2 .NA Flak "How flak works"
4 This page describes flak, and how it works.
6 Flak is created from gunfire when enemy planes fly overhead.
8 The way that flak works when planes fly over a sector is:
10 * Sector flak is fired. Up to a maximum of 14 guns can fire
12 * Land unit flak is then fired. Up to a maximum of 14 guns can
13 fire before being scaled. Only 'flak' capable units will fire
14 in this volley (see "info show"), and only the guns loaded onto
15 a land unit are counted in the # of guns firing.
16 * Ship flak is then fired. Up to a maximum of 14 guns can fire
18 * Defensive planes then intercept.
21 In all of the above flak rounds, once the maximum # of guns firing
22 has been determined, the # of guns is then scaled by your country's
23 tech factor, and then doubled. So, for example, if you had 14 guns
24 firing, and have a tech factor of 35%, you would have a total of
25 (14 * .35) * 2 = 10 (after rounding) guns firing.
27 In addition, if you are pinbombing a land unit or a ship, when
28 you make your bombing run, the specific unit/ship you are bombing
29 gets to fire flak at you again. This number of guns firing flak
30 in these cases is NOT scaled after the number of guns is determined.
32 When a sector fires flak, the amount of shells required is the # of
33 guns fired divided by 2. If not enough shells are available, either no flak
34 is fired, or the flak is reduced to the number of shells available.
35 Note that the shells are not consumed during flak fire, they just need
38 When a ship fires flak, at least 1 shell must be available.
39 If no shells are available, no flak is fired. Note that the shell is
40 not consumed during flak fire, it just needs to be available.
42 Land units use no shells when firing flak. Any land unit with an
43 aaf rating of > 0 will fire flak when pin-bombed.
45 The formulas for determining the # of guns fired in a general volley
49 guns = (guns in sector);
55 for (each ship in the sector)
56 guns += min(guns, guns able to fire) * (techfact of ship) * 2;
62 for (each land unit in the sector)
63 guns += (aaf rating) * (techfact of unit) * 3;
68 Then, for each of the above general flak volleys, the # of guns is
71 firing = guns * (techfact of nation) * 2;
73 On specific bombing runs, the # of guns firing is determined by:
76 guns = min(guns, guns able to fire) * (techfact of ship) * 2;
79 guns = (aaf rating) * (techfact of unit) * 3;
81 The # of guns in these cases are NOT scaled.
83 techfact is determined by:
84 techfact = (50.0 + tech) / (200.0 + tech);
87 Once the number of flak guns firing has been determined, the planes
88 have to fly through it. The plane may have to fly through flak up
89 to 4 times in each sector, depending on circumstances. They are:
92 1) Fly through general sector flak (if any)
93 1a) fight in a possible dog-fight
94 2) Fly through general ship flak (if any)
95 3) Fly through general unit flak (if any)
96 4) If pinbombing, fly through specific unit or ship flak (if any)
99 To figure out the damages that a plane takes each time it flys through
100 flak, the following formula's are used:
103 flak = # of guns firing.
104 flak = flak - (planes defense + 1);
105 if (plane is stealthy)
107 if (plane is half stealthy)
110 mult = flaktable[15] * 1.33;
112 mult = flaktable[0] * 0.66;
115 mult = flaktable[flak];
118 damage = ((random number from 1 to 8) + 2) * mult;
122 plane's eff = (plane's eff) - dam;
123 if (plane's eff < 10%)
125 else if (chance((100 - (plane's eff)) / 100))
127 otherwise the plane continues on it's mission
129 For the above, use this table:
148 and a flakscale of 1.75
150 .SA "bomb, fly, recon, paradrop, nation, Planes, Interception, Combat"