far-trader
SOC-14 10K
In my TU the artificial gravity and inertial compensators are tied directly to the maneuver drive field. It is a field effect based on the hull so everything inside the hull has an identical force acting on it, generally 1G "down" and cancel of all vectors generated by the maneuver drive. Loose the M drive you loose the field effects. Get hit (or hit something) and you feel it (vector change not compensted) proportionate to the impact. The "down" is decided upon design and can't be (easily) changed after the hull is laid. There is only one "down" within a hull. The strength of the AG is fixed and also not easily changed, and can only be changed for the whole ship. The change is also not fast, taking several seconds to go from one level of G to the next at the fastest (such as power or drive loss).
The same field is what is also commonly called the jump grid, which actually while important for maintaining the jump coccoon is primarily for the AG and IC effects. This is where your power is gettting used once you are actually in jump space. In jump space if your jump drive fails so does the AG and IC, though your main worry is that the jump space starts shrinking in on your hull, which will kill you quicker than the worry about being weightless.
The same field is what is also commonly called the jump grid, which actually while important for maintaining the jump coccoon is primarily for the AG and IC effects. This is where your power is gettting used once you are actually in jump space. In jump space if your jump drive fails so does the AG and IC, though your main worry is that the jump space starts shrinking in on your hull, which will kill you quicker than the worry about being weightless.