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Sadly, HW2 engine just wasn't suitable. Implementing true Newtonian physics into HW2 was too tricky and the graphics side tended to freeze up instantly when salvos of 200+ nuclear warheads started going off. Funny modding fact, Sword of the Stars 2 actually managed to be the better platform when attempting to create a space combat environment in the style of Honorverse. Laserheads, point-defense and even missile pods were easy to mod into SotS 2.
But now, after witnessing many games that might've been suitable for a Honorverse mod, like Children of a Dead Earth, which proved to be once again unsuitable due to performance issues, it looks like a savior for Honor Harrington mods has finally arrived.
Nebulous: Fleet Command convinced me within 15 minutes, it convinced me that not only would this game be the standard for serious space combat rts simmers (no matter how funny that concept might sound right now), but it would also enable the kinds of mods many fans of universes like The Expanse and Honorverse have only been dreaming of for a long time.
So when I saw the first footage of Nebulous, I made my purchase decision in 15 minutes. My budget for games is about 20 euros a month, but this game deserves all of it. It also has managed to be the only game thus far ever, or any other crowd-supported project ever, where I'm actually seriously considering to be a Patreon supporter.
So convinced was I that instantly I started thinking about a Honorverse mod. How would it be possible to modify this game to simulate the battles of Honorverse? Watching the VLS tubes belching missiles in the trailer convinced me that pod-Superdreadnoughts would be possible, not to mention counter-missiles, Nebulous has that from the get-go.
So, reading your post was like reading the thoughts of someone else who came across Nebulous and instantly thought of the Honorverse. Me too bro, and I promise thee every Honor Harrington fan, I will mod the hell out of this game to bring Honorverse space combat to everyone who've read On Basilisk Station and smiled when reading of the exploits of one HMS Fearless, a light cruiser of the Royal Manticoran Navy.
Speaking of hitting all the right scifi buttons, playing the game feels a lot like being at the battle school in Ender's Game, in terms of inserting into the battle space. The enemy's gate is down :)
Misconception about styles of games there. 3d open world games require lots VRAM/GPU power, while games like this require large cache CPU and low CL rate RAM.
Any game that is simulating physics and or many many under the hood calculations requires good processors. While games like RDR2 require large amounts of RAM and VRAM / GPU power to load all the massive texture files quickly.
For example, you can run Kerbal Space Program on a potato 10 year old GFX card, but require a very good CPU to do so without massive lag.
Building computers has very little to do with just looking at power values and instead relies on understanding what diff games will require and in most cases learning how to achieve the lowest possible data transit latency between all components.
You can have a CPU with 400mhz lower clock speed and double the cache and blow the higher clock rate CPU out of the water performance wise in a game like stellaris for instance. Or have CL9 RAM and blow CL14 RAM out of the water even though you have 4gb more CL14 ram.
This game can easily run on 900 series Nvidia cards with 4gb VRAM, but if you dont have a low latency chipset/RAM and a high cache, multicore CPU it will lag hard even if you have a 3000 series Nvidia card.
Even more maddening is that due to how WIndows has changed over the years and the sheer size of HD texture files you can do all of the above perfectly for simulation games and still bottleneck if you dont have a NVME SSD. Even SATA these days have trouble keeping up with changes in how OS handle data transit to your components and 4k texture files. Let alone mechanical HDD which are just basically useless these days for anything but storage, even at 30krpm or SCSI levels.