Already doable with drop tanks.Are you kidding, the military would love that! Jumping in fleets of warships that are all m-drive and spinal mounts, no wasted space at all. Send in a tender to pick up the pieces later.
Great for ATU.
Already doable with drop tanks.
Mongoose rules are enclosed volume, so a Transformer who can create a cargo space would qualify, though I'd look at it as gym space for the next week.
I'd qualify that by saying the space would have to be sealed and reinforced either physically, or through use of gravitic/electromagnetic means.
so if the ship had a means of sealing off the space, gaskets and electromagnetic seals yeah... it could theoretically vary it's enclosed volume.Id assign the system some sort of tonnage to indicate the mechanisms and such...those folding panels would take up space when collapsed.
True, but using a jump gate or similar system, the extra tonnage of the jump drive and jump fuel could be allocated to more combat related features..internal bulkheads, reinforced hull, extra armor, back up systems, etc...
Shame about the jump net used by the jump tractor in S:9:devil:
All you need to do is build the cabling into the inflatable hull extension and you are good canonically. :CoW:
That works for me
I wonder just how small a package you can reduce the cabling/spars/bladder hull to?
There's another use for the bladder: when in realspace, inflate it and use it as a rec room.
I'd think the megacorps and military would use bladders heavily if they were a good idea, and since they don't (to my knowledge), I suspect this idea must be flawed in some way.
The biggest problem with bladders is simply structural. In that they don't have any. The typical use of fuel bladders is to turn empty cargo space in to useful fuel tank space. In that case you inherit the implicit structure of the ship, and the bladder is simply a membrane to seal it off.
A free standing bladder would have more issues.
Now, you can ensconce them in to, say, a wire mesh/netting, but even then you still have a big blob that's not going to want to accelerate/decelerate the way the rest of the ship does.
As a general rule, we don't spend any time on load balancing and partitioning in our ships, but that doesn't mean the problem just "goes away". Just imagine, say, riding a bicycle with a huge, filled, water balloon on it. Your Center of Gravity is going to be all over the map.
Finally, seems that the idea that a 50dTon plastic bag filled with air is all that is necessary to get around the "100dton Jump rule". Sounds munchkin to me.
TNE, as I recall, doesn't have this limitation. FF&S certainly doesn't.
Shame about the jump net used by the jump tractor in S:9:devil:
All you need to do is build the cabling into the inflatable hull extension and you are good canonically. :CoW:
use the Matrochka principle (Russian Dolls, one encased inside the other)
50 t cutter, 5 dt "Matrochka module", than expand into a 4.9 dT+ a 4.8 dT+ 4.7 dT + ... +... until you have 100 dT total. You do not even need "hard" hydraulic since releasing the holding catch will have the internal pressure expand it against the vacuum. Enter Matrochka with vac suit, release athm of the Matrochka to vacuum, haul the dolls back in, set holding catch, repressure it and exit.
Each "doll" purchased at pod's cost.
I'd say an independent system, to be used in an emergency, not in current operation as extendable cargo bay (cute but a different ball game ). Such extendable cargo compartments may be designed to allow easy storage of ship's boats.
Have fun
Selandia
I can see several ways of describing the method of expanding a hulls volume. and I'd imagine each manufacturer would have their own method..game mechanics wise it would only be a matter of determining cost, tonnage and any quirks or weaknesses a generic expansion module would have.