Crew

The Mars Monopoly by Jerry Sohl, 1956 (American and Italian edition)
Left: Artwork by Ed Valigursky


On the topic of crew size, Matt Picio said that a modern wet-navy warship averages 15-20 crew members per kiloton of displacement.

However, a more accurate measurement takes into account "core crew", the minimum number of watch-standers to steer and fight the vessel. Core crew is about 80, and represents the minimum number of crew for a long-duration warship. Additional crew is fairly linear, at 1 crew per 100 tons of vessel. Automation will eventually halve these figures.

Ken Burnside says that for routine operations of a warship, you need a minimum of 10 people. Combat is, of course, far from routine. There are many complicated factors involved. For a back of the envelope calculation, figure roughly 10 to 16 crewmen per kiloton, though the lower end figure presupposes that most of the tonnage consists of armor and other things that do not require babysitting. If it sucks current, has moving parts, or works with a pressure or temperature differential, it needs babysitting

For estimating the crew size of a long-duration military vessel, Sean Schauer has created a nice Excel spreadsheet here updated version 2 of his Excel spreadsheet here (instructions are on last page). You'll have to decide how many shifts or "watches" there will be in a 24 hour period, generally from three to six. The spreadsheet was designed for a real-life wet navy vessel, so you may have to adapt it a bit. If you use this spreadsheet please give Mr. Knight credit for it.

Civilian ships average 10 to 25 crew members, depending on size (container ships and supertankers). Liners have about 0.8 to 1.2 crew for every passenger.

Adjust these figures to match your vision of spacecraft crews.

Figure on crew members being from 68 to 113 kilograms each (150-250 pounds). Although if the Solar Guard has any sense, there will be a maximum weight limit on rocketmen. One hopes that there will not be a chronic problem with bulimia in the Guard.

Keeping in mind that everybody knows the Polaris only needed Tom Corbett, Roger Manning, and Astro for crew. Tom was the captain/pilot, Roger was the astrogator/communications/radar man, and Astro was the propulsion system engineer. And on the StarDuster, you only had Scott McCloud (the Space Angel) as captain/pilot, the lovely Crystal as communications/radar/nav, and Taurus as the engineer/gunner.


Ark II

The problem with that set up is When do they sleep? Obviously you need at least two crewmembers for each post that has to be constantly manned, or hope that the mission doesn't last longer than a day. Caffeine only goes so far.

In spacecraft as shown on movies and TV, they often use the "bomber crew" model. That is, a crew like a World War II bomber aircraft. This generally takes the form of a crew of half a dozen misfits each with some specialized talent needed for a successful finish to the mission.

On spacecraft in general, and military spacecraft in particular, there will be a strict "chain of command." People with no management or military experience may not see the point behind a chain of command, but if such a person is suddenly given the task of managing a project (even a high-school bake sale) they will suddenly discover why it is vital. Attempting to run a spacecraft by a democracy or other laissez-faire system will probably result in the destruction of the spacecraft and the death of all the crew. Space is a far too deadly environment and spacecraft are far too full of dangerous equipment to leave things to chance.


From STARSHIP TROOPERS by Robert Heinlein (1959)

We would be "temporary third lieutenants" - a rank as necessary as feet on a fish, wedged into the hairline between fleet sergeants and real officers. It is as low as you can get and still be called an "officer." If anybody ever saluted a third lieutenant, the light must have been bad.

"Your commission reads 'third lieutenant,' " he went on, "but your pay stays the same, you continue to be addressed as 'Mister,' the only change in uniform is a shoulder pip even smaller than cadet insignia. You continue under instruction since it has not yet been settled that you are fit to be officers." The Colonel smiled. "So why call you a 'third lieutenant'?"

I had wondered about that. Why this whoopty-do of "commissions" that weren't real commissions? Of course I knew the textbook answer.

"Mr. Byrd?" the Commandant said.

"Uh . . . to place us in the line of command, sir."

"Exactly!" Colonel glided to a T. O. on one wall. It was the usual pyramid, with chain of command defined all the way down. "Look at this - " He pointed to a box connected to his own by a horizontal line; it read: ASSISTANT TO COMMANDANT (Miss Kendrick).

"Gentlemen," he went on, "I would have trouble running this place without Miss Kendrick. Her head is a rapid-access file to everything that happens around here." He touched a control on his chair and spoke to the air. "Miss Kendrick, what mark did Cadet Byrd receive in military law last term?"

Her answer came back at once: "Ninety-three per cent, Commandant."

"Thank you." He continued, "You see? I sign anything if Miss Kendrick has initialed it. I would hate to have an investigating committee find out how often she signs my name and I don't even see it. Tell me, Mr. Byrd . . . if I drop dead, does Miss Kendrick carry on to keep things moving?"

"Why, uh - " Birdie looked puzzled. "I suppose, with routine matters, she would do what was necess - "

"She wouldn't do a blessed thing!" the Colonel thundered. "Until Colonel Chauncey told her what to do - his way. She is a very smart woman and understands what you apparently do not, namely, that she is not in the line of command and has no authority." He went on, " 'Line of command' isn't just a phrase; it's as real as a slap in the face. If I ordered you to combat as a cadet the most you could do would be to pass along somebody else's orders. If your platoon leader bought it and you then gave an order to a private - a good order, sensible and wise - you would be wrong and he would be just as wrong if he obeyed it. Because a cadet cannot be in the line of command. A cadet has no military existence, no rank, and is not a soldier. He is a student who will become a soldier - either an officer, or at his formal rank."


