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.
11 They're then scaled by twice your country's tech factor. So, for
12 example, if you had 14 guns firing, and have a tech factor of 35%,
13 you would have a total of 14 * .35 * 2 = 10 (after rounding) guns
15 * Land unit flak is then fired. Only 'flak' capable units will fire
16 in this volley (see "info show"), and each point of aaf counts as
17 1.5 flak guns. Flak saturates at 14 guns, and is then scaled by
19 * Ship flak is then fired. Flak saturates at 14 guns, and is then
20 scaled by unit tech factor.
23 In addition, if you are pin-bombing a land unit or a ship, when
24 you make your bombing run, the specific unit/ship you are bombing
25 gets to fire flak at you again. This number of guns firing flak
26 in these cases does NOT saturate.
28 When a sector fires flak, the amount of shells required is the # of
29 guns fired divided by 2. If not enough shells are available, either no flak
30 is fired, or the flak is reduced to the number of shells available.
31 Note that the shells are not consumed during flak fire, they just need
34 When a ship fires flak, at least 1 shell must be available.
35 If no shells are available, no flak is fired. Note that the shell is
36 not consumed during flak fire, it just needs to be available.
38 Land units use no shells when firing flak. Any land unit with an
39 aaf rating of > 0 will fire flak when pin-bombed.
41 The formulas for determining the # of guns fired in a general volley
45 guns = (guns in sector);
51 for (each ship in the sector)
52 guns += min(guns, guns able to fire)
58 for (each land unit in the sector)
59 guns += (aaf rating) * 1.5
64 Then, for each of the above general flak volleys, the # of guns is
67 firing = guns * (average techfact) * 2;
69 where average techfact is the average tech factor of everything that
70 could fire in this volley, regardless of saturation. Sectors use
71 their owner's tech factor.
73 On pinpoint 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 techfact is determined by:
82 techfact = (50.0 + tech) / (200.0 + tech);
85 Once the number of flak guns firing has been determined, the planes
86 have to fly through it. The plane may have to fly through flak up
87 to 4 times in each sector, depending on circumstances. They are:
90 1) Fly through general sector flak (if any)
91 2) Fly through general ship flak (if any)
92 3) Fly through general unit flak (if any)
93 4) If pin-bombing, fly through specific unit or ship flak (if any)
96 To figure out the damages that a plane takes each time it flies through
97 flak, the following formula's are used:
100 flak = # of guns firing.
101 flak = flak - (planes defense);
102 if (plane is not tactical)
104 if (plane is stealthy)
106 if (plane is half stealthy)
109 mult = flaktable[16];
114 mult = flaktable[flak];
117 damage = ((random number from 1 to 8) + 2) * mult;
121 plane's eff = (plane's eff) - dam;
122 if (plane's eff < 10%)
124 else if (chance((80 - (plane's eff)) / 100))
126 otherwise the plane continues on it's mission
128 For the above, use this table:
146 flaktable[16] = 1.1305
148 and a flakscale of 1.75
150 .SA "bomb, fly, recon, paradrop, nation, Planes, Interception, Combat"