Even if the laser remains steady, the target ship would have to remain perfectly static relative to the laser weapon for it to be able to focus a spot to burn through thickness and layers of armor, which isn't a realistic option - unless you're a salvage ship hovering a wreck to cut apart lol. If the laser opens in bursts, each burst would only burn one layer in one specific spot each time.
I could have made the beam weapon damage model more realistic by considering this detail, but I had ignored it because beam-heavy default loadouts might become so weak that Realistic Combat might in name only 'just work' with modded or even vanilla content. I have already rewritten the beam damage model to work without penetrating citadel armor, and I want to know if you have an idea for beams to work without penetrating the surface armor, which is 1/15
th of total armor thickness, which is the Armor Rating in millimeters.
For example, a Wolf has 150 Armor Rating, 150mm total armor, and 10mm surface armor, while a Prometheus Mk.II has 1,500 Armor Rating, 1,500mm total armor, and 100mm surface armor. I have left the surface armor penetration code in the damage model because a powerful beam being able to quickly penetrate (or spall) these small thicknesses of armor, especially the even thinner portions (or holes) over such exposed ship portions as sensors, mounts, or engines.
Earlier in the thread I mentioned I was working on a total rework of weapons (including sprites, lore etc) using Realistic Combat as a base that I might post here. It's still WIP, but my current paradigms for beams are:
Lasers are fairly old weapons, and mostly effective at missile defense. Even heavier fighters shrug them off. If an older warship design has energy emplacements, it is typically only small turret mounts originally intended to carry lasers as PD.
Non-light particle beam weapons are more advanced, developed alongside more modern ships and power systems able to make them into practical combat weapons. Mainly intended to provide energy-focused ships with either long-range capability against armor (near instant kinetic beams, with heavy drawbacks) or long-range suppression capability using secondary effects. Some modern anti-fighter weapons are in this category as well.
I welcome your overhaul, want to know more, and would rather integrate good suggestions than leave them standing alone, but please remember my warning when considering Realistic Combat as a "base" for another mod: I am still developing Realistic Combat and can change it as drastically as I have modified beam weapon damage. That said, in the next version, adding the tag 'doNotModify' to a
weapon_data.csv row will make the weapon modification code skip it, letting you specify your ships and weapons as you'd like without worrying about my spec modification code at least.