In other SF, one will find Captains, Pilots, Owners-Aboard, Astrogators, Doctors/Medics, Engineers (propulsion engineers are sometimes called "Jetmen"), sensor officers/radarmen, Cargo-masters (also in charge with negotiating trades), communications-techs, turret-gunners, life-support techs, marines (space-ines?), cooks (could be a rotating job), pursers, and sometimes a ship's cat (to catch those pesky alien rats). Maybe a science officer if you have one of those unvirile exploration ships.

Tyge Sjostrand suggest the term Espatiers for space marines, since after all the term "marine" implies the ocean (French marine, from Latin marinus, derived from mare "sea".). Rick Robinson really likes Mr. Sjostrand suggestion: "Espatier" is a twofer. Its formation exactly parallels "Marine" (also French-derived, as are nearly all basic military terms), and it also parallels the English word "spacer," but with a nice shade of meaning - a spacer is anyone who lives/works in space; an espatier is a space soldier. "

In Andre Norton's Solar Queen novels, she mentions that the ship's cat is trained to present the carcasses of the vermin they kill to the captain. This allows the captain to be aware of what sort of alien rats and cockroaches infested the ship at last planet-fall. In his short story "Feathered Friend", Arthur C. Clarke remembers the history of mining, and suggests that a pet canary might be a cheap back-up for an atmosphere monitor. If the bird keels over, grab an oxygen mask and check the life support, pronto!

Space engineers may be faced with the daunting task of designing a microgravity cat litterbox that a cat will actually use. Since there do exist some modern-day cats that have been successfully toilet-trained, it is not impossible to imagine a cat trained to use one of those free-fall suction toilets such as are used on the Space Shuttle.

Of course if this is a tramp freighter, one person might have to do several jobs at once (wear several "hats"). Often the Captain, the Pilot, and the Astrogator are the same person. Or if things are really tight on the tramp, some of the jobs might be omitted (e.g., don't carry a doctor and hope nobody gets sick/injured and similar insanely dangerous decisions).

For purposes of comparison, here is a list of the crew complement of a World War II LST ship. Interesting jobs you will note are Shipfitter, Motor Machinist and Fireman. The LST has seven officers and 104 enlisted men.

Christopher Weuve has a good description of life on a US Naval vessel here.

From the manga Planetes, vol 03 (2003). Artwork by Makoto Yukimura.
Forbidden Planet (1956)

If the spacecraft has a large enough crew, there will be a First Officer. Generally the Captain's job has to do with things external to the spacecraft (where the ship is going, what it does when it gets there, etc.) while the First Officer's job has to do with things internal to the ship (ensuring that the crew can and will do their jobs, keeping the ship supplied and in good repair, etc.) The first officer on a small ship is responsible for creating the "watchbill" for all crew members. This is a document specifying the watch rotation for the crew, it tells the crew who has to be where and when. On a larger ship, the department heads will be responsible for creating the watchbill for their department. There will be a different watchbill depending upon whether the ship is in space or on a planet. Crewmembers who are currently on watch are called "watchstanders."

Pilots and helmsmen direct the spacecraft. Pilots might be rated according to the deltaV levels, ship classes, and trajectories that they are qualified to handle. Master Pilots are rated for any and all. The captain give the astrogator the destination. The astrogator plots the course, tells the pilot where to go, and notifies the pilot of navigational hazards. The doctors and medics heal the crew.

The bulk of the engineer's time is taken up by maintenance. Every single piece of equipment and installation has its own maintenance schedule, and it must be inspected, cleaned, serviced, or replaced as per schedule. Sometimes non-engineer crewmembers are assigned some maintenance tasks. A basic preventative maintenance task is simple cleaning. Not only does dirt cause malfunctions, but it also lowers morale.


From 2010: Odyssey Two by Arthur C. Clarke (1982)

The captain barely paused before giving her answer. Floyd had often admired Tanya Orlova's decisiveness, and had once told her so. In a rare flash of humour, she had replied: 'Woody, a commander can be wrong, but never uncertain.'


From My Enemy, My Ally by Diane Duane (1990)

"Captain Suvuk," Scotty said, sounding very distressed, "wi' all due respects, that's extraordinarily dangerous for two ships of the same model, let alone ones with different engine specs-- "

"-- which we now have," Suvuk said. "Granted, Mr. Scott, but we cannot leave Bloodwing behind, either. Do you wish to speak to your Captain?"

"Not now," Scotty said, "but I will later... Implementing, sir. Scott out."

Suvuk looked at (Captain Kirk) with calm approval. "Sir, have you ever noticed that while we run our ships, our engineers own them?..."


Left: Star Trek (1994). Right: Artwork by Robert Fuqua, Amazing Stories May 1938.
Just a coincidence, I'm sure.

The other critical task of the engineers is damage control, although all crew members have some basic DC training. The focus is on fire-suppression, controlling decompression, and keeping the ship operational. The idea is to stabilize the damage as quick as possible until time allows more permanent repairs.

