense. If some other ship is nearby when Ship A tries to jump, then Ship A needs to be 100 diameters (of the other ship) away for the Jump field to form without complications. If the other ship does NOT have artificial gravity then this is still true. If the other ship does have artificial gravity, it is exactly the same case. If the other ship has internal artificial gravity turned up to 6G, nothing changes. If the other ship is oriented such that the internal artificial gravity is oriented directly toward (or away from) Ship A, nothing changes. If the other ship has gaping holes in the hull, but is still running artificial gravity (which is, by definition NOT being stopped by the ship's hull) then nothing changes.

All of this has been swept under the same hand-wavium carpet; but it seems pretty obvious that 'artificial gravity' (and, by the extensions to the hand-wave applied in the current rules, 'Inertial Compensation', 'Contra-Gravity', and 'Maneuver Drives') are fundamentally different from 'real' / natural gravity. And then. of course, we have page 83 of the High Guard update peeing in the pool with:
GRAVITY WELL GENERATOR
This complex device creates an artificial although
temporary gravity well across a large area of space,
making the process of jumping extremely dangerous.
 
So there we have it, according to HG artificial gravity can affect jump drives, so why doesn't a ship's internal gravitics affect its own jump drive, or the jump drives of nearby ships considering the range gravity extends...
 
Then you've got these.

JUMPBREAKER MISSILE
These missiles create localised gravitational distortions when they detonate, making the delicate calculations required for an accurate jump much more difficult. A ship hit by a jumpbreaker missile suffers DM-8 to any Jump check (see the Traveller Core Rulebook, page 157) attempted in this combat round or the next.

And let's add some exotic tech, because why not?

GRAVITY WELL GENERATOR
This complex device creates an artificial although temporary gravity well across a large area of space, making the process of jumping extremely dangerous. It is typically used by navies and system patrol craft to trap pirates and other lawbreakers, stopping them from escaping to jumpspace before they can be boarded or destroyed. Enterprising pirates, however, sometimes use them to stop defenceless merchants from fleeing. A gravity well generator becomes available at TL16 and costs MCr120. It consumes 100 tons and requires 500 Power to function. It projects a gravity well across 300,000 kilometres with the same effect on jumping ships as being within the 100 diameter limit of a planet or star (see page 157 of the Traveller Core Rulebook).

At TL17, a more powerful gravity well generator with greater range becomes available. This version consumes 300 tons and 1,200 Power points. Its gravity well extends 1,200,000 kilometres and costs MCr360.
 
I thought the distinction was between "interior to the jump field (bubble)" and "exterior to the jump field "bubble". A ship either needs to be 100D away from an object or have the object within the jump field (for starting the jump, if the 'debris' does not stay sufficiently close (attached) to the hull eventually the increase in separation becomes its own issue.

A ships gravity is within the ship & jump field. The others are deliberately creating gravitational effects outside the field.

Edit: Grammer
 
This doesn't make sense. If some other ship is nearby when Ship A tries to jump, then Ship A needs to be 100 diameters (of the other ship) away for the Jump field to form without complications. If the other ship does NOT have artificial gravity then this is still true. If the other ship does have artificial gravity, it is exactly the same case. If the other ship has internal artificial gravity turned up to 6G, nothing changes. If the other ship is oriented such that the internal artificial gravity is oriented directly toward (or away from) Ship A, nothing changes. If the other ship has gaping holes in the hull, but is still running artificial gravity (which is, by definition NOT being stopped by the ship's hull) then nothing changes.

All of this has been swept under the same hand-wavium carpet; but it seems pretty obvious that 'artificial gravity' (and, by the extensions to the hand-wave applied in the current rules, 'Inertial Compensation', 'Contra-Gravity', and 'Maneuver Drives') are fundamentally different from 'real' / natural gravity. And then. of course, we have page 83 of the High Guard update peeing in the pool with:
You may have misunderstood what I said. I am in agreement with you. That is why I said the field only affects things originating inside of the ship, including the ship itself. (Also, it only has this effect, for the split second that the ship actually jumps) Gravity effects outside of the ship, like another nearby ship, have the normal effects on entering or exiting jumpspace.

