Ah, a new hobby. I've been without one for too long. For reference, my e-mail is abolte (at) andrew.cmu.edu. I'm not really all that good at coming up with a lot of data myself, the way individuals like Mike Wong and Curtis Saxton are known for, but I've been following SWvST and a bit of B5 and BSG long enough to have some idea of where to start. My physics knowledge is a bit limited, I am only a first-year engineering student after all! However, I have far more knowledgable aquaintences, so I hope to get some help from them, whether or not I get anyone to help with the mod directly. I'll go make a post or two in another forum.
Okay, weapons sound simple enough to start with. Tell me if I've got this right: Beams do a certain dmg/s, and pulses have a simple dmg amount. Then you have the three factors v. subsystems, shields, and armor. I'm confused about one thing: you seem to have two numbers in the Damage line. What does that mean? Is it any relation to damage decrease with distance, or does FS2 have such a capability?
I'm guessing shields, armor and subsystems just have a simple hitpoint value.
What's Shutter? Is EMP just subsystem-only damage, or is it more complex?
I recall that there were some difficulties getting capship shielding to work - can I get an update on the current situation?
Speed/accel is going to be an interesting issue. The game is geared at low constant velocities in a 60 km cube, so...yeah. That'll take some thinking. Even weapon pulse velocities are affected by this dynamic.
And let's not even start to think about the complexities involved in translating the beam weaponry. FS beams go through FS shields, but you can't automatically say that that means phasers will go through FS shields or that a BFred will go through a ST ships' shielding. Then we have turbolasers, which have been conclusively determined to be lightspeed weapons which fire a visible pulse along the beam while warming up, and increase to full intensity moments later. Then there's phasers, which visibly don't travel at lightspeed. Which reminds me - determining what time period ST we want to use will be an issue - personally, I recommend the Dominion War era as my first instinct. Capabilities are fairly well known, fighters and pure warships are relatively common, and the Galaxies have all been refit so they don't explode on the first sign of danger.
I haven't played FS2 in a while, and my current comp couldn't run the SCP. Not sure it could even run FS2. Again - I know I've read stuff analyzing the FS universe's weapons, armor, etc. - could someone point out where I can find that so that I don't have to go hunting through threads and hyperlinks?