I second SPacebadger's game philosophy on similar levels, too.
I won't go exhaustively into the details of rescue/emergency procedures and how many individual flares are in a kit until the time comes that the players really have to know for the sake of the adventure at hand. The characters are from space-faring careers, usually, and they have at some time had a lecture/film/read a manual on the subject, and maybe even had to go through a similar event.
The character knows these thing, not the player, so if the emergency happens all I have to do is "remind" the PC's that there are emergency kits for each crew and passenger required by law and replenished each annual maintenance.
Oh wait, you haven't had that overhaul done for two years? Well, the emer suits might be cracking on the folds a bit... -1 on the getting the suit on then and see if the arm tears.... that's it. Just that kind of thing to add a little suspense and excitement.
As for "emergency kits" one of the JTAS issues has a kit fully described in it that I use in my games. One per passenger, which given the contents may seem awfully redundant, but that's how it is RL, too. They have things like a small emergency rifle for game and signaling (and maybe defense but it's about carbine strength), food, water, another radio, single person shelter tent, mirror.....)
To make mine and my player's lives easier I just assume one is stashed for each crash couch on a small craft, two per any size stateroom (stored in the stateroom unless otherwise noted).
They are another good reason to have lifeboat drills for passengers so they will remember to grab their kit after putting on the emer suit, and then run for the lifeboat while rolling the kids along inside their hamster ball.