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Old February 25th, 2011, 09:53 AM   #18
WarMachine
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Join Date: Oct 2005
Location: Flight Deck
Posts: 484

Default Re: Cut away Viper and CF Project idea

Quote:
Originally Posted by Taranis View Post
Bridge Crew:
Engineering Crew: Main Engines team
Maintenance Crew: perhaps bulk of the crew are these.
Damage fire-control:
Security Crew:
Viper Support crew: (once Vipers are launched possibly would take up damage control duties within in the launch bays etc
Note that these numbers are the fully-manned load-out; the Gal at Cimtar was likely operating with about 80% of these.

Bridge Crew: 80, total, in 3 shifts, including computer operators like Komma
Engineering Crew: 700
..*Solium Drive team: 300
..*Tylium Drive team: 100
..*Maintenance team: 300 (General systems maintenance throughout the ship)
Damage control: 500 (Stand in for Engineering Crew during non-Combat Alert watch periods; posts are in Damage Control Teams of 8-10 Warriors spread throughout the ship during General Quarters)
Medical/Life Center: 120 (Both in Life Center, and as roving medics in combat)
Security Team: 60, in 5 squads of 10, rotating shifts different from the crew, plus a 10 Warrior HQ team
Viper Pilots/Shuttle Crew: 120 (There is overlap in qualifications, so the two are counted together)
Viper Support crew: 1110 -- based on 10 maintenance crew per Viper or Shuttle, with 3 squadrons of 32 Vipers each (96 total), plus 14 extra Vipers (half-strength maintenance crews, as they are not used as often) for senior officers, training, scouting and as replacement airframes, plus 10 Shuttles (This includes launch crews and machine shop operators; actual wrench turners are likely about 4 per frame)

Total: 2,690

Note that this does not include embarked combat troops, or emergency berthing. Emergency/Troop berthing is probably double capacity, or 5,380, inclusive.

The Viper crews will only handle Damage Control on the flight deck if there's damage. After all Vipers are away, they are scrambling to move ammunition and fuel packets to ready-load stations, prepping the catapults for fast relaunch, and readying emergency gear to cut Viper pilots out of damaged hulls when they pancake on landing under fire to refuel/rearm, then shove the damaged craft out of the way.

Consumables are probably sufficient for 3 - 6 months when leaving port for an extended deployment/patrol, to minimize the need for cross-decking in "Injun Country".

The numbers work because of the technology and because of the space available -- there is only so much space for crew/troops, and only so much in the way of consumables that it can hold, as well as there only being so much surface area on ships and spaces to work on.

Additionally, you have to account for the capitol ship weaponry -- if it is shooting missiles the size of a Titan III (going by the stock footage), and has more than two, that's a LOT of space, internally.

Clearly, the Colonies are advanced over us technologically, but that doesn't mean that their philosophy is to pack useless crew aboard -- the reason it is listed as "Emergency/Troop Berthing" is that those extra people have no assigned duties aboard ship that are related to ship operations...in combat, their "job" is to remain in their quarters, and try not to die as the Cylons pound the ship. That, and I see a LOT of empty spaces on the ship, even under General Quarters.

As to moving supplies internally, except on a troopship, that doesn't happen very often, and on troopships it only happens when you're about to land. There is too little space aboard to futz around with moving things willy-nilly -- "Aliens" was a cool movie, but aimlessly shifting crates about the flight deck is a good way to blow something up when it shouldn't....Thus showing the wisdom of the design, as separate flight ops bays minimize the danger of completely losing your operational capability to catastrophic stupidity or bad luck -- as we see several times, specifically in "Fire on Space".
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