SetMaxCharge will determine how many seconds the phaser will fire for...
there was a thread somewhere that went into further details... ill see if i can find it...
there is also this from the SDK:
Energy Weapons: These are things common to all energy weapons (phasers, disruptors, tractors).
Max charge: The maximum amount of charge that can be stored in this weapon. Not applicable for tractor beams.
Max damage: The maximum amount of damage that can be dealt by this weapon, in ideal conditions. For tractor beams, this is the amount of force applied.
Max damage distance: The maximum distance at which full damage will be done by this weapon. (or in which the tractor beam will fire)
Min. firing charge: The minimum amount of charge needed to fire this weapon. Used to prevent cases where weapons fire for a fraction of a second, drain, recharge, fire, etc. Not applicable for tractor beams.
Normal discharge rate: The amount of charge drained per second, while the weapon is firing. Not applicable for tractor beams.
Recharge rate: The amount of charge this weapon regains per second, if the weapon system is powered at 100%. Not applicable for tractor beams.
Find a phaserbank. Probably named "portphaser1" or something.
VentralPhaser3Array.SetMaxCharge(5.000000) <--controls max units it charges too
VentralPhaser3Array.SetMaxDamage(1000.000000) <-how much damaged 1 unit of charge does.
VentralPhaser3Array.SetMaxDamageDistance(60.000000) <--your range. I assume in KM.
VentralPhaser3Array.SetMinFiringCharge(2.000000) <---you must charge 2 units before you can fire.
VentralPhaser3Array.SetNormalDischargeRate(1.000000) <-discharges 1 unit of charge (I believe this will use 1 per second which means max charge 5 is a 5 second burst)
VentralPhaser3Array.SetRechargeRate(0.080000) <--a rather slow recharge rate. I'd use .2 or .4 for a quick charge bank. experiment.