Edit - As for gaping holes in the hull, I would think that that would damage to jump grid. Then those rules would apply.
 
You may have misunderstood what I said. I am in agreement with you. That is why I said the field only affects things originating inside of the ship, including the ship itself. (Also, it only has this effect, for the split second that the ship actually jumps) Gravity effects outside of the ship, like another nearby ship, have the normal effects on entering or exiting jumpspace.

Edit - As for gaping holes in the hull, I would think that that would damage to jump grid. Then those rules would apply.
Gaping holes in the hull of the nearby, non-Jumping ship. This means that the "Hull of a ship block / contain artificial Gravity" reasoning does not apply. Obviously damage to the Jumping ship might affect the Jump -- although the 'Jump Grid' does not seem to be a consistent thing in Mongoose 2e.
 
Gaping holes in the hull of the nearby, non-Jumping ship. This means that the "Hull of a ship block / contain artificial Gravity" reasoning does not apply. Obviously damage to the Jumping ship might affect the Jump -- although the 'Jump Grid' does not seem to be a consistent thing in Mongoose 2e.
Agreed. Consistency in jump mechanics is hard to find. As to gaping holes in the nearby, non-jumping ship and its artificial gravity escaping? Doesn't matter. It is not jumping, so what its artificial gravity does, does nothing. The jumping ship already has to be 100D away from the non-jumping ship anyhow or be affected by the non-jumping ships natural gravity.
 
You can say the same for electricity, or just about any technology of your choosing.
actually,we do know what causes electricity
Not true. We do know the cause. Energy, mass, pressure call it what you will bends spacetime. The equations explain it. it is a pop sci meme that we don't know what gravity is. We have equations to model it and equations to explain it and they have so far past every experiment.
that's an effect not a cause
What is artificial gravity in Traveller? it doesn't have the porperties of "real" gravity. How do we handwave an explanation for something that has never even been described in any detail. It is magitech, as are damper technology and jump drive.
now your being disingenuous, by your definition all sci-fi is magitech, you're voiding even the concept of sci-fi and ignoring all the cases of old sci-fi that is now common use i.e. nuclear power, manned missions to the moon etc. calling it magitech implies that its outside the realms of possibility which gravity control is not.
 
actually,we do know what causes electricity
I'd love to hear your explanation...
that's an effect not a cause
No, it is a cause. Energy bends spacetime, the equations are very well understood and have stood the test of experiment. Don't let pop sci memes distract from real science.
now your being disingenuous, by your definition all sci-fi is magitech,
Yes, all fictional science that we can not explain is magitech.
you're voiding even the concept of sci-fi and ignoring all the cases of old sci-fi that is now common use i.e. nuclear power, manned missions to the moon etc. calling it magitech implies that its outside the realms of possibility which gravity control is not.
No, I am calling technology that does not exist apart from in the imagination magitech. Extrapolation or even wild speculation is different to just inventing a crystal that allows FTL travel.

When was atomic power first mentioned in science fiction literature? Before or after atomic theory had been accepted? Before or after Einstein's 1905 paper? Did you know even up to the 1920s there were eminent scientists who still did not accept atomic theory?

A manned mission to the moon is not magitech, the liftwood or the cannon firing a crewed capsule is.
 
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When was atomic power first mentioned in science fiction literature? Before or after atomic theory had been accepted? Before or after Einstein's 1905 paper? Did you know even up to the 1920s there were eminent scientists who still did not accept atomic theory?
I so wanted to answer this, and then I remembered I'd read it again a few years ago and that my memory had been corrupted by Kirk Douglas and Disney.
 
I think what's overlooked is, not that you can't jump within gravitational influence.

It's that you're likely going to regret doing so.

Under that theory, misjumping due to the starship's hull and other gravitational interference there from, would be baked in.
 
Magic artificial ship's gravity does not curve space time.
It doesn't make a gravity well, it makes a pit in it.
The walls (and bottom) of the pit do not extend far enough to reach the jump bubble.
Thus the magic gravity does not affect the magical extradimensional express lane.
 
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