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.
4.4 KiB
✅ The Hangar loadout system — loadout → per-slot allow-list → arsenal item
Finishes the Hangar. The item chain 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), 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-Katanarows are the player: they carry an extra (empty)PlayerUnitfield and point at a_Playercraft. - 8 rows name a character —
SANDRA,BILLY,ANTONIUS,CARL,RAYMOND,GENE×2,YOJI. None is aGeneric.IDon its own; all resolve asCharacter+ the value into the 64-record character table (theGenericpartition).
🟡 Two values that resolve to nothing
Rhino2-Ellen.UnitID = UN_f001_TCAF_DeltaSaber_W. No such unit exists — checked as aGeneric.IDacross every pak, and as a record name: 0 hits.UN_f002_TCAF_DeltaSaber_Wdoes exist, andRhino1-KatanausesUN_f002_TCAF_DeltaSaber_W_Player. Consistent with a shippedf001/f002typo — but what the game does when the lookup fails is not shown here, so this is reported, not diagnosed.Rhino4-Brandon.UnitID = BRANDON— noCharacterBRANDONamong the 64.CharacterKATANAdoes 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 has
AI_TCAF_RhinoFlight/AI_TCAF_BirdFlight— the join is not shown here. ExSET_*,S02SET_*andNULL_*are referenced by no loadout in this pak.- The
PlayerUnitfield is present but empty on all three-Katanarows. IGNORE(13 item names) — a blocklist for something unread.