ok if you want to do it by effect you
1)make the simrad shoot a bullet at 2000m/sec(engine max speed is about 1320m/sec from my tests)
2)give the soflam a rof of about 600 and make it full auto
3)add this to the projectile code
rem ---BeginComp

efaultDetonationComp 762 ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.detonateOnWaterCollision 1
ObjectTemplate.detonation.endEffectTemplate e_exp_lasertarget
ObjectTemplate.detonation.explosionMaterial 0
ObjectTemplate.detonation.explosionRadius 0
ObjectTemplate.detonation.explosionForce 0
ObjectTemplate.detonation.explosionDamage 0
ObjectTemplate.detonation.detectionRadius 0
rem ---EndComp ---
this will allow the projectile to use a set effect on impact.
4)make the material for everything 0
5)make a effect with nothing on it, like this one
rem *** Generated with Bf2Editor.exe [created: 2005/3/24 14:57]
ObjectTemplate.activeSafe EffectBundle e_exp_lasertarget
ObjectTemplate.modifiedByUser killer_zangoo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate LaserTarget_vehicle
rem -------------------------------------
ObjectTemplate.setStartOnEffects 0
ObjectTemplate.setStopOnEffects 0
ObjectTemplate.timeToLive CRD_NONE/0.1/0/0
ObjectTemplate.randomAgeFactor CRD_NONE/0/0/0
ObjectTemplate.startAtCreation 0
ObjectTemplate.speedFromPhysics 1
now the soflam will shoot a projectile every 0.1sec, and the effect will only last for 0.1 sec , so by the time the next projectile hits the other effect is gone, so there will only be one laser target.