I took a quick look into comparing the beam behavior between the No Mod FS2 and FS2 MediaVPs.
So I find out there is beam fading even when no mod is being used, but it does some really, immensely retarded stuff when being used at maximum (30km) range.
I was 30.5km from the target ship just to make sure that the beam would completely fade, which it did...until I pointed my ship
at my target. At this point the beam suddenly
extends itself that additional 500 meters to show the beam scratching at the hull (This damaged the target).
What.
MediaVPs, the hit range for the beams are heavily cut down to 10km, but in this case, the beam isn't doing that go-go-gadget Extend-O Beam jabberwocky.
Obvious details for most, and my memory in missions that use beams at such ranges is rather poor, though I know the Auriga in Derelict does this, and the Vassago on VD (A custom beam however), but not much else that I can immediately think of.
Since I did this I sure as hell don't want the beams behaving like they originally do, since if I as much as see a beam grow to hit things beyond their intended range it will drive me bat**** insane, and the fact that beams now have short ranges isn't much to look at either. The beam fade distance does need to be higher, maybe 25km for compromise.