Existing FRA regulations do not mandate minimum crew staffing requirements. For Class I railroads, recent industry practice has been to have two-person crews (a certified locomotive engineer and a certified conductor) in the locomotive cab for most over-the-road mainline operations.

Railroads are committed to good faith negotiations with the rail labor organizations. The railroads and unions are best positioned to balance the complex competing interests underlying the debate over crew size, including the purported safety concerns that the unions have routinely raised as a reason for resisting any railroad staffing changes prompted by improvements in technology.


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However, regulations that mandate crew size are blunt instruments that impede the ability of the railroads and unions to resolve the complex issues surrounding staffing and scheduling predictability in a way that is in the interest of the parties to the collective bargaining process.

According to the American Short Line and Regional Railroad Association (ASLRRA), there are 420 short lines operating with one crew member in the locomotive. The FRA estimated that there are only seven short line railroads with one crew member in the locomotive.

I would like guidance on setting up a resource group with a crew size.

Here is a process flow for our manufacturing facility:

image935602 29 KB

For both the laser and form resource there is one person working on the operation. The MES entry is set to Time and Quantity. First the laser operator clocks on/off and enters 100 for quantity. Then the form operator clocks on/off and enters 100 for quantity. The WIP quantity says 100 at this time.

Those 100 parts then go to Powder Coat. There are 4 operators that clock on/off the job. Each operator touches and works on all 100 parts. If they each enter 100 for quantity (in MES) then the total WIP will go up to 400. The pieces/hour time for powder will not get any faster, even if we add more people to the crew.

Then the 100 parts go to assembly. This is a crew size of 3. They split the 100 pieces amongst themselves, each person working on 33 or 34 parts. They can work at 33 parts per hour. If an additional person is added to the crew then they need less time to finish the task. They each clock on/off the job and enter only the quantity that they complete. Their quantities add and go back to 100 pieces.

So how should I set up the resource group/operation for powder and assembly? For powder, I have the problem that the labor quantity is adding up to 400 and this is not correct. This is also skewing the labor hours and burden cost. The real time to go through the line is 4 hours, but each of the 4 people entered 4 hours and the total labor hours is 16 and the burden is multiplied by 16. For assembly, each member of the crew should enter their quantity so it adds to the proper amount. When I add more people to the assembly work the scheduled time will drop.

If Powder is setup as one operation with a crew of 4 and each person clocks on and off the job, then 3 people have to enter a 0 quantity and the final person enters the complete quantity. This method gives us a correct WIP quantity. But the 0 quantity entries for the other people make their earned hours 0. It is because earned hours is a function of labor quantity. The 0 quantity also affects efficiency and productivity numbers.

I was very impressed that J Crew offers really exact sizing measurements. While most shirt companies sell their shirts with double sleeve length sizes, J Crew does not. What this means is that you do not have to decide between a 15/32-33 or a 15/33-34. J Crew offers a 15/32 a 15/33 or a 15/34, and so on. Serious props here. This is a great thing that more companies should learn from.

I was comparing the crew complement and length of scifi ships and I came across a question. There are many other ships in scifi that have similar lengths to the ISD-I but a much smaller crew compliment. I understand that length is not the only aspect of a ships tonnage, but we are just trying to ballpark the math.

Now comparing these ships from different scifi universes may seem impractical because each one has its own set of universe rules and technology. However, I argue that all these ships carry basic humanoids of similar size, none to my knowledge have any sort of dimension changing tech the is consistently used, and all have to provide basic needs for its crew (living quarters, food, etc).

The two outliers here look to be the Star Wars universe and 40k. The numbers in the 40k are known to be over the top so let ignore that for now. When it comes to the ISD-I, it is only a couple hundred meters longer than many of the other ships, and yet its crew is 37x the size of any of the other ships.

Halo Warfleet specifically mentioned that in 2558 the Infinity have a crew of 18,262 which included all military branches (Navy, Marines, ODST, Army, Spartans, ONI, Swords of Sanghelios, Huragok) with the Navy crew specifically said to have 8,900 members, which more or less matches with the number in Halo Infinite, with the missing 1,750 easily explained as casualties of war or simple having been transferred to other ships.

