Sorry for the delay - I had thought I'd posted a response, and I guess I decided not to for some unintelligible reason. That's what I get for browsing at 2 am.
The first thing I'd suggest doing is double checking the first digit in the Travel line. If it's a 1, you won't get any travel animation because it's trying to mimic a Beam weapon. If it's a 2, It should be okay, as 2 denotes a projectile of some sort. 3 denotes a ship class, if I'm not mistaken (used for missiles), and 4 escapes me at the moment.
What I did to create my pulse laser effect (pictured elsewhere) was create a custom animation for the Travel effect (I'd recommend reading through the documentation that comes with the game, dry though it is, and focusing on the section concerning Effects - with some experimentation, I was able to learn a lot from it). In particular, what I did was start with a Flare effect set to Decay rapidly (that is, it vanishes 0.1 seconds after being fired) and applied a Snake effect immediately afterward. The Snake created a tail, and by adjusting its thickness (SRadius being its full thickness, and ERadius being how thick it is at the end) and setting its NodeAtt (how long it takes for it to widen from nothing to its preset thickness, creating a pointed tip), NodeSus (how long it sustains its preset thickness, creating a solid beam-like effect), and NodeDec (how long it takes to decay from its full thickness of SRadius to its end thickness of ERadius), I was able to create a pulse-like beam that traveled through space. The Flare component is actually essential, as without it the Snake won't appear.
So, now that I've possibly confused you, hopefully you'll find everything I referred to and it will all make sense.