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Posted by: Erthel
« on: February 08, 2012, 06:17:47 AM »

Yes, they ahve engineer sections.   I'll post later the design. 

Quote
NAV Satie IIA class Cruiser    8,000 tons     871 Crew     1458. 4 BP      TCS 160  TH 24  EM 540
625 km/s     Armour 8-35     Shields 18-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 60
Maint Life 5. 66 Years     MSP 684    AFR 85%    IFR 1. 2%    1YR 36    5YR 541    Max Repair 100 MSP
Magazine 776   

M4 Internal Confinement Fusion Drive (1)    Power 100    Fuel Use 50%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 22. 5 billion km   (416 days at full power)
Epsilon R300/15 Shields (6)   Total Fuel Cost  90 Litres per day

Missile Launcher S6/ROF40 (10)    Missile Size 6    Rate of Fire 40
Missile Fire Control FC58-R25 (2)     Range 58. 8m km    Resolution 25

Active Search Sensor MR55-R50 (1)     GPS 2800     Range 55. 4m km    Resolution 50

ECCM-2 (2)         ECM 20

This design is classed as a Military Vessel for maintenance purposes
Posted by: sublight
« on: February 07, 2012, 09:36:45 PM »

Wild Speculation:
Do the self-dumping modules have engineer sections?

If failures can't be self repaired that might be triggering some speed-comparison check, even if there shouldn't be a check for tractor locked stuff.
Posted by: blue emu
« on: February 07, 2012, 08:13:03 PM »

I have maintenance on, and I've never experienced this problem.

Granted, I'm not playing the most recent patch, and I don't spend a lot of time orbiting wourlds that have no maintenance facilities... it's either deep space or home base, for me.
Posted by: TheDeadlyShoe
« on: February 07, 2012, 06:52:41 PM »

You could deactivate maintenance failures. 
Posted by: Erthel
« on: February 07, 2012, 09:54:56 AM »

I've put engines on weapon modules and they still detaching with 1 engine, "XXX has reduced his speed to 557km/s due to damage, and detached from TG"
Posted by: Erthel
« on: February 06, 2012, 07:44:05 PM »

No, I have sitting duck weapon modules and engine modules to tow them around.  Maybe I should stick always 1 engine to avoid that spam.
Posted by: blue emu
« on: February 06, 2012, 07:05:39 PM »

Odd. I've never had that happen.

What are your ship designs? Do you include one engine and one fule tank in each module? I do that so that I can regroup them if the engine module is taken out by enemy fire.
Posted by: Erthel
« on: February 06, 2012, 06:22:05 PM »

I'm trying to maintain a fleet of modular ships, but I keep getting "ship XXX has detached from it's TG as her speed has gone down to 1km/s due to damage" for deadweight modules, everytime there is a maintenance failure.   

Unless there is an option to deactivate this, I'm not going to keep on modular design due to this massive spam.   
Posted by: blue emu
« on: January 27, 2012, 04:43:53 PM »

What about non-turreted beam weapons? those use the ship max speed as tracking speed, but if you mount them on a weapon platform atached to an engine platform, does it get the movement speed of both together as tracking speed, or keeps at 0 as that's the speed of the weapon module?

This is a good question, and ought to be tested.

Another good question is whether engineering-section requirements are linear with respect to ship size, or follow a higher power-law... does a 10,000-ton ship require twice as many engineering sections as a 5,000-ton ship to gain the same mean-time-to-failure, or more?

Quote
(There is no drawback of using a hyperdrive engine in ordinary space, once you do carry it around, or am I wrong here?).


FAC engines use 10x fuel. Of course, you don't need to use a FAC engine in that 1000-ton afterburner, but it does boost your hyperdrive speed.
Posted by: Erthel
« on: January 27, 2012, 02:06:39 PM »

What about non-turreted beam weapons? those use the ship max speed as tracking speed, but if you mount them on a weapon platform atached to an engine platform, does it get the movement speed of both together as tracking speed, or keeps at 0 as that's the speed of the weapon module?
Posted by: Theokrat
« on: January 27, 2012, 09:37:27 AM »

Quote from: blue emu link=topic=4318. msg45834#msg45834 date=1327619180
Good analysis, Theo.

One point not addressed in your discussion of Afterburners is the Hyperdrive afterburner.

