# ✅ 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.