In the last episode of my campaign, my crew's ship had to fight its way back through enemy territory to friendly space after being flung 32 years into the future to find the Federation at war with the Breen. In the past the space they were in was unclaimed, distinctly non-hostile space at the frontier of the Federation - so it was quite a shock when that first Breen battlecruiser de-cloaked off the port bow.
I have three PCs, the captain, the ship's counsellor, and the ship's doctor. All of them were thoroughly engrossed for the first two acts of the episode. There were a couple of starship combats involved, but I think the dramatic tension kept the counsellor and doctor involved even though they didn't have much to do in combat.
The third act, however, which was an absolute nailbiter for the captain (whose player kept on standing up and pacing the room he was so on edge from the all or nothing fight to get to safety), saw the total withdrawal from the game of the other two players, who eventually left the table to read sourcebooks even as the ship was almost destroyed.
Now, I'm not planning on there being too many episodes of which starship combat will be such a prominent component, but it might happen (I don't want to limit my options in the war story arc we're currently in), and it will almost certainly happen in episodes for which it isn't a primary theme. I'm curious as to how other Narrators avoid the players other than the captain simply tuning out - what do you give them to do during combat? And by giving them something to do, I don't just mean rolling a few dice, because that didn't work very well in a previous campaign - players not in command of the ship were still bored, they just paid attention to what I told them to roll and when.