Hyperdrive engines offer 10x the speed (while operating outside a sun's gravity well), at a cost (varying by tech research) of between 2x and 1x the mass. . .  and by testing I have found that even a single Hyperdrive engine is sufficient to gain that 10x multiplier for the entire towed assembly. 

Check the speed, nearly 0. 5c :



The speed is so high that it looks like a mis-print!  ;D


With normal monolithic designs, this "single Hyper engine sufficiency" property is no advantage, since a ship can mount only one type of engine anyway, so with a normal ship the choice is whether to use all normal engines (at 250 tons each) or all Hyperdrive engines (at perhaps 375 tons each).

A modular ship can use the lighter normal engines for its Main Drive module, and carry a FAC hangar (1050 tons dead-weight) holding a 1000-ton Hyperdrive-equipped FAC which can boost the entire towed assembly up to 10x the normal speed. . .  only while operating outside a sun's gravity well, of course.  If it is carrying more than (let's say. . . ) 2500 tons of engines, this is a net gain in capability.

Regarding construction. . .  another minor point is that you will be able to build four 10,000-ton modules much earlier in the game than a 40,000-ton ship; since it takes many years to expand the dockyard to that point.

Glad you liked the analysis so far.  Yes, I deliberately ignored the hyperdrive afterburner.

I would agree that within the frame work of the game as it is presented to us at the moment, this is unquestionably the optimal and cheapest way to achieve hyperdrive capacity (for medium to large spacecraft).  I would disregard the hangar and just leave the hyperdrive module attached at all times.  In "normal" mode the total weight would be the same (1000t FAC, instead of 1050t Hangar), and you gain one engine.  (There is no drawback of using a hyperdrive engine in ordinary space, once you do carry it around, or am I wrong here?).  Although the hyperdive burner would be more vulnerable if not stored inside the main hull.  However I feel that Johan Steve will change the game to make this less viable. . . 

On a side note to my above points: I have not discussed a third scenario, which I think might be somewhat optimal to the "all modular" approach and sits somewhat in the middle.  Initially built integrated ships without any modularity.  Then when the next generation of faster ships starts to come online, I will design "upgrade modules", which consists of a bunch of latest generation engines +tractor, which will get strapped onto the aging ship.  These can be designed such that the old ship + "upgrade module" matches the speed of the latest generation ships.

The advantage over full separation of propulsion modules is that the old engines can be retained and supplemented by newer ones, rather than scrapped& rebuilt.  Of course it is not quite as flexible and beautiful, and the ships will probably look pretty horrific with all the engines wielded onto the hull, but still it might give good results. 
Posted by: blue emu
« on: January 26, 2012, 05:06:20 PM »

Good analysis, Theo.

One point not addressed in your discussion of Afterburners is the Hyperdrive afterburner.

Hyperdrive engines offer 10x the speed (while operating outside a sun's gravity well), at a cost (varying by tech research) of between 2x and 1x the mass... and by testing I have found that even a single Hyperdrive engine is sufficient to gain that 10x multiplier for the entire towed assembly.

Check the speed, nearly 0.5c :



The speed is so high that it looks like a mis-print!  ;D


With normal monolithic designs, this "single Hyper engine sufficiency" property is no advantage, since a ship can mount only one type of engine anyway, so with a normal ship the choice is whether to use all normal engines (at 250 tons each) or all Hyperdrive engines (at perhaps 375 tons each).

A modular ship can use the lighter normal engines for its Main Drive module, and carry a FAC hangar (1050 tons dead-weight) holding a 1000-ton Hyperdrive-equipped FAC which can boost the entire towed assembly up to 10x the normal speed... only while operating outside a sun's gravity well, of course. If it is carrying more than (let's say...) 2500 tons of engines, this is a net gain in capability.

Regarding construction... another minor point is that you will be able to build four 10,000-ton modules much earlier in the game than a 40,000-ton ship; since it takes many years to expand the dockyard to that point.

Posted by: jseah
« on: January 26, 2012, 03:44:01 PM »

Your analysis seems to be mostly correct.  I would like to add that if you are using cloak strategies, modular design may require that you research minimum cloak size. 