Belowdecks during a damage control operation the chain of command may shift. The Damage Control Officer (DCO, often but not always the chief engineer) has the authority to yank personnel from whatever department is needed in order to keep the ship operational. The DC officer creates damage control parties, each of which is responsible for a particular section of the spacecraft. The parties get their orders from Damage Control Central (DDC) which is a watch center generally in the hardest-to-damage section of the ship. The parties give progress reports to the DCO so the ship's status can be tracked. The parties utilize the damage control lockers in their assigned section. The crewperson in charge of each party generally is well trained in shipbuilding, firefighting, and team management.

Sensor officers are the spacecraft's eyes. Cargo-masters deal in cargo and trading. Quartermasters are in charge of ship's stores, and are generally stuck with all the odd jobs that don't fit in any other jurisdiction (e.g., laundry).


Artwork by Ed Valigursky, Contraband Rocket by Lee Correy (aka G. Harry Stine), 1955
Artwork by McConnell, The Ultimate Weapon by John W. Campbell, 1966

Communication techs are the ship's ears and mouth. They direct incoming messages to the proper departments and send outgoing messages in the proper format to the proper channels. Communication noise must be monitored and auxiliary channels used if required. All messages must be logged. Distress signals are sent to the watch officer, but never responded to without authorization. Responding binds the ship to render assistance, a decision reserved for the captain. The communication tech must also maintain the ship's transponder, which broadcasts the ship's ID. The tech may also be responsible for encrypted communications, using the proper keys to encrypt and decrypt, and destroying the code book if the ship is captured by a hostile power.

If the ship is privately owned, the owner might be along for the trip as the "owner-aboard". If the owner is not aboard, they will sometimes appoint a "ship's husband". This is a crewmember who represents the owner, and who manages its expenses and receipts.


In Andre Norton's THE SARGASSO OF SPACE, a small Free Trader class starship has twelve crew members. Control Deck: Captain-Pilot, Astrogator (badge: Chart) second in command, Apprentice astrogator, Com-Tech (badge: Lightning bolt) communications officer. Engine Deck: Chief Engineer (badge: Cog wheel), two Engineers, Apprentice Engineer. Cargo Deck: Cargo Master, Cargo apprentice, Medic, Cook-Stewart. And of course the ship's cat.


from ORDEAL IN OTHERWHERE by Andre Norton (1964).

Normally a spacer of the Free Trader class would carry -- Charis reckoned what she did know about such ships -- normally a captain, cargomaster, assistant pilot-navigator, (com-tech,) engineer and his assistant, a jet man, a medico, a cook -- perhaps an assistant cargomaster. But that was a fully staffed ship, not a fringe tramp. She thought there had been four men on board beside Jagan...

They were too far from the spy post for their features to be distinguished, but while they wore uniforms of a similar cut to those at the post, Charis had never seen these before. The black and silver of Patrol, the green-brown of Survey, the gray and red of the Medical service, the blue of Administration, the plain green of the Rangers, the maroon of Education -- she could identify those at a glance. But these were a light yellow.


In the game GURPS: Traveller Starships are the following rules for the size of spacecraft crews.

For spacecraft under 140,000 cubic meters.

Basic Bridge jobs: Captain, Pilot, Navigator, Sensor Operator/Officer, Communication Operator/Officer. In many cases one person will fill several of the jobs.

Command Bridge jobs: all the Basic Bridge jobs, plus one to three extra sensor operators, one to three extra communication officers, a computer officer, and a science fictional defensive force field officer.

Sickbay: two medics for the first sickbay, at least one for each additional sickbay, one sickbay per 120 passenger staterooms.

Engineering: about one Engineer for each 500 cubic meters of propulsion system.

Weapons: one gunner per weapon turret.

Cargo: one cargo master (may be another job taken by the Captain).

Passenger Staterooms: One master steward. One additional steward per 50 middle class passengers and one per 20 high class passengers.


For spacecraft over 140,000 cubic meters. These numbers are averages, military vessels will have larger crews to allow for multiple shifts.

Command Section: Commanding officer, Executive officer, two Navigation officers, Communication officer, as support personnel a number of rating crewmen equal to 50% of the number of officers. On ships over 3,000,000 cubic meters the number of personnel in command section should be about five per 1,400,000 cubic meters.

Engineering Section: about one Engineer for each 500 cubic meters of propulsion system.

Gunnery Section: One chief gunnery officer. One petty officer for each kind of weapon the ship is armed with. For "spinal" weapons (where the ship's spine is composed of one huge weapon) one crew man per 14,000 cubic meters. Each weapon "bay" requires two crew men, each battery of turrets requires one crew man. The total crew complement in gunnery section will be about 10% officers, 30% petty officers, and 60% crew men.

Medical Section: One chief medical officer. One full time medic or assistant per 50 people on board.

Service Section: For shops, storage, security, food service, etc. If there are no troops, 3 service crew per 140,000 cubic meters or 100 other crew, whichever is larger. If the ship carries troops, 2 service crew per 140,000 cubic meters or 100 other crew, whichever is larger. A luxury liner will have even more service crew.

Troop Section: Military vessels over 140,000 cubic meters will have "marines" (space-ines?). The number will range from 3 per 140,000 cubic meters to 3 per 14,00 cubic meters.

Specialist Section: Cargo specialists, science crew, intelligence officers, liaison officers, electronic warfare officers, etc. As needed.


