ah...thank you very much for the reply ,guys...

It seems there is no exceptional condition in the making of elipse phaser on the model... hmmm I think it's better for me to try again about it, perhaps I missed something there..

..
well, though I didn't understand some of the indicator yet, but I am quite familiar with MPE since I always use them to hardpoint my ship,so no worries..

................. may be

...hics
For the torpedo indicator, it seem still a long way to go.... well never mind..

.. I though can decrease the number of tubes (to minimalize the risk of multiple subsystems being disabled simultanuously such as torpedo tubes on Galaxy class) and compensate it by increasing the number of loaded torpedoes on each tubes, however doing that will significantly decrease the number of tubes that can be fired during all torpedo-salvo. So I should reconsider this again; unless we can fire all of the loaded torpedoes from single tube during all torpedo-salvo.

Ah... btw King, do u know how to use "glow decay"

? Somehow I can't notice any difference eventhough I have fill it with a different value?

About Nano FX... hics... I didn't install it yet... hics..

.. I think I should start to use them right away... I heard there are soo many improvement when we'r using nano FX....

About the glow during hit...sorry to make u confuse..

.. I attach a picture here ...
That's a glow at the end of the phaser fire...

well... sometimes I can see the glow when it hit the hull, sometimes not, well I am not really sure, but... yes, mostly we see it during the shield hit. ;)
Is there possible to make a new script to add such glow only when the beam fire is hit the hull not the shield, for an extended time after hit?