But the payoff will be good!  Each module becomes that much "smaller" in an all-cloak fleet.  At high tech, you might even hit missile-sized, while missile-signature battleships will likely never be possible. 
Posted by: Theokrat
« on: January 26, 2012, 12:05:05 PM »

2) Upgradability: Engines are effectively shared between tractored ships.  Engine technology has a significant impact on their performance.  Because speed is important, new-generation ships will often be faster than older ones, i. e.  players mostly use newer engine designs to receive a boost in speed, rather than freeing up space for more weapon platforms/armour/etc.  while retaining the old speed.  The net effect is that older ships can not form a battle line with modern ships and have to be in separate group (unless one sacrifices many of the speed advantages of the modern ships).  Therefore old engines are a serious drawback of old ships.  Engines are also a big and expensive part of most ship designs, which often makes replacing old engines on old ships more expensive than building a new ship altogether.

At the same time most other things do age a bit better.  A new-generation missile launcher might fire missile salvos more quickly, but that does not render the old launcher obsolete.  It can still fire new model missiles, unless the size is increased.  Fire controls and sensors do get better, but this is often used to save size, so that one is able to fit more things into a new ship.  Given the old ship is already there, its old launchers etc.  usually still provide a valuable addition to any fight – provided it could be used in the fight along with the newer ships.  Many other things do not loose much or any effectiveness at all  - engineer compartments, damage control, fuel space, crew quarters… It is thus somewhat wasteful to scrap these elements – if only they could be propelled to the speed of the newer ships.

So the obvious suggestion is to split ships into 2 modules: A “Propulsion-Module” containing engines, some engineering and fuels spaces plus crew quarters, and a “Superstructure-Module” (or however you want to call it) which contains the tractor beam, weapon stations, magazines, fire controls, sensors, etc.  The superstructure-module could be retained, while the propulsion-module would be scrapped and replaced by a version using newer engines, when these become available.

The benefit is the ability to keep old ships operational at low costs.  Let us assume players use a fixed proportion of their (mobile) capital combat ships’ hull space for engines, e. g.  all ships are 25% engines (*1).  Say we use a propulsion module of, say, 30% size (to account for fuel, crew, engineers), of a new ship.  When modernizing, the old engines will yield some scrap value for the old engines (30% IIRC).  Assuming the old engines had cost 20% less than the old ones, we gain the new engines for 1-0. 8*0. 3~75% percent of their actual cost.  Approximating weight with costs, we can modernize a ship in this way for 75%*30%=23% of the cost of a new ship.

After some tedious calculations I would estimate, that the “superstructure” should likely be upgraded every two to three generations as well.  Yet there is a rather large number of factors influencing this and actually I am not too sure I used a sensible estimate for each.  Still lets assume that the superstructure is updated every three generations, rotating, such that at each time 1/3 of the superstructures are 1st generation, 2nd generation and 3rd generation respectively.

Thus what would happen is that when a new tech generation is researched: 1) all propulsion modules are scrapped and rebuild 2) 1/3 of the superstructures are scrapped and rebuild.  The first costs 23% of a new ship, while the later costs 70% (superstructure size) * (1 – 0. 3*0. 8^3 (scrap value of the old superstructure)) *1/3 (number of refits) = 20%.  So overall in order to keep this fleet at that level we would require 43% of the costs of building a the same number of new ships.  Scrapping and rebuilding an integrate ship of this size would have cost 1-0. 3*0. 8=75% of the costs of an entirely new ship.  Put differently, in the long run the modular design allows us to have 1. 7 times as much ships, as we would have if we would scrapped and rebuild our ships every “round” of technology.

However these ships would be different.  On the one hand brand new ships would all be of the latest weapon technology, while only 1/3 of the modular ones have the latest weapons, with the other 2/3 being outdated to some degree.  Lets assume that each level adds about 10% to the damage dealt on the enemy.  Thus the next-to-latest superstructures would deal about 91% (=1/1. 1) of the damage of the latest tech, while the 2-generation-outdates ones would deal 83% (=1/1. 1^2) of the damage of the latest tech, Or on average they would deal 91% of the damage of an equivalent number of the latest ships. 

