From 053248a2f5f9a95399d25bb7a4b5f6605c7f73c1 Mon Sep 17 00:00:00 2001 From: Markus Armbruster Date: Sun, 18 Jun 2006 18:11:52 +0000 Subject: [PATCH] Update for recent code changes. Make pseudo-code match the real code. Used to mention interception, but got it mostly wrong, removed. --- info/Flak.t | 88 ++++++++++++++++++++++++++--------------------------- 1 file changed, 44 insertions(+), 44 deletions(-) diff --git a/info/Flak.t b/info/Flak.t index 3244d8808..502763223 100644 --- a/info/Flak.t +++ b/info/Flak.t @@ -7,27 +7,23 @@ Flak is created from gunfire when enemy planes fly overhead. .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 @@ -53,14 +49,14 @@ Sector: 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 @@ -68,9 +64,13 @@ Land unit: 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; @@ -78,8 +78,6 @@ Ship: 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 @@ -90,28 +88,29 @@ to 4 times in each sector, depending on circumstances. They are: .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; @@ -128,22 +127,23 @@ flak, the following formula's are used: 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 -- 2.43.0