In the game SPI's Universe, there are some colorful names for various professions.

Astroguard: member of a planet's or star system's local military spacecraft force.

Star Sailor: member of the federal spacecraft navy.

Freefaller: soldier in the zero-gravity branch of the federal armed forces.

Ranger: soldier in the standard ground branch of the federal armed forces.

Spacetrooper: soldier in the assault force branch of the federal armed forces.

Scout: member of the exploration branch of the federal armed forces.


On whussy exploration ships, in addition to a large number of specialist scientists drawn from various fields, it might be advisable to add a researcher who's job title is "Synthesist". This is a person who can correlate apparently unrelated facts from different areas of science. For example: a Synthesist might notice that a new statistical technique developed by life insurance adjustors to deal with populations of people could be used by astronomers doing surveys of populations of stars. Ordinarily the astronomers would never learn about this technique since they have no area of overlap with life insurance science, but the Synthesist could make that correlation.

There were Synthesists in John Brunner's STAND ON ZANZIBAR, Synthesists in James Hogan's Inherit The Stars, "Nexialists" in A. E. van Vogt's VOYAGE OF THE SPACE BEAGLE, and members of the Mnemonic Service in Isaac Asimov's "Sucker Bait."


>

From "Sucker Bait" by Isaac Asimov (1954)

"Mnemonic Service," said Sheffield, patiently. "Emm-enneee- emm-oh-enn-eye-see Service. You don't pronounce the first emm. It's from a Greek word meaning memory."

The captain's eyes narrowed. "He remembers things?"

"Correct, captain. Look, in a way this is my fault. I should have briefed you on this. I would have, too, if the boy hadn't gotten so sick right after the take-off. It drove most other matters out of my mind. Besides, it didn't occur to me that he might be interested in the workings of the ship itself. Space knows why not. He should be interested in everything."

"He should, eh?" The captain looked at the timepiece on the wall. "Brief me now, eh? But no fancy words. Not many of any other kind, either. Time limited."

"It won't take long, I assure you. Now you're a space-going man, captain. How many inhabited worlds would you say there were in the Confederation?"

"Eighty thousand," said the captain, promptly.

"Eighty-three thousand two hundred," said Sheffield. "What do you suppose it takes to run a political organization that size?"

Again the captain did not hesitate. "Computers," he said.

"All right. There's Earth, where half the population works for the government and does nothing but compute and there are computing subcenters on every other world. And even so data gets lost. Every world knows something no other world knows-almost every man. Look at our little group. Vernadsky doesn't know any biology and I don't know enough chemistry to stay alive. There's not one of us can pilot the simplest spacecruiser, except for Fawkes. So we work together, each one supplying the knowledge the others lack.

"Only there's a catch. Not one of us knows exactly which of our own data is meaningful to the other under a given set of circumstances. We can't sit and spout everything we know. So we guess, and sometimes we don't guess right. Two facts, A and B, can go together beautifully sometimes. So Person A, who knows Fact A, says to Person B, who knows Fact B, 'Why didn't you tell me this ten years ago?' and Person B answers, 'I didn't think it was important,' or 'I thought everyone knew that.'"

The captain said, "That's what computers are for."

Sheffield said, "Computers are limited, captain. They have to be asked questions. What's more the questions have to be the kind that can be put into a limited number of symbols. What's more computers are very literal minded. They answer exactly what you ask and not what you have in mind. Sometimes it never occurs to anyone to ask just the right question or feed the computer just the right symbols, and when that happens the computer doesn't volunteer information.

"What we need . . . what all mankind needs . . . is a computer that is nonmechanical; a computer with imagination. There's one like that, captain." The psychologist tapped his temple. "In everyone, captain."

"Maybe," grunted the captain, "but I'll stick to the usual, eh? Kind you punch a button."

"Are you sure? Machines don't have hunches. Did you ever have a hunch?"

"Is this on the point?" The captain looked at the timepiece again.

Sheffield said, "Somewhere inside the human brain is a record of every datum that has impinged upon it. Very little of it is consciously remembered, but all of it is there, and a small association can bring an individual datum back without a person's knowing where it comes from. So you get a 'hunch' or a 'feeling.' Some people are better at it than others. And some can be trained. Some are almost perfect, like Mark Annuncio and a hundred like him. Some day, I hope, there'll be a billion like him, and we'll really have a Mnemonic Service.

"All their lives," Sheffield went on, "they do nothing but read, look, and listen. And train to do that better and more efficiently. It doesn't matter what data they collect. It doesn't have to have obvious sense or obvious significance. It doesn't matter if any man in the Service wants to spend a week going over the records of the space-polo teams of the Canopus Sector for the last century. Any datum may be useful some day. That's the fundamental axiom.

"Every once in a while, one of the Service may correlate across a gap no machine could possibly manage. The machine would fail because no one machine is likely to possess those two pieces of thoroughly unconnected information; or else, if the machine does have it, no man would be insane enough to ask the right question. One good correlation out of the Service can pay for all the money appropriated for it in ten years or more."


From The Skylark of Valeron by E. E. "Doc" Smith (1949)

"Folks, we have got something! That's the sixth-order pattern, and thought is in that level! Those were thoughts - Shiro's thoughts."

...

"How did you work it out?" asked Crane. "You said, yourself, that it might well take lifetimes of research."