Furthermore, the modular design has some overhead costs compared to an “integrated” design.  Notably one of the modules need to carry a tractor beam (most likely the superstructure, so to avoid rebuilding it for every new generation); both of the modules likely need a bridge; in order to achieve the same level of protection more armour must be used; shields need to be duplicated.  Ignoring shields, because they might not be present at all, we can determine how much “dead” weight the modularity adds:

-The tractor beam weighs 500t.
-The bridge adds another 50t.
-For the armor it is slightly more complicated.  The weight needed for armour is proportional to the desired armor thickness and the “surface area” of a vessel, which are assumed to be spherical.  The volume (and thus weight) of a sphere goes like V~r^3 (r=radius), while the surface are goes like A~r^2.  So the surface area is proportional to A~s^(2/3) (where s is the size).  Thus 2 small vessels of size 1 will have 26% more surface area than one vessel of size 2 (2*1^(2/3)-2^(2/3)=2^(1/3)=1. 26).  For a 30% propulsion system- 70% superstructure split this would mean an increase in the increase in surface area is 24% compared to a big ship.  If one wants to retain the same armour thickness for both modules in a modular design, then this means the weight of armour will increase by 24%.  Yet it should be kept in mind that the increase in surface area is not purely a bad thing, as it also influences the probability of enemy shots hitting the same spot more than once.  I haven’t yet found a nice way to quantify the value of a broader armour versus a deeper armour, but I feel the later is vastly more important, hence I will ignore that there is also a benefit here.  Also it is conceivable that the two modules could be armoured differently, i. e.  it could be recognized that the destruction of a superstructure module is more valuable to the enemy (because the superstructure could fight without the propulsion at reduced efficiency, but the propulsion itself can not fight at all).  Therefore the superstructure should be armoured more than the engine, up to the point where the enemy is indifferent between targeting either.  There is a difficulty in that heat-seeking missiles could target the engines more effectively, while radar-seeking or fire controlled missiles would be more easy to fire at the larger superstructure.  We are going to ignore this benefit that the additional diversification brings, because on the other hand the two modules can not share their damage control teams or potential shields, so this might chancel somewhat.

The absolute effect for the last point (+24% in armour mass) depends on the armour that is being used in a ship, so as a totally unrepresentative example I took my 18kt Heavy Cruiser with 3 layers of composite armour, totalling around 11% of the ships mass - roughly 2kt.  If I would split this into a 30%-70% modular design with the same 3 layers of armour on each, this would necessitate 24%*2,000t=500t more in weight.  Together with the tractor beam we would have a total weight of 1000t that represents the “cost” for modularity.  On a 18kt Cruiser this is of course quite significant.  I could skim this weight of the ship by removing 4 of the 20 missile launchers, netting a drop in my broadside weight of 20% (just an approximation, ultimately it is unlikely that I would do this, the weight reduction would likely come from many sources, maybe 1-2  launchers, bits of this and that, until the marginal benefit of all component matches).  For now let us assume that this nets a 20% reduction in the ability to deal damage on the enemy.

Now we can try to piece this information together.  We compared two scenarios: 1) the benchmark scenario in which every generation ships were entirely scrapped and rebuild to the latest standard and 2) a modular design, where we separated engines and superstructures.  In this scenario we replaced the engines in every generation, while only 1/3 of the superstructures were replaced every weapon generation, because weapons age better than engines do in Aurora.  This allowed us to operate 1. 7 times as many ships than in scenario 1.  The modular design ships were on average a bit older and thus could only deal 91% of the damage of a contemporaneous design.  They could also carry 80% less main weapons as the tractor beams and lower armour efficiency took away space.  In total they can thus only deal 73% (=0. 91*0. 8) as much damage.
Finally converting these numbers into a measure that captures the ability to win battles, lets call it “Battle Winning Ability”.  Ships are both targets and shooters, so we will use the Lanchester laws(*3) and calculate BWA=N^2*Damage_dealt.  The Standard (integrated) design has a BWA=1 (we normalized it this way), while the modular design has a BWA=1. 7^2*0. 73=2. 31.

In other words the modular design offers a more than twice as much higher ability to win battles.
This is derived under a large set of assumptions, maybe the most important being the ship size of 18kt.  For ships of 3kt the 500t-tractor beam would present a much higher proportion of the ships weight and consequently reduce the amount of weapon space more significantly.
Still that is quite a result - Bravo, Blue Emu!

