This game is a glorious mess. It's crude, it's ambitious, it's arrogant("no, we won't make it easier for you to understand, but here's a 'print' button to ease your pain"), and it's generally very much rooted in the design mentality of yore. In a word, lovely.
Is there any way to avoid people going crazy though? And when they do, what can you do to fix it? They just slowly seem to go down the drain. I had 3 of them CONSTANTLY giving me error messages, which made playing the game real hard...
There's the 'Psy Eval' button in the Psychometry panel. [Top Left-Most, then the button which is a Brain-with-stem] In that panel you can cycle through your crew and see their 'stats'. Basically, if the bottom bar is too low, they've got low mental willpower. Pump that up on every single one which isn't already, the loss of skill/performance is minimal compared to losing the sanity, and I find higher sanity levels increase experience gains. There is the 'encode' button on the top left of this menu, which allows you to save the member in their current state. All the things you change here move those little columns on the bottom near the portrait, what these columns represent? I have no damn idea. It shows 'Max' for the stats you're moving about, and then there's the gray bar.. Which moves on its own accord. But that's the opaque part of the mechanics.
If your crew member goes crazy you can reload their encode in the Medical part of the command cube, on the bottom right.
Here's what I've found out so far, about the psy eval part(reading the changelog helps a lot):
-Each character's natural(or "primary") stats are shown as the brownish bars beneath the red horizontal ones around the top part of the screen.
-The same part of the screen allows for adjustments in stats. I don't quite understand how it works. There appears to be some non-obvious interaction with the primaries. For example, sometimes increasing the stimulant level(or biorythm, or whatever that is) lowers the associated effective stat instead of rising it, so it's not a 1-1 relationship.
-The coloured vertical bars at the bottom-right of the screen are the effective stats. From left to right, there's skill(higher does better job), performance(higher does jobs faster, including researching), sanity(if it drops to 0, skill and performance begin to get eroded. If either of those gets to 0, primary stats go down. If any one of these reaches 0, the character goes bonkers), and stress(it erodes sanity).
-The above means that crew members with high(effective) performance should gain experience from researching more rapidly than others.
-Doing certain(or all?) tasks increases stress. Doing nothing, including researching, decreases stress. Psychometric officer's skill helps decrease the crew's stress. The changelog mentions that the medical officers performs skill checks after any officer's stats get adjusted. While I'm not sure, it kinda looks like failed checks mean the one being adjusted gets increased stress.
Another thing I've found about the game, is that the "time slice" option in the options menu regulates the game's speed(higher is lower). A balance has to be found between that option, DOSBOX's framerate(ctrl+F11/F12), and the fact that some screens cause the game to run much faster than others for no good reason(e.g., the creation screen). You might want to fiddle with these a bit, else you end up with your crew going insane while you explore the crafting options.
Oh, and do yourself a favour and change the font to something less unreadable than the one called "iron".