U.S. oceangoing vessels have half the crew size of 30 years ago, thanks to automation and mechanization in the shipping industry. But are reductions in crew size increasing the risk of vessel accidents? Crew Size and Maritime Safety explores how we can minimize risk without hindering technology, presenting the most thorough analysis available of key issues such as domestic versus foreign manning practices and safety performance; effect of crew size on crew fatigue, level of training, and ship maintenance; and modernizing the U.S. Coast Guard approach to crew size regulation.

The volume features a trend analysis of 20 years of maritime safety data, analyzing U.S. and international laws and treaties concerning ship manning and making recommendations for improvements. In addition, it includes a model for setting optimum crew levels, based on systems engineering and tested with actual ships.

As a noob to Malifaux i got rather strange questions in my mind. I play some other wargames and army size (army points) causes strange reaction to how you play the game and it depends differently from game to game. For example in Infinity (standard game size is 300 points) if you play 600 points game, many people game will say that game fails, most of the 'taste' of the game disappear (still game is ok with 400 points which is also one of the legal size for tournaments). On the other hand for 40k is completely different story; it is 'the more is merrier' (not everyone agrees about high point games and balance but i know few people who doesn't like Apocalypse level...if they got enough minis -money!- and time to play )

So i know with 2e game standard game size increases from 35ss to 50ss (i don't know ss costs change of models with new editions but it seems to me that 'some are increased, some are decreased' so it looks like no total decrease or increase). It means roughly 2-4 more models which is fine with me

GW never recommends specific game sizes in their games, and they do not playtest around specific sizes. Everything in Malifaux 2E has been tested publicly and privately around 50ss, which the main rulebook specifically states as the balanced point of the game. So the way that the game has been built from its foundation is quite different than how 40K and AoS are built.

If you go above 50, each individual model has less of an impact on the game, mostly in the case of masters. Masters like Nicodem who do nothing but summon or buff nearby troops are probably hurt most as their overall presence will be negligible.


Inversely the lower you go beneath 50, the more powerful individual masters become, especially masters. In low point games masters like Niicodem can become outright broken, easily doubling or more the size of the starting crew depending on how small the game is.

When assembling a crew for a Philmont expedition, make sure to meet the specifications below. In keeping with the policies of the Boy Scouts of America, rules for participation are the same for everyone without regard to race, national origin, age, gender, or disability.

For group expeditions, Philmont requires a crew of 8 (minimum) to 12 (maximum) members, including all youth and adult participants and adult advisers. Our experience has proven that this is the best size for a Philmont crew. You will find handling crew chores more efficient, food distribution best, and program opportunities greater. Also, keeping the crew together on the trail will be easier. Campsites are designed to comfortably accommodate a maximum of 12 persons.

NEW RECOMMENDATION: Minimum adult requirement from 2 to 3 adults. Council contingents and other large groups should organize their crews according to hiking and camping abilities. Each crew can then choose an itinerary that corresponds to its ability, and travel at its own pace. Philmont reserves the right to combine smaller crews within contingents or multi-crew groups to maximize staff resources. Also, please note the following restrictions:

Two registered adult leaders 21 years of age or over are required at all Scouting activities, including meetings. There must be a registered female adult leader over 21 in every unit serving females. A registered female adult leader over 21 must be present for any activity involving female youth. Notwithstanding the minimum leader requirements, age- and program-appropriate supervision must always be provided. The best available adult leadership should be recruited to accompany each crew. In keeping with the policy of the Boy Scouts of America, there are no gender restrictions for adult leadership at Philmont except that each coed Venturing crew must have coed adult leaders. Each adult must be a registered member of the Boy Scouts of America. Each Philmont expedition or group must have at least two (3 leaders will be required in 2025 and is strongly recommended for 2024) BSA registered adult advisers for Scout groups. Adult advisers must be at least 21 years of age. There must be a registered female adult leader over 21 in every unit serving females. Each crew is required to have a majority of youth participants, and the maximum number of adults (over 21) is four per crew. Participants 18 through 20 years of age may be counted as youth or adult crew members. Adult program participants must register as adults and follow Youth Protection policies. Coed Venturing crews are required to provide coed leadership while en-route to and from Philmont and while hiking the trails of Philmont. A coed Venturing crew must have at least one male adviser and at least one female adviser, each of whom must be at least 21 years of age. Male and female youth participants will not share the same sleeping facility. e24fc04721

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