As a side issue: Modular design also reduces the capital and worker requirement for shipyards.  Take a 10kt ship, which could either be built integrated, requiring a 10kt shipyard.  It would be produced at a rate of 1 +0. 5*(10kt/5kt-1)=1. 5 the racial build-rate.  It would thus take 10/1. 5=6. 7 generic time units.  In comparison a 30%-70% modular design could be build using two shipyards, one of 7kt and one of 3kt.  The 7k module would be built a speed of 1+0. 5(7/5-1)=1. 2, and take a time of 7/1. 2=5. 8 generic time units.  The 3k module would be build at 0. 8 and take 3. 75 generic time units.  Thus using 3 7k slipways and 2 3k slipways will generate 3 new module-ships every 5. 8 generic time units.  In the same time 3 10k slipways could “only” create 2. 6 integrated ships.  So modular design uses less shipyard capacity (27k of slip yards in total, instead of 30k) and still produces ships faster (3 instead of 2. 6 ships).

This also applies to the shipyard-level.  To build ship+afterburner one needs two shipyards - one with size x (the size of the ship) and one at size 1000t -, while to build the bigger ship with 2 more engines, one would need a single shipyard of size (x+500t).

(*1): This might be a crude assumption, and would only constitute an optimal strategy if the marginal utility of speed is hyperbolic, or, equivalently, that the utility of speed follows a logarithmic function(*2).  This is likely incorrect, but I have not been able to come up with a better approximation for the (marginal) utility of all factors yet.

(2*): This can be derived by realizing that a fleet should be built such that the marginal utility of all possible investments is equal, i. e.  adding/subtracting 100t of armor (if possible) has the same use as adding/subtracting 100t of weapons, engineering compartments or any other possible (and used) ship component.  If this was not the case then a better ship could be designed by adding one type of components at the expense of others.  Let du/dh_e be the marginal utility with respect to engine hull space, du/dh_w be the marginal utility with respect to weapon platform hulls pace (the “d” means a derivate, so that da/db is the derivate of a with respect to b).  Since all marginal utilities must be the same we know that du/dh_w = du/dh_e.  We can also write du/dh_w = dv/dh_e * du/dv (i. e.  use a chain rule), where v is the speed.  This means we can rewrite the marginal utility with respect to engine hull space as the product of the marginal utility with respect to speed times the increase in speed that an increase in hull space offers.  And now comes the trick: If we assume an increase in engine technology, the marginal utility of a missile launcher does not change, so du/dh_w is a constant.  The marginal use of engine-space was equal to this constant before the new engine tech came around, and it must be equal to this constant afterwards, as otherwise we would use a different proportion of space for engines.  Thus we know that the marginal utility of engine-space before and after the tech change is equal: du/dh_{e,before}= du/dh_{e,after}.  Or, using the identity form above: dv/dh_{e,before} * du/dv_{before} = dv/dh_{e,after} * du/dv_{after}.  A new engine tech means the speed gained for adding engines becomes larger, say by a factor x, so: dv/dh_{e,after}= x* dv/dh_{e,before}.  Furthermore we know that the speed is proportional to the power of the engine.  We can rearrange and find that du/dv must be proportional to 1/v – i. e.  a hyperbolic function.  Integrating this expression yields the claimed logarithmic utility of speed.  We can thus turn the argument backwards, and interfere that if the utility of speed is not logarithmic, it is not an optimal strategy to devote a fixed amount of hull space to engines for different technology levels.
One caveat: There might well be synergy effects.  For instance with beam ships the marginal utility of adding another beam weapon might well depend on the speed that this ship achieves, so the change in engine technology could have a cross-impact.

(*3): The Lanchester laws might not be entirely justified here.  Not only is each ship a “shooter”, and a “target”, every ship is also a “defender” in the form of point-defence weapons, adding a third dimension.  (I am making the simplifying assumption that every ship is a miniature of the fleet, which makes it more convenient to calculate.  It does not matter though if separate ships are used as PD-providers or offensive-launchers, as long as they move together).  Thus I would expect a larger exponent than “2”.  This would increase the usefulness of the modular design.

Posted by: Theokrat
« on: January 26, 2012, 12:00:18 PM »

So I have given the matter some very boring math-thoughts, mainly because I fin it very interesting, but also because blue emu asked my opinion, and well that's just how my brain ticks.  Anyway, the post became quite long, and possibly very unclear, I admit that.  I will post it in several posts, in the hope that this does not violate the code of conduct on these forums. . .

This has been an interesting and inspiring read so far.  I would like to put my tuppence worth and add a bit of an analytical point of view.

