Not to shit on you but usually the maximum range thing in those sorts of space games is to incorporate inherent weapon inaccuracy. You can only machine your railguns so well, and your lasers being on big gimbled machines that have the teensiest bits of play or being completely fixed on your spaceship that can only know where it is based on other objects it can only sense not super accurately means the weapon itself isn't pointed completely straight all the time at its target. The maximum range is, I assume, meant to express a maximum range where there's enough stuff having already acted on it and that will act on it that the error exceeds some acceptible threshhold so you give up tracking it, and it disappears from play because even if it does carry on in the universe, any planet will burn it up in atmosphere or it'll be absorbed by anti-asteroid CWIS systems or energy shields or whatever.
I thought that was implied with what I said. Here:
We can already reliably hit things with bullets (or shells, which are essentially big bullets) at multi-kilometer ranges. A machinegun/autocannon in a space sim having a maximum effective range of only 500 meters is fucking ridiculous.
That accounts for not only issues of leading/flight time, but also accuracy. Indeed, the longer the range the more any kind of deviation at the source would throw a shot off. Take a somewhat harder (compared to shit like Star Wars) sci-fi setting like Homeworld, for example: Ion Cannons, spinal-mounted weapons with
all the stabilization in the world, have a puny maximum range compared to their power (and they also don't lose power over range as they should). Their kinetic cannons also don't seem to fire past 6km or so either, even against very slow targets. These are ranges
we would be able to fire at with near-current technology. Ranges in space games are just incredibly compressed for gameplay purposes. After all, nailing a TIE fighter 100m in front of you and flying through the cloud of debris is a lot more viscerally satisfying to most people than popping that same TIE fighter at 2 miles away using an aiming/lead reticle and just seeing a little puff of fire when it blows up.
(And the least we talk about theoretically guided weapons like missiles and torpedoes, the better.)
Something that always makes me chuckle is how Battlefleet Gothic (the wargame, not the videogame) is one of the few space combat games that gets the ranges right. They're very clear that the ship models are only representations of what would be just specks of dust on the table if the game's real scale was represented. It also helps account for the weapons being relatively accurate: even two ships in base contact are over 1000km away from one another, each salvo is flinging
a lot of shit at the wall and hoping
something sticks.