This is a two part question but both cover the same subject and pages.
TacOps pg 334,335
Q 1.
Does the repair bay allow for two dropships or just one to jump with the unit (per repair bay)?
The constructions rules as well as the games rules imply imply one or the other
Each repair facility mounted
on a unit reduces its maximum number of DropShip docking collars by the facility’s tonnage capacity, divided by 50,000 (rounded up to the nearest whole). For
example, a WarShip that mounts a repair facility with a maximum capacity of 280,000 tons would sacrifice 6 potential docking collars to do so (280,000 tons capacity
÷ 50,000 = 5.6, rounded up to 6). These docking collars are effectively integrated into the repair frame, reflecting access gantries that service crews use during
repair operations.
and
JumpShips or WarShips with repair facilities may jump while the facilities contain non-jump capable vessels, however, as these
systems incorporate K-F drive booms.
The construction rules imply that it acts as a collar for each possible collar lost while the game rules imply that whatever it can fit
Standard Naval Repair Facilities may accommodate up to 1 JumpShip, Space Station or WarShip; 2 DropShips... that doesn't have a K-F Drive will work.
I ask this because I am designing a small salvage ship based on the merchant hull. Repair capacity is only 25k tons so it still has room for one docking collar and a repair bay that can handle most dropships. A tug would be using the outer docking point.
Q 2,
This leads me to another question. Can said facilities transport a Jumpship or Warship that has had a destroyed K-F drive removed? I would think yes, but best to make sure.
A much much larger jumpship hull would work for this (Star Lord or Monolith perhaps).