"It would, ordinarily. Partly a hunch, partly dumb luck, but mostly a combination of two brains that upon Norlamin would ordinarily never touch the same subject anywhere. Rovol, who knows everything there is to be known about rays, and Drasnik, probably the greatest authority upon the mind that ever lived, both gave me a good share of their knowledge; and the combination turned out to be hot stuff, particularly in connection with this fifth-order keyboard.

...

"Oh, wonderful-wonderful!" exclaimed Rovol in ecstasy, his transcendental imperturbability broken at last. "Think of it! Our knowledge extended one whole order farther in each direction, both into the small and into the large. Magnificent! And by one brain, and that of a youth. Extraordinary! And we may now traverse universal space in ordinary time, because that brain has harnessed the practically infinite power of cosmic radiation, a power which exhausted the store of uranium carried by Skylark Three in forty hours. Phenomenal! Stupendous!"

"But do not forget that the brain of that youth is a composite of many," said Fodan thoughtfully, "and that in it, among others, were yours and Drasnik's. Seaton himself ascribes to that peculiar combination his successful solution of the problem of the sixth order. You know, of course, that I am in no sense belittling the native power of that brain. I am merely suggesting that perhaps other noteworthy discoveries may be made by superimposing brains in other, but equally widely divergent, fields of thought."


There are also "unofficial" jobs onboard. These are colorful characters often found among the enlisted men. Preacher, Loan Shark, Moonshiner, Peddler (the man who always has something to sell, and who can get you anything you want), Bookmaker (place your bets, gentlemen...), Thief, Coward, and Gritch. The latter is the man everyone loves to hate, and the most important character in any small, closed social system.


Star Trek (1968)

There are some standard nick-names for various jobs (some of these are strictly military).

Black Gang Engine room crew (reference to shoveling coal)
Boats, Bos'n Boatswain
Bones Surgeon/Doctor
X Bubbas Generic term for group of officers.
May apply to segment of the warfare community,
or officers assigned to a specific location or command.
(e.g., Orbital Warfare Bubbas, J9 Bubbas, etc.)
Chief Chief Engineer
Chief Snake and his boy
aka Ratfink and Dob-in
Coxwain (in charge of ship's discipline and also steering the ship)
and assistant
Cooky Chief Mess Officer
Deck Apes Boatswains mates, Flight deck crew, Aviation Boatswains Mates
Fuelies Aviation Boatswain's Mate - Fueling
Guns, Gunner, Gunny Gunnery officer, Gunner's Mates
Jack in the Dust Baker
Knuckle dragger Crewmember with more brawn than brain
Mess Cranks Non-rated men assigned to assist in the galley
Nukes Nuclear power techs
Ordies Ordnance techs
Snipes Engineering officer
Sparks, Sparky Radio officer or Electronics tech
Spooks Intelligence, Electronic Warfare and Cryptography officers
Twidgets Electronic Warfare officers
Wingnut Crewmember of limited intelligence who is safer away from
anything more hazardous than a pencil
X Weenie Generic Term. The "Intel Weenie" is the Intelligence Specialist
Zeros Officers (used by enlisted men only)

Space Battleship Yamato
Note the "cross-draw" sidearm holsters. It makes the butt of the gun jut forward like a samurai sword.

Robert Heinlein's Stranger In A Strange Land suggested these crew skills as a minimal list for an interplanetary exploration spacecraft:

In the novel the ship could only carry a maximum of eight crewmembers, so each person filled a minimum of three of these jobs, and most of them did four or more.

In Sir Arthur C. Clarke's 2010, they had these crew positions:

The Young People's Science Encyclopedia, vol 17 Sp-Su, suggest these crew positions:

Crew composition for interplanetary flights
Profession Specialization Primary
Professional
Responsibility
Organizational
Responsibility
Pilot & Engineer Mechanical & Nuclear Overall vehicle systems, propulsion Command of spacecraft
Pilot & Engineer Electronics Guidance, control, navigation on board electronic computer system First deputy commander
Pilot & Engineer Electrical & nuclear All electrical systems, cable systems, converters, generators, auxiliary power supply Second deputy commander
Pilot & Engineer Nuclear Propulsion specialist Specialist
Pilot & Engineer Mechanical All mechanical subsystems Specialist
Pilot & Engineer Electronics Instrumentation communications, robot systems Specialist
Pilot & Physician Medicine, Dentistry, Psychiatry, Radiology, Biology, Medical technology Biotechnical life support systems, food and sanitary control, health and morale of crew Medical officer
Space Battleship Yamato
Crew composition for Terra-Luna flight
Profession Specialization Primary
Professional
Responsibility
Organizational
Responsibility
Pilot & Engineer Mechanical & Nuclear Vehicle systems, all mechanical and electric subsystems and propulsion Command of spacecraft
Pilot & Engineer Electronics & Electrical Guidance, control, navigation, all instrumentation and communication First deputy commander
Pilot & Physician Medicine, Radiology, Biology, Medical technology Biotechnical subsystems of life support systems, food and sanitary control, health and comfort of crew Medical officer
Forbidden Planet (1956)

And don't forget the crew in FORBIDDEN PLANET. As in many wet naval vessels, a lot of the enlisted men are going to be boys around 18 years old.

Once you have established the size of the crew, you can start allocating space for their quarters and supplies for food & life support.