What I mean by analytical approach is to try an estimate the costs and benefits of propositions on quantitative grounds, rather than qualitative points.  Lets start by thinking what the tractor beam (“TB”) can actually do.  It allows to either splitting a big ship into smaller parts, which still share (between them) one important aspect: engine power, or too share this characteristic between two smaller ships.  On the other hand several characteristics are not shared between the joint modules: Armour, damage control, crew quarters, bridges, fire controls, shields and CIWS.  So the question is: Is creating two modules actually better than creating either i) two completely separate ships, or ii) one integrated ship?

Generally the modular designs offered here fall into broadly four categories:
•   Modules that make use of special rules that apply differently for different mass ranges, thereby allowing ship components that would usually not be accessible for a bigger ship.  E. g.  strapping a FAC engine on a capital ship via a TB (Afterburner Module)
•   Separating parts of the ships so they can be more readily upgraded / replaced.
•   “Dead weight” modules, which includes components that contribute little on the tactical level - at least after the opening moves (Fuel, “Box Launcher”-Module. . . )
•   And lastly, modules that foster the ability to adapt ships to specific profiles in different circumstances.
Some of these ideas might be more efficient than others, so lets try to get an estimate of their respective efficiency.  On difficulty is that Aurora has a number of different “costs” in terms of which efficiency could be measured (wealth, population, minerals…) and its not obvious

1) Weight-Particular modules
a) The Afterburner:  the afterburner concept aims to allow major ships access to fighter-engines or FAC-engines, which are much more powerful than an ordinary engine.  Ordinarily they are not suitable for capital ships, as they are restricted to certain mass ranges, and only one of these engines can be mounted on a vessel (while a vessel can not mount more than one type of engine).  If the engine is put in a different, appropriately small vessel (the afterburner module), these restrictions are not important and we have access to the more powerful engine.  So far the idea.

In quantitative terms a FAC-Engine weighs the same 250t, as an ordinary engine, while having twice the power.  However, in order to connect the module to the main ship we need a tractor beam with a mass of 500t.  Therefore we can see that the minimum weight for the module is 750t (engine plus tractor).  Note that this is the mass-equivalent of 3 ordinary engines.  3 ordinary engines provide 50% more power than one FAC-engine (while using less fuel).  Similar arguments apply in terms of building points cost, at least until very high tech levels.  It would therefore seem that the afterburner is not a very efficient use of hull space or building points.

For simplicity we have ignored armour here.  For very heavily armoured ships it could be that the armour required to mount the engines internally is higher than the weight or cost of the tractor beam, if the afterburner itself is left unarmoured.  Furthermore the capital required to build and operate the shipyard is slightly higher for the single integrated ship, compared to the attachable afterburner +slightly smaller ship.  We will examine that effect later in more detail, but under ideal circumstances this could be about 4% more shipyard capital for a 16. 75kt cruiser, compared to a 16kt cruiser+1t afterburner.

b) The jump tender: The jump engines become more costly for larger ship sizes in terms of building points, size and importantly research points.  So the “jump module” aims at using smaller ship sizes to reduce these cost.
However it should be kept in mind that jump-ships allow the transit of a certain number of vessels that are smaller or equal in weight to both the jumps-ship’s size and the maximum allowance of the engine.  Since larger jump-engines are more expensive, and provide no extra benefit, they are generally matched to the size of the carrier ship.  I. e.  a 3000t ship carrying a jump engine that allows 3000t ships to transit.  Jump engines weigh less than their maximum allowance, hence jump ships must be “padded out” to match the allowance of their jump-engine.  In other words it is not sensible to tow only the jump engine.  For instance a jump engine that allows 4000t ships to transit might have a mass of 1000t itself, but it towed it could only allow 1000t ships to transit.  Given the abovementioned costs of large jump engines, this is quite wasteful.
Since jump ships need to be padded out with other stuff anyway, this can well be engines, fuel spaces and engineering sections, turning the “module” into a full blown ship in its own right.  So modularity in regards to the jump-engine seems to return little benefit.  Which leaves the issue of the ships that it is supposed to accompany, is there a benefit to building modular? Maybe there is, but not in connection to the specifics of a jump attack.  Surely, smaller jump-engines are cheaper and more readily available, so it is more costly to use big ships to make a jump attack.  But remember the second alternative to modules: simply building separate ships.  Say the squadron-jump size is 3, i. e.  the jump-ship can carry two vessels into the contested system.  This could be one ship of two modules, or two separate ships.  Generally there seems to be little situation-specific reason why one big “moduled” ship should be preferable to two smaller vessels.