|
Post by RiftandRend on Feb 28, 2017 20:04:08 GMT
I don't understand what all these crew are doing in my spaceships. I understand that command crew are needed for tactical and strategic planning and a few technicians are needed to moderate the on board systems but other than that I don't think humans are necessary. I also don't understand why every individual weapon mount needs .7 crew to operate it. All a human should have to do is look at a systems display to ensure the gunnery computer is selecting the correct targets. I could see the following crew layout as being a suitable replacement to represent the huge level of automation expected in the future.
3 command crew/tactical officers on 8 hour shifts. Possibly more for command and control ships.
3 engineers/technicians per system type on 8 hour shifts. Potentially many more for drones.
3 engineers/technicians per life support system per crew module on 8 hour shifts.
|
|
|
Post by deltav on Feb 28, 2017 20:43:16 GMT
I don't understand what all these crew are doing in my spaceships. I understand that command crew are needed for tactical and strategic planning and a few technicians are needed to moderate the on board systems but other than that I don't think humans are necessary. I also don't understand why every individual weapon mount needs .7 crew to operate it. All a human should have to do is look at a systems display to ensure the gunnery computer is selecting the correct targets. I could see the following crew layout as being a suitable replacement to represent the huge level of automation expected in the future. 3 command crew/tactical officers on 8 hour shifts. Possibly more for command and control ships. 3 engineers/technicians per system type on 8 hour shifts. Potentially many more for drones. 3 engineers/technicians per life support system per crew module on 8 hour shifts. Take some time and break it down, it makes sense at least to me, check out the other thread. No sense talking about the same thing in two different places at the same time. childrenofadeadearth.boards.net/post/14903/thread
|
|
|
Post by teeth on Feb 28, 2017 20:53:05 GMT
Also, I imagine a lot of work on the ship would be done by remotely controlled robots instead of technicians. Especially the dangerous stuff like reactor work. For those, an engineer could probably do the remote work instead of a dedicated technician.
|
|
|
Post by deltav on Feb 28, 2017 23:10:30 GMT
Also, I imagine a lot of work on the ship would be done by remotely controlled robots instead of technicians. Especially the dangerous stuff like reactor work. For those, an engineer could probably do the remote work instead of a dedicated technician. Sure I bet the Nuclear techs use robots to help them, but you still need 3 Nuclear techs, 1 for each shift, and that's what we have in COADE.
|
|
|
Post by Easy on Feb 28, 2017 23:24:39 GMT
I've lived 12 hours shifts 7 days a week for more than a year. I'm not saying it is ideal, but I am saying I've lived it.
But even then a 3 crew gives one supervisor/senior and two shift workers.
|
|
|
Post by David367th on Feb 28, 2017 23:36:29 GMT
If no one's served on a submarine here I don't think we really can make a comment on how life exactly is.
|
|
|
Post by underwhelmed on Mar 1, 2017 4:42:18 GMT
I've lived 12 hours shifts 7 days a week for more than a year. I'm not saying it is ideal, but I am saying I've lived it. But even then a 3 crew gives one supervisor/senior and two shift workers. Yeah, but then you're one deep and out of luck if somebody gets sick or something.
|
|
|
Post by Easy on Mar 1, 2017 13:12:45 GMT
I've lived 12 hours shifts 7 days a week for more than a year. I'm not saying it is ideal, but I am saying I've lived it. But even then a 3 crew gives one supervisor/senior and two shift workers. Yeah, but then you're one deep and out of luck if somebody gets sick or something. on a spaceship you are in very close proximity such that if one person gets sick, the rest of the crew might get sick too. Also you're sealed in a can so there is no way for new diseases to get on board.
|
|
|
Post by deltav on Mar 1, 2017 22:55:23 GMT
Yeah, but then you're one deep and out of luck if somebody gets sick or something. on a spaceship you are in very close proximity such that if one person gets sick, the rest of the crew might get sick too. Also you're sealed in a can so there is no way for new diseases to get on board. Not sure about the idea that no one will become sick, nor the idea that if someone DOES get sick all will, are sensible in spaceships. Something in between is more likely, no? The general condition of space life is one of close quarters. So innoculations are standard space procedure. Therefore we can conclude that the doctor would be needed for mostly non communicable injuries and conditions that are peculiar to space flight such as bone and muscle wasting, space sickness, nausea and also general maladies like stomach bugs, headaches and the like. Lots of ways to get "sick" without it being spread to anyone else, but also it need not be a result of communicable infections.
|
|
|
Post by apophys on Mar 2, 2017 1:11:09 GMT
One often-overlooked source of illness is psychological. Being stuffed in cramped quarters for months on end can be taxing to a person's sanity. This is documented with submarine service.
