Energy is indeed tricky in FS2... even the energy allocation system is quite different.
Don't even ask about Tach's crazy complicated dmg system.. I think it's some kind of offspring
of DnD and Tetris.
Energy weapons are not going to be an issue, as Getter Robo did some stuff with
the old Star Trek mod that I saw, with torpedoes that looked very similar to what we need.
Weapons for us are in sort of a mixed state of completedness, as I've had to jump back
and forth between rigger, texture stuff, table stuff, management, ships, stations, etc...
Chatter cannon is spot on copied from Tach, lasers are not far from done, ballistic weapons are having
a hard time with impacts and dmg due to the speeds among other things. Sappers - I know
most if not all of the stuff needed for them are existing features. Torps I've just not worked on
to a great extent.
Lots of the shots above are year to two year old pics which are mostly me either showing
off cause I got it in game, or just fooling around with it. The Sunspot is the medium weight GS missile.
They get Spire Rockets, Sunspots Missiles, and Swarm Missiles, in that order for Base Wars unlocks.
Energy weps (from memory) are the Disruptor, Hunter, Solaris, (maybe Blast and Adv Blast), Railgun, Corona Device,
Tractor Beam, and all lasers. I'm not a frequent user of the blast and adv, so tad fuzzy there.
Zacam helped us with the Archangel bump mapping in order to set some things straight. If only we could
clone him a few times. ^_^