U.F.O. (1970)

On usenet, somebody asked why SF novels and TV shows tend to use the Naval model for spacecraft crew, instead of the Air Force or Army model. The legendary Gharlane of Eddore explained it this way:

In the days of wooden sailing vessels and iron men, large ships operated for months, sometimes years, out of communication with their home port. Ships' officers had to have excellent generalist educations, familiarity with all manner of nautical engineering, what passed for science and medicine, and the forms of management psychology appropriate to all-male crews, some of whom had been "pressed" (impressed or shanghaied) and some of whom were such social misfits that they either liked or accepted being locked up in a tiny vessel with the scum of the earth for years.

Unsupported ships far from home encounter situations that require instant, appropriate, response. There is no time to take a vote. And if a vote were taken, the result would likely not be optimal, since if the crew were sufficiently competent to make management-level decisions in the first place, they'd likely not have been drunk under the tables in those bars where there "Press Gangs" dug them up.

Hierarchical command structures became the norm, even for ships on non-military missions, LONG before we had formalized governments and armies and navies. It was the only way to insure that the ship would probably return home!

The reason for NAVAL structure over "Army" or "Air Force" has to do with organizational psychology; over centuries, civilized Navies have specialized in operating and caring for ships which represent a huge capital expenditure on the part of their society. A ship's Captain SIGNS for that ship when he takes command; he is personally responsible for every nut, bolt, and person aboard. He is responsible for maintenance, training, condition, survival, of the vessel.

If an Army unit gets shot up, the survivors can run in all directions and try to regroup. If an Air Force aircraft gets shot down, parachutes and internment are a potential option. If a Naval vessel gets whacked, all you have are several hundred (or several thousand) expensively-trained people swimming around in circles while the sharks pick out lunch.

Thus, the SHIP is the heart of the naval unit, and the Captain and his command staff the godlike nerve center of the commensal entity. A naval craft is a city-state, a small nation, sufficient unto itself, capable of performing hugely varied missions.

So, to answer your question in brief, it's a tradition of centuries that exploratory and research vessels are operated Navy-style, preferably "ship-shape and Bristol fashion."

Note that Heinlein was a Naval Academy grad who served on shipboard, Malcolm Jameson was a Naval command officer, Theodore Sturgeon served in the Merchant Marine, A. Bertram Chandler spent his entire career at sea as a command officer, a skipper from the early forties on.... and so on, and so on. (E.E. Smith was an Army officer, and as far as I know, John W. Campbell, Jr., never served.)

While folks like Eric Frank Russell had a field day sticking pins in brass hats and military pomp, even they accepted at least a quasi-Naval organizational structure as the automatic best default. (I believe EFR was Royal Army, by the way, a Sandhurst brat.)

Lastly, the initial model Roddenberry used was A.E. Van Vogt's composite novel, "THE VOYAGE OF THE SPACE BEAGLE," which was very loosely modeled on the voyage of the Royal Navy craft, H.M.S. Beagle; and Roddenberry served briefly as a Navy pilot in WWII. (Although not a terribly distinguished one, he did manage to get out of the war with his rank and flight qualifications intact, and flew as a commercial pilot for a time.) Thus, "Old Trek" was imbued with a slight naval tradition at the outset, and since it's been an unconscious model for TV-SkiFfy for three decades, we get some naval tradition in TV SF as well as the more formalized standard in written SF.

The major problems with the handling of the military in "BABYLON 5" come from the fact that none of the writers and producers appear to have any actual military experience, and I strongly suspect that JMS had no understanding of traditional military rank structures and protocols at the outset, thus generating himself a mishmosh of errors that it will be a great deal of trouble to clear up. Naval and Army rank systems have been fairly standardized for centuries, and it's very unlikely that something that works so well will have gone by the board in a mere 150 years. While it may happen that rank-names or insignia become standardized across branches of service, it still makes some sense to maintain a bit of differentiation between branch ranks.

(Our present-day mismatch of the rank "Captain" is worth a repair job, for example; a Land Captain is an O-3, rarely in charge of more than a Company (figure 150 men, tops.) A Naval Captain is an O-6, in charge of major vessels or installations; he's the equivalent of a Land Colonel, three ranks above a Land Captain. This kind of thing could use some work, in all likelihood.)


Battlestar Galactica (1978)

Captain Christopher Thrash of the US 2d Armored Cavalry Regiment disagrees with the paragraphs above in yellow:

This part of the essay is misleading: the commander of an Army unit or an Air Force aircraft is exactly as personally responsible for their respective success and well-being as a Naval commander is for his vessel, at least in US law.

The meaningful distinctions are centralization and duration:

Any Army (or Marine) unit of whatever size will, since the American Civil War, "run in all directions" virtually all the time -- except on the parade field. The exercise of command is therefore indirect (via nested orders of increasing detail and specificity) and decentralized, as opposed to the "one will rules all" of a ship at sea or in space. In this sense, ground units are more akin to squadrons, wings or fleets of ships or aircraft, rather than individual vehicles.

Aircraft are the heart and focus of an Air Force organization, every bit as much as a ship is for a Navy. The difference here is that aircraft depart from a (more or less) secure base, conduct their mission, and return to it in a matter of hours, not weeks or months. An Air Force therefore puts its combatants (officers, mostly) in harm's way, while leaving the supporting crew behind. Naval vessels carry most of their support with them wherever they go.