A person can be out of commission due to, for example, suicide. So it's prudent to have a slightly oversized crew if the ship is valuable and/or mission critical.
|
|
|
Post by thorneel on Mar 2, 2017 12:58:30 GMT
Does crew size increase need to be by 3-people-shift at the time? Would it make sense to increase them by one at the time? With only one or two more people, you still only have one crew for some shifts, but depending on what work is increased, maybe it could be done in the two-crew-shifts instead.
|
|
|
Post by deltav on Mar 2, 2017 18:10:43 GMT
I don't understand what all these crew are doing in my spaceships. I understand that command crew are needed for tactical and strategic planning and a few technicians are needed to moderate the on board systems but other than that I don't think humans are necessary. I also don't understand why every individual weapon mount needs .7 crew to operate it. All a human should have to do is look at a systems display to ensure the gunnery computer is selecting the correct targets. I could see the following crew layout as being a suitable replacement to represent the huge level of automation expected in the future. 3 command crew/tactical officers on 8 hour shifts. Possibly more for command and control ships. 3 engineers/technicians per system type on 8 hour shifts. Potentially many more for drones. 3 engineers/technicians per life support system per crew module on 8 hour shifts. Do our weapons really need .7 each to "operate" or "moderate" the weapons?Here's a sample ship we were discussing. childrenofadeadearth.boards.net/post/14759It has 45 crew. But who is actually operating the weapons? Cutting out all the command and maintenance persons... 1 Fly-By-Wire Flak Missile Pilot Only 1 guy is actually operating the weapons. The rest related to weapons are maintenance techs of one kind or another.Sure one day in the future, robots and computers with AI can replace all the people, but COADE is based on current tech, extended in size and scope to the near future. So based on current tech that has been demonstrated, we would need all these people. If someone wants a Star Trek or Star Wars type soft scifi game, there is plenty of that out there. But I'm here because COADE rigidly sticks as close as possible to real tech and what it would be like.
|
|
|
Post by deltav on Mar 2, 2017 18:52:22 GMT
RiftandRend you wrote "All a human should have to do is look at a systems display to ensure the gunnery computer is selecting the correct targets." This assumes AI. There is no AI nor AI prototypes, and that's not what COADE is all about. Regular computers can shoot at everything that moves while excepting targets emitting a friendly IFF signal. So each target would have to be selected by a human with computer help unless we want the guns/lasers to shoot at anything and everything. I want to look at the two most complicated stock ships by far, the Gunship and the Fleet Carrier. On the Fleet Carrier removing all command and techs...1 Hellfire Fly-By-Wire Pilot (person/all Hellfires) 1 Stinger Fly-By-Wire Pilot (person/all Stingers) 2 11mm Autofire Railgun Gunners (person/2 guns) 4 11mm Scatter Railgun Gunners (person/2 guns) 2 3mm Sniper Coilgun Gunners. (person/ 2 guns) 10 people/90 operate weaponsOn the Gunship removing all command and techs...1 Flak Fly-By-Wire Pilot (person/all flak missiles) 2 11mm Autofire Railgun Gunners (person/2 guns) 2 34mm Heavy Coilgun Gunners (person/2 guns) 2 3mm Sniper Coilgun Gunners (person/2 guns) 2 11mm Scatter Railgun Gunners (person/2 guns) 1 Violet Laser Gunner (Commander for the other Laser gunners?) 4 Violet Laser Mount Gunners (person/2 Mounts) 14 people/75 operate weapons Isn't this pretty reasonable with anything less than AI?
|
|
|
Post by Enderminion on Mar 2, 2017 19:26:02 GMT
one person for a weapon array seems fine since you are not manually aiming or firing the guns/lasers
|
|
|
Post by RiftandRend on Mar 2, 2017 19:41:08 GMT
RiftandRend you wrote "All a human should have to do is look at a systems display to ensure the gunnery computer is selecting the correct targets." This assumes AI. There is no AI nor AI prototypes, and that's not what COADE is all about. Regular computers can shoot at everything that moves while excepting targets emitting a friendly IFF signal. So each target would have to be selected by a human with computer help unless we want the guns/lasers to shoot at anything and everything. I want to look at the two most complicated stock ships by far, the Gunship and the Fleet Carrier. On the Fleet Carrier removing all command and techs...1 Hellfire Fly-By-Wire Pilot (person/all Hellfires) 1 Stinger Fly-By-Wire Pilot (person/all Stingers) 2 11mm Autofire Railgun Gunners (person/2 guns) 4 11mm Scatter Railgun Gunners (person/2 guns) 2 3mm Sniper Coilgun Gunners. (person/ 2 guns) 10 people/90 operate weaponsOn the Gunship removing all command and techs...1 Flak Fly-By-Wire Pilot (person/all flak missiles) 2 11mm Autofire Railgun Gunners (person/2 guns) 2 34mm Heavy Coilgun Gunners (person/2 guns) 2 3mm Sniper Coilgun Gunners (person/2 guns) 2 11mm Scatter Railgun Gunners (person/2 guns) 1 Violet Laser Gunner (Commander for the other Laser gunners?) 4 Violet Laser Mount Gunners (person/2 Mounts) 14 people/75 operate weapons Isn't this pretty reasonable with anything less than AI? I don't think this assumes AI at all. We have algorithms that can accurately (more or less ) pilot drones and fire weapons in this GAME. A military organization would have far more advanced software at it's disposal. I think that we can easily get away with one or two operators for the ship's entire arsenal.
|
|