Greetings all.
I've been GMing a Rogue Trader game with my group for a decent amount of time, but I've run into a problem, and that is that whenever the group enteres space combat the game grinds to a screeching halt. The problems I face are that first off my group is a very action oriented group, and with their ship only having a dorsal and prow mounted weapon (Havoc-class Raider) only one or two of their members actually get to 'feel' the action (out of a group of 5-7).
Add in one or two members rolling to 'put your back into it' and the navigator or Rogue Trader calling the maneuvers and I'm usually left with two or three people left sitting around trying to figure out what to do. Also calculating what their enemies are doing takes time for me and ends up leaving a gap of four or five minutes where I'm calculating, rolling and re-adjusting the enemy ships.
I've tried things like telling them to plan out their next actions or invest in scrutiny if their characters can take it, however I can feel that they are slowly losing interest in the game. It may be my fault for this, but I was hoping you guys could give me some tips on how you make space combat exciting and fun for your groups.
Another thing that might be hindering them is that the group was playing Dark Heresy before this and has transferred this mindset into Rogue Trader, this is mostly a problem when acquisitioning items but I'm wondering if this is also hindering their Rogue Trader experience.
Thanks for taking the time to read through and hopefully help me through my screw-ups