Okay, first cut at flak weapons is done. They fire and stick around. I haven't done any testing yet to make sure the flak bursts themselves work, but that's strongly related to the collision work in general, so in theory if asteroids work, they should too.
You guys can witness them as being
shot from the Crazy Horse in the
Capital Ship Weapons Test Range.
I haven't yet put any work into using flak cannons for point defense. The interface should be quickly transposable over from the combat phase to end phase, although moving over the actual flak fire processing from the combat engine to the end phase engine may be a bigger task, and less of the combat phase engine rework will be directly applicable to the end phase engine.
For those of you who are paying extra special attention, you'll notice the flak is only being kicked off the board during end phases. Technically, flak is meant to go away at the end of the movement phase. I just haven't got around to that. I did notice that the v.14 rules state that flak fired during the end phase should stick around to the next end phase... as far as I'm concerned though, the only reason for doing that is to ensure it is relevant to the next movement phase, so removing both types of flak at that time (while perhaps not making sense from a real-world flak-burst time durability sense) wouldn't have any impact on gameplay, so I may go that way. Thoughts?
I'm going to take a break from coding until bugs crop up or I feel up to it again; as such, no end-phase flak fire for now. That said, once that feature is ready, I promise to throw some cap ships out there for player testing.
I should mention that we're 'getting close'. Flak fire is the 2nd last game rule/feature yet to be coded. After that, only friendly fire remains before we have a 'game rule-complete' version of WCTOO.
When that happens, I'm going to kick us into Phase 6. This is a redefinition of all the timelines out there, and I'll publish updates to the appropriate threads when we get closer. Phase 6 will focus on a lot of the user interface requests/suggestions, as well as start work on the much-needed administrator tools (leading up to the eventual map editor).