.s1
The way that flak works when planes fly over a sector is:
.nf
- * Sector flak is fired. Up to a maximum of 14 guns can fire
- before being scaled.
- * Land unit flak is then fired. Up to a maximum of 14 guns can
- fire before being scaled. Only 'flak' capable units will fire
- in this volley (see "info show"), and only the guns loaded onto
- a land unit are counted in the # of guns firing.
- * Ship flak is then fired. Up to a maximum of 14 guns can fire
- before being scaled.
- * Defensive planes then intercept.
+ * Sector flak is fired. Up to a maximum of 14 guns can fire.
+ They're then scaled by twice your country's tech factor. So, for
+ example, if you had 14 guns firing, and have a tech factor of 35%,
+ you would have a total of 14 * .35 * 2 = 10 (after rounding) guns
+ firing.
+ * Land unit flak is then fired. Only 'flak' capable units will fire
+ in this volley (see "info show"), and each point of aaf counts as
+ 1.5 flak guns. Flak saturates at 14 guns, and is then scaled by
+ unit tech factor.
+ * Ship flak is then fired. Flak saturates at 14 guns, and is then
+ scaled by unit tech factor.
.fi
.s1
-In all of the above flak rounds, once the maximum # of guns firing
-has been determined, the # of guns is then scaled by your country's
-tech factor, and then doubled. So, for example, if you had 14 guns
-firing, and have a tech factor of 35%, you would have a total of
-(14 * .35) * 2 = 10 (after rounding) guns firing.
-.s1
-In addition, if you are pinbombing a land unit or a ship, when
+In addition, if you are pin-bombing a land unit or a ship, when
you make your bombing run, the specific unit/ship you are bombing
gets to fire flak at you again. This number of guns firing flak
-in these cases is NOT scaled after the number of guns is determined.
+in these cases does NOT saturate.
.s1
When a sector fires flak, the amount of shells required is the # of
guns fired divided by 2. If not enough shells are available, either no flak
Ship:
guns = 0;
for (each ship in the sector)
- guns += min(guns, guns able to fire) * (techfact of ship) * 2;
+ guns += min(guns, guns able to fire)
if (guns > 14)
guns = 14;
Land unit:
guns = 0;
for (each land unit in the sector)
- guns += (aaf rating) * (techfact of unit) * 3;
+ guns += (aaf rating) * 1.5
if (guns > 14)
guns = 14;
.fi
Then, for each of the above general flak volleys, the # of guns is
scaled like so:
.nf
- firing = guns * (techfact of nation) * 2;
+ firing = guns * (average techfact) * 2;
+
+where average techfact is the average tech factor of everything that
+could fire in this volley, regardless of saturation. Sectors use
+their owner's tech factor.
-On specific bombing runs, the # of guns firing is determined by:
+On pinpoint bombing runs, the # of guns firing is determined by:
Ship:
guns = min(guns, guns able to fire) * (techfact of ship) * 2;
Land unit:
guns = (aaf rating) * (techfact of unit) * 3;
-The # of guns in these cases are NOT scaled.
-
techfact is determined by:
techfact = (50.0 + tech) / (200.0 + tech);
.fi
.nf
1) Fly through general sector flak (if any)
- 1a) fight in a possible dog-fight
2) Fly through general ship flak (if any)
3) Fly through general unit flak (if any)
- 4) If pinbombing, fly through specific unit or ship flak (if any)
+ 4) If pin-bombing, fly through specific unit or ship flak (if any)
.fi
.s1
-To figure out the damages that a plane takes each time it flys through
+To figure out the damages that a plane takes each time it flies through
flak, the following formula's are used:
.nf
flak = # of guns firing.
- flak = flak - (planes defense + 1);
+ flak = flak - (planes defense);
+ if (plane is not tactical)
+ flak = flak - 1;
if (plane is stealthy)
flak = flak - 2;
if (plane is half stealthy)
flak = flak - 1;
if (flak > 8)
- mult = flaktable[15] * 1.33;
+ mult = flaktable[16];
else if (flak < -7)
- mult = flaktable[0] * 0.66;
+ mult = flaktable[0];
else {
- flak += 7;
+ flak += 8;
mult = flaktable[flak];
}
mult *= flakscale;
For the above, use this table:
- flaktable[0] = 0.20
+ flaktable[0] = 0.132
flaktable[1] = 0.20
- flaktable[2] = 0.25
- flaktable[3] = 0.30
- flaktable[4] = 0.35
- flaktable[5] = 0.40
- flaktable[6] = 0.45
- flaktable[7] = 0.50
+ flaktable[2] = 0.20
+ flaktable[3] = 0.25
+ flaktable[4] = 0.30
+ flaktable[5] = 0.35
+ flaktable[6] = 0.40
+ flaktable[7] = 0.45
flaktable[8] = 0.50
- flaktable[9] = 0.55
- flaktable[10] = 0.60
- flaktable[11] = 0.65
- flaktable[12] = 0.70
- flaktable[13] = 0.75
- flaktable[14] = 0.80
- flaktable[15] = 0.85
+ flaktable[9] = 0.50
+ flaktable[10] = 0.55
+ flaktable[11] = 0.60
+ flaktable[12] = 0.65
+ flaktable[13] = 0.70
+ flaktable[14] = 0.75
+ flaktable[15] = 0.80
+ flaktable[16] = 1.1305
and a flakscale of 1.75
.fi