You just have to try to make things more interesting. The ship gets hit, give the engineer a puzzle they can work with. Let the weapons guy try to make some called shots. Science officer can scan for something nearby you can use to your advantage. Have people that are better at ground combat? give them a chance at it with a boarding party. Space combat can be fun, but it's not going to be if you're just going pew pew over and over until someone dies.
Also, if the captain is sucking at calling the shots and making things boring despite your attempts,
encourage him/her to make things more fun.
Suggest mutiny if you have to.
You don't even need combat to do a lot of this stuff. I had a pilot screw up a planetary entry so bad once the sensors guy had to pass a few checks to find a safe spot to set down, the comms guy had to convince the local military they weren't hostile and not to shoot them down all while the engineer tried to keep one engine working while trying to get the landing gear to actually lower completely. (Original pilot check was just routine, but he failed it bad, so I got creative.) They survived though. Should have been a couple of entry and landing checks that the pilot rolled and forgot about(or some might even skip them) but it turned out to be a very enjoyable experience for the players(if not the characters) to keep things together.
Hard sci-fi can be good, but don't be afraid to soften it just a bit to keep things interesting. Sometimes a good solid kick really is the best way to fix something, even if that doesn't fit in with your image of "hard sci-fi"