Does that factor in additional support crew? With cryo you should have
a doctor in case of complications at the wakeup process, and one or 2
spares, in case there is a complication with waking up the doctor.
A long-duration mission needs redundant medical staff, anyway.
TL9 reaction drive: 100 sleepers, 1 operating room, 1 automed,
quarters/life support for 4-8.
TL9 reactionless: 1,000 sleepers, 1 operating room, 4 automeds,
quarters/life support for 40.
TL10 hyperdrive: 10,000 sleepers, 2 operating rooms, 4 automeds,
quarters/life support for 400.
TL11 hyperdrive: 100,000 sleepers, 20 operating rooms, 80 automeds,
quarters/life support for 2,500.
Even the reaction ship should have more than one physician.
(Arguably waking up could need a wake doctor, but that would
invalidate the sleeper ship so i assume we don't take the assumption
here)
You could have lots and lots of sleepers and a small working crew. I'm
doing that for the TL11 design.
With a wake crew you also need medical personel (and you can't reduce
it, by letting the total wakeup process take longer) you need a
command structure with all it's overhead and you need security and
probably something like a ship councelor.
All designs so far have to stagger the wakeup in shifts. Long delays if
they have to build habitats for the passengers, short delays if they can
simply be unloaded. Even so, I'm figuring at least one day in the ship,
under medical supervision, and filled with briefings on local
conditions. The TL11 ship would need 50 days for the best case.
Arguably you need some of that also at the destination if you are out
to establish a bridge head. If you are going to an existing colony,
however small, some of the social overhead might already exist at the
destination. More so if you are simply a passanger transport, not a
colonisation ship.
The main difference between a colonist and a passenger is the intention
to return. Either one could arrive at a thriving settlement or a
hardscrabble world, and it might be hard to predict what they'll find if
the flight takes many decades.
You could also add psychobabble, that colonists are in a better state
of mind, if they recently started the journey rather then if they had
a long and monotonous journey.
No need for psychobabble, just plain common sense. A long journey in
very cramped quarters. Imagine a skilled exobiologist who has spent the
last decade growing carps the aquaculture tanks.
And colonists should be fully trained on their homeworld, yet arrive in
their prime working and child-raising years.
If there is a clear divide between ship crew and passangers, you can
also have security considerations.
I smell an adventure seed ...
Regards,
Onno
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