It's been a few years (1991-1995), so some of the organization has changed. I do know about rating changes (how tech jobs are broken down), but not organizational changes. AE/AT were already collocated, as were AMS/AMH (which became AM), PR & AME had separate shops (PRs took care of personal flight gear while AMEs maintained seats & other escape gear).
Naval aviation has the following shops: Airframes (structure & mechanical), Power Plants (engines & power systems), Electrical/Electronics (self explanatory), Ordinance (weapon systems), Quality Assurance (final inspection, certification of work), Line Shack (general care of aircraft), PR & Seats (should be combined in sm into escape equipment), Aviation Supply & admin (ordering parts for ac, maintaining flight and maintenance records). In addition, there are general admin, general supply, mess, and medical personnel assigned.
The maintenance crews are dependent on type and number of aircraft (PRs are based on number of pilots, which are based on number of craft) while the additional crew is dependent on the size of the maintenance crew. Note that some of the additional crew works in areas run by the hosting command (airbase, carrier). This helps the host command support the additional personnel that the squadron brings with it. And of course there are the pilots, they also work as officer heads of each shop + admin. There are more pilots then aircraft, about twice as many. (hmmm, going to have to find my cruise book so I can give better numbers, but this'll do for now)
most squadrons have 10 aircraft assigned, the average number of techs assigned to each shop is around 10 (low of 4 to 6 up to 30 in line), and there are 8 shops. So, going by these numbers, each squadron needs around 8 techs per craft, it isn't an equal mix. Generally, you have more line then anything else, followed by the maintenance shops. considering that a line shack has around 30, there's 3 line per craft, many of the other shops are one tech for a certain number of aircraft.
The more I go, the more sure I am that my numbers are off, but the general idea is solid. I'll update the numbers when I find my cruise book.
On to the construction rules:
Personally, you should have the option to buy the various parts of the hangar/vehicle bay piecemeal. breaking it down into Hangar (storage/maintenance access), workshops/offices, additional parts storage, launch areas, recovery areas, and hangar control (which is a host command area and carriers have their own crews responsible for moving aircraft in the hangars and on the flight deck). Some of these can be collocated, launch & recovery is an obvious (helipads on small ships), but they may not be (aircraft carriers, battlestar galactica). A small ship may have room for a craft, but why can't it use an already purchased workshop for maintaining the craft? Also, how the craft are arranged in the bay can affect the volume requirements greatly.
Real life example:
1) The squadron was doing joint training maneuvers with the airforce and were on an AF base. A nearby volcano spit some dust in the air and the aircraft needed to be put in a hangar. 8 f-14s were there but we had been assigned a hangar that would fit 4 or 5. In an hour or two, all of the jets were in the hangar.
2) I have walked across the hangar bay (about 50 feet) without coming down off of the aircraft.
On a carrier, not only are there squadron workshops, but there are additional workshops for higher level aircraft maintenance (AIMD), and then there are workshops for maintaining the ships equipment.
Then there are examples of alternate storage/deployment options, such as parasite docks which aren't covered.
So, I'm still working on numbers, I'll post them once I've fleshed them out
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