The distinction the author makes between downed aviators and naval crew in the water is a cheap shot: bailing out over enemy territory is no more safe or pleasant than being cast adrift, and naval crews are every bit as subject to capture and internment. Again, the distinction is that only the direct combatants are at risk in an aircraft, while all the support personnel are exposed in a ship (or a ground unit, for that matter).


Traditionally, the areas of the craft closest to the control rooms is known as "officer country", while the greasy cabled and be-piped areas inhabited by sergeants and enlisted men is known as "below decks" (though which is below what becomes an open question in microgravity). Generally a 24 hour "day" will be divided into six 4-hour watches, Alpha, Beta, Gamma, Delta, Epsilon and Zeta.


From Passage At Arms by Glen Cook (1985)

It's not as bad as I expected. Piniaz is the sort of watch officer who stays out of the way. He makes his presence felt only when he joins Chief Nicastro by making sure Westhause's preprogrammed jumps are putting the ship into the right places in the search pattern. The astrogator can't be on the job all the time, though he does sleep less than anyone else.

Yanevich's shipboard title is a misnomer this patrol (First Watch Officer). The Commander himself has taken the first watch. Yanevich really has the second. Piniaz has the third. In Line ships the Astrogation Officer normally stands the third watch. In Climbers that usually falls to the Ship's Services Officer. The Commander is kept free.

The Old Man thinks our Ensign too green. In the quiet passages, though, he brings Bradley in for a watch. He hands it to me at times, too. Sometimes Diekereide takes a turn- "just in case." The Commander has even dragged Varese in on rare occasion. One of an officer's unwritten duties is to learn everything possible. It may save your ship someday.

Watch schedules don't mean much aboard a Climber, except to officers, who assume four-hour chunks of responsibility. The men come and go. In Ops Chiefs Nicastro and Canzoneri just make sure that the critical stations are manned. In Weapons Chiefs Bath and Holtsnider do the same.

In Engineering, where they stand six on and six off and most of the stations must be continuously manned, life is more structured.


Human Factors

The space environment is so inconvenient for human beings. There is so much that one has to bring along to keep them alive.

Life Support has to supply each crew member daily with 0.0576 kilograms of air, about 0.98 kilograms of water, and about 2.3 kilograms of (wet) food (less if you are recycling). Some kind of artificial gravity or a medical way to keep the bones and muscles from wasting away. Protection from the deadly radiation from solar storms and the ship's power plant and propulsion system. Protection from the temperature extremes in the space environment. Protection from acceleration. Medical support. And then there are the psychological factors.

U.F.O. (1970)

Several SF novels point out the dangers inherent in cooping up people in a tin can surrounded by vacuum for months at a time. They will be prey to "space cafard" (i.e., deep space cabin fever, what the French Foreign Legion called "the beetle"). The only solutions seem to be [a] put them in the suspended animation freezer, [b] drug them, or [c] keep them busy, busy, busy! (a bi---, er, ah complaining spacer is a happy spacer) The first officer can assign some worthless busy-work, like a once daily nose to stern ship inspection for micro-meteor holes. One might think that the same problem would be faced by the crew on a military submarine, but as it turns out the analogy is inexact. Christopher Weuve says "A long submarine mission is six months, and keeping people sane is an issue, solved in part through over-work (which I think helps in the short run) and very careful screening."

A more constructive approach (for officers) is a huge stockpile of study-spools and daily home-work in such topics as higher mathematics, astronavigation, and nuclear physics. Plus other non-space related subjects just to keep the mind flexible. There will also be an active schedule of cross-training, e.g., the astrogator learning how to maintain an atomic drive unit. You never know when knowledge of a job outside of your specialty could prove vital in an emergency.


From Passage At Arms by Glen Cook (1985)

Once the handful of novels have been read, the drama tapes have been run to death in the display tank, the music tapes have been played to boredom, once the lies have all been told and the card games have faded for lack of a playable deck, Climber people turn to studying their vessels. To what we call cross-rate training, the study of specialties other than their own.


And the sergeant in charge of the enlisted men will have to know when to turn a blind eye to the home-made moonshine "still" hidden on Z deck and the floating poker and dice games. Gambling and rocket-juice will combat boredom. As will other forms of recreation.

In the anime Planetes, they recognize the fact that having male and female crew members cooped up in close quarters for weeks at a time can cause certain tensions. When stocking a spacecraft for a mission, one officially required item is a selection of erotic magazines. This allows the crew members to take care of the problem in solitary fashion.


From Delilah and the Space-Rigger by Robert Heinlein (1949)

We fired four of them for being drunk on the job; Tiny had to break one stiff's arm before he would stay fired. What worried us was where did they get it? Turned out a ship fitter had rigged a heatless still, using the vacuum around us. He was making vodka from potatoes swiped from the commissary. I hated to let him go, but he was too smart.

Since we were falling free in a 24-hour circular orbit, with everything weightless and floating, you'd think that shooting craps was impossible. But a radioman named Peters figured a dodge to substitute steel dice and a magnetic field. He also eliminated the element of chance, so we fired him.


