Right, i think it's time i dealt with my second problem. As the title said, Flak no longer behaves as flak. For Example. An Aeolus is patrolling a node, oh dear. some pirates jump out of nowhere and start attacking it. The Aeolus starts firing it's flak and AAA beams, now here's the problem. The flak doesn't explode when it misses. it only explodes when it actually hits. so it's gone from being a fierce weapon and annoyance(well, not an annoyance, but like "OMG WTF SO MANY EXPLOSIONS AROUND ME OMG WHERE'S MY SHIELDS?") to a peashooter.
For further help i have brought along the mv_flak-web.tbm
Primary Weapons
$Name: Standard Flak
+nocreate
$Trail:
+Start Width: 3.5
+End Width: 0.0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.10
+Bitmap: Flak_trail
$Pspew:
+Count: 2
+Time: 1
+Vel: 0
+Radius: 2.50
+Life: 0.0125
+Scale: 0.025
+Bitmap: Cmuzzle_0001
; -----------------------------------------------------------
$Name: Heavy Flak
+nocreate
$Trail:
+Start Width: 6.0
+End Width: 0.0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.15
+Bitmap: Flak_trail
$Pspew:
+Count: 2
+Time: 1
+Vel: 0
+Radius: 3.50
+Life: 0.0125
+Scale: 0.025
+Bitmap: Cmuzzle_0001
; -----------------------------------------------------------
$Name: Long Range Flak
+nocreate
$Trail:
+Start Width: 4.5
+End Width: 0.0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.125
+Bitmap: Flak_trail
$Pspew:
+Count: 2
+Time: 1
+Vel: 0
+Radius: 3.00
+Life: 0.0125
+Scale: 0.025
+Bitmap: Cmuzzle_0001
#End