re: the Hangar loadout system -- loadout, allow-list, arsenal item

15 loadout records, one per flight position x pilot (Bird1-Sandra ..
Rhino4-Yoji), each with Arm1/Arm2/Arm3/Nose + UnitID.

The same trap as PlayerWeapon, one level up: Arm1/Arm2/Arm3/Nose do NOT
name items.  They name a per-slot ALLOW-LIST record -- one of 24 whose
only named field is Type (the slot kind) -- and the candidate items are
that record's positional, unnamed fields, in order.  Four hops:

  Rhino4-Yoji.Arm1 -> STANDARD_ARM1 -> [Falcon_9AM, Condor_105AM, ...]
  -> item.PlayerWeapon = Turret_NNN -> slot.WeaponID -> Weapon.ID

Controls: Arm1/2/3/Nose -> allow-list record 60/60; allow-list
positional entries -> arsenal item 70/88, and every one of the 18
misses is the single sentinel No_Equipment -- one of the four
WEAPONS-roster values with no item record, i.e. the empty-slot marker.

UnitID is two ID spaces at once: 5 rows name a unit Generic.ID (the
three -Katana rows are the player -- a _Player craft plus an extra,
empty PlayerUnit field), 8 name a character, resolving as Character +
the value into the 64-record character table.

Two values resolve to nothing, both single rows against 13 that do:
Rhino2-Ellen.UnitID = UN_f001_TCAF_DeltaSaber_W exists nowhere (checked
as a Generic.ID across every pak and as a record name, 0 hits) while
UN_f002_TCAF_DeltaSaber_W does -- consistent with a shipped typo,
reported not diagnosed -- and Rhino4-Brandon.UnitID = BRANDON has no
CharacterBRANDON among the 64.

New structure doc, artefact and regenerator; the other four artefacts
regenerate byte-identical.
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Sylpheed RE agent
2026-08-27 12:58:53 +00:00
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# ✅ The Hangar loadout system — loadout → per-slot allow-list → arsenal item
Finishes the Hangar. [The item chain](arsenal-item-weapon-chain.md) resolved an
Arsenal item down to a `Weapon` record; this is the layer above it — **who flies
with what**, and **what the Hangar is allowed to offer for each slot**.
Artefact `../data/hangar-loadouts.txt`, regenerator
`tools/re-capture/hangar_loadouts.py`.
`GP_HANGAR_ARSENAL.pak` carries **15 loadout records**`Bird1-Sandra`,
`Bird2-Billy`, `Bird3-Antonius`, `Bird4-Carl`, `Rhino1-Katana`,
`Rhino1-Raymond`, `Rhino2-Ellen`, `Rhino2-Gene`, `Rhino2-Katana`,
`Rhino3-Ellen`, `Rhino3-Gene`, `Rhino3-Katana`, `Rhino4-Brandon`,
`Rhino4-Ellen`, `Rhino4-Yoji` — one per **flight position × pilot**, each with
`Arm1`, `Arm2`, `Arm3`, `Nose` and `UnitID`.
🔑 **Same trap as `PlayerWeapon`, one level up: `Arm1`/`Arm2`/`Arm3`/`Nose` do
not name items.** They name a **per-slot ALLOW-LIST record** — one of the 24
whose only *named* field is `Type` (the slot kind: `Arm1`/`Arm2`/`Arm3`/`Nose`).
The candidate items live in that record's **positional, unnamed fields**, in
order. So the full path is four hops:
```
Rhino4-Yoji.Arm1 ──▶ STANDARD_ARM1 (an allow-list, Type=Arm1)
──▶ [Falcon_9AM, Condor_105AM, …] (arsenal item names, in order)
──▶ item.PlayerWeapon = Turret_NNN (a hardpoint slot)
──▶ slot.WeaponID = Weapon.ID
```
## 🧪 The controls
| | |
|---|---:|
| `loadout.Arm1/2/3/Nose` names an allow-list record | **60 / 60** |
| allow-list positional entries name an arsenal item | **70 / 88** |
| — every one of the 18 misses | the single sentinel `No_Equipment` |
| `loadout.UnitID` resolves | 5 a unit `Generic.ID`, 8 a character (as `Character`+value), **2 neither** |
`No_Equipment` is one of the four `WEAPONS`-roster values that have no item
record ([the item chain](arsenal-item-weapon-chain.md)), so the residual is the
empty-slot sentinel appearing once per list — not a decode failure.
## The six allow-list sets
| set | Arm1 | Arm2 | Arm3 | Nose | used by |
|---|---:|---:|---:|---:|---|
| `STANDARD_*` | 11 | 9 | 9 | 8 | Rhino 2/3/4 wingmen |
| `ExSET_*` | 10 | 8 | 4 | 7 | — (not referenced by any loadout here) |
| `S01SET_*` | 2 | 1 | 1 | 1 | Bird flight, `Rhino1-Raymond`, `Rhino3-Ellen` |
| `S02SET_*` | 3 | 2 | 2 | 1 | — |
| `PlayerSET_*` | 2 | 1 | 1 | 1 | the three `…-Katana` rows |
| `NULL_*` | 1 | 1 | 1 | 1 | — (`No_Equipment`, `No_Equipment`, `No_Equipment`, `Stiletto_BG1`) |
So a wingman's weapon choice is drawn from a small, ordered, *per-slot* list,
and the `SNNSET_` sets are stage-scoped variants of it — `S01SET_ARM1` offers
two Arm1 items, `STANDARD_ARM1` offers eleven.
## `UnitID` is two ID spaces at once
* **5 rows name a unit** — `UN_f001_TCAF_DeltaSaber_T`,
`…_T_Player`, `…_f002_W_Player`. The three `-Katana` rows are the **player**:
they carry an extra (empty) `PlayerUnit` field and point at a `_Player` craft.
* **8 rows name a character** — `SANDRA`, `BILLY`, `ANTONIUS`, `CARL`,
`RAYMOND`, `GENE` ×2, `YOJI`. None is a `Generic.ID` on its own; all resolve
as **`Character` + the value** into the 64-record character table
([the `Generic` partition](unit-datasheet-static.md)).
## 🟡 Two values that resolve to nothing
* **`Rhino2-Ellen.UnitID = UN_f001_TCAF_DeltaSaber_W`.** No such unit exists —
checked as a `Generic.ID` across *every* pak, and as a record name: 0 hits.
`UN_f002_TCAF_DeltaSaber_W` does exist, and `Rhino1-Katana` uses
`UN_f002_TCAF_DeltaSaber_W_Player`. **Consistent with a shipped `f001`/`f002`
typo** — but what the game does when the lookup fails is not shown here, so
this is reported, not diagnosed.
* **`Rhino4-Brandon.UnitID = BRANDON`** — no `CharacterBRANDON` among the 64.
`CharacterKATANA` does exist, and Katana is the player.
Both are single rows against 13 that resolve, so they are exceptions in the
data, not a wrong reading of the field.
## 🟡 Not settled
* Who *selects* a loadout record. The names encode flight position and pilot,
and [the stage definition table](stage-definition-table.md) has
`AI_TCAF_RhinoFlight` / `AI_TCAF_BirdFlight` — the join is not shown here.
* `ExSET_*`, `S02SET_*` and `NULL_*` are referenced by no loadout in this pak.
* The `PlayerUnit` field is present but empty on all three `-Katana` rows.
* `IGNORE` (13 item names) — a blocklist for something unread.