From The Forever War by Joe Haldeman (1975)

After about a week of one gee, Private Rudkoski (the cook's assistant) had a still, producing some eight liters a day of 95 percent ethyl alcohol. I didn't want to stop him - life was cheerless enough; I didn't mind as long as people showed up for duty sober - but I was damned curious both how he managed to divert the raw materials out of our sealed-tight ecology, and how the people paid for their booze. So I used the chain of command in reverse, asking Alsever to find out. She asked Jarvil, who asked Carreras, who sat down with Orban, the cook. Turned out that Sergeant Orban had set the whole thing up, letting Rudkoski do the dirty work, and was aching to brag about it to a trustworthy person.

If I had ever taken meals with the enlisted men and women, I might have figured out that something odd was going on. But the scheme didn't extend up to officers' country.

Through Rudkoski, Orban had jury rigged a ship-wide economy based on alcohol. It went like this:

Each meal was prepared with one very sugary dessert - jelly, custard or flan - which you were free to eat if you could stand the cloying taste. But if it was still on your tray when you presented it at the recycling window, Rudkoski would give you a ten-cent chit and scrape the sugary stuff into a fermentation vat. He had two twenty-liter vats, one "working" while the other was being filled.

The ten-cent chit was at the bottom of a system that allowed you to buy a half-liter of straight ethyl (with your choice of flavoring) for five dollars. A squad of five people who skipped all of their desserts could buy about a liter a week, enough for a party but not enough to constitute a public health problem.


From Lifeboat by James White (1972)

...but had warned him against exposing his skin to the Sun. That way he could get a very serious and uncomfortable burn. According to Mercer, the only space-tanned astronauts were the ones who appeared in TV plays. Real spacemen avoided the Sun, and if one of them got burned, it was a mark of sheer carelessness. A good spaceman learned to control himself as well as his ship, Mercer had said, and keep his mind busy and alert. Space was a very beautiful, but a very lonely and dangerous place, if one did not keep control.


As a final note, Joshua Whalen is of the opinion that when it comes to microgravity hand-to-hand combat, punching your opponent is worse than useless. However, techniques derived from JuJitsu or Tai Chi/Pa Qua will work. Fisticuffs fall afoul of Newton's third law, but an elbow breaking arm lock or a choke hold still works just fine. You might want to do some research on the hand-to-hand combat techniques used by Navy Seals when both they and their opponent are underwater in SCUBA gear.

And obviously cutting your opponent's air hose works just as well in space as it does underwater.


Artwork by Virgil Finlay

Robots

And halfway between equipment and crew are Robots. It would be so much more convenient to use an all robot crew, were it not for Burnside's Zeroth Law. Go to The Tough Guide to the Known Galaxy and read the entry "ROBOTS"

Left: City by Clifford Simak. Right: Amazing, October 1958.
Left: The Changeling Worlds by Kenneth Bulmer.
Right: The Cosmic Computer by H. Beam Piper.
Left: Amazing, May 1958. Right: Amazing, June 1957.
Left: Conquest of the Space Sea by Roger Moore Williams. Right: The 13th Immortal by Robert Silverberg.
Left: Amazing, May 1957. Right: Fantastic, August 1955.
Artwork by Ed Valigursky

Hans P. Moravec of the Carnegie-Mellon University invented a unique robot design that he calls "Bush robots." One was featured in The Flight of the Dragonfly (AKA Rocheworld) written by Dr. Robert Forward (called the "Christmas Bush" because it is covered in millions of tiny red and green lasers). It can be described as a "fractal robot."

In Dr. Moravec's words:

Once upon a time animals were shaped like sticks (worms), and couldn't manipulate or even locomote very well. Then the sticks grew smaller sticks and locomotion was much improved, and manipulation a little. Then the smaller sticks grew yet smaller sticks, and hands were invented, and manipulation got better.

Generalize the concept. I visualize a robot that looks like a tree, with a big stem, repeatedly branching into thinner, shorter and more numerous twigs, finally ending up in jillions of near-microscopic cilia. Each intermediate branch would have three or four degrees of freedom, an azimuth-elevation mount at its base, and an axial rotation joint at the top, where it connects to the next level of smaller twigs, and possibly also a length altering telescoping joint. To a large extent fewer degrees of freedom per level can be traded off for more levels. Each branch would also incorporate force sensing. Though each branch would be a rigid "mechanical" object, the overall structure would have an "organic" flexibility because of the great multitude of degrees of freedom.

You can read Dr. Moravec's NASA sponsored report here .

In the movie 2001, the arms of the pod have a similar fractal arrangement, each arm splitting into two, each of which further splits into two fingers.


Cyborgs

And of course halfway between robots and crew are Cyborgs. Are you old enough to remember the word "bionic?" While it would be a big help to have crew members who do not need to breath or be protected from the temperature extremes of the space environment, there are those who question whether such people are really people at all. More to the point, an SF author has to decide if their readers would rather read about metal men or red-blooded fully human heroes. This is why cyborgs in SF are generally either the main character in a world of humans or a small population of peripheral bit players.

NASA is a little uncomfortable with the concept as well.

Right: Spyman comic book, September 1966.
Left: The Six Million Dollar Man (1974). Right: The Bionic Woman (1976).
The Zoromes and Professor Jameson. The only organic part left are the brains inside the conical "heads", the rest is machinery. From the "Professor Jameson" novels by Neil R. Jones (1931).