mission is attached below loudout.fs2
here is something interesting i spotted in loudout.fs2 when i decided to open it up in an attempt to pre-empt karajorma, remember Beta 1 was the ship with the secondary banks set to about half of its capacity while Beta 2 had full banks. The +Secondary Banks: line and the line below are the most interesting.
$Name: Beta 1 ;! Object #2
$Class: GTB Boanerges
$Team: Friendly
$Location: 45.171978, 0.000013, 5.690553
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1: XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Cyclops#short" "Cyclops#short" "Cyclops#short" )
+Sbank Ammo: ( 50 50 50 )
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10
$Name: Beta 2 ;! Object #3
$Class: GTB Boanerges
$Team: Friendly
$Location: 92.663002, -0.000000, -0.947957
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1: XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Cyclops#short" "Cyclops#short" "Cyclops#short" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10
now based on what i noticed above i made loadout2.fs2 changing beta 1 to 1/3/0 (I tried to get 1/5/1 but fred wouldn't let me set it like that which I think might be tied into what I will talk about below)
$Name: Beta 1 ;! Object #2
$Class: GTB Boanerges
$Team: Friendly
$Location: 45.171978, 0.000013, 5.690553
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1: XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Cyclops#short" "Cyclops#short" "Cyclops#short" )
+Sbank Ammo: ( 50 66 0 )
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10
it looks like the loadouts are being stored as percentages in the mission file and it looks like only in whole percentages which is why it wouldn't let me use the loadout I originally wanted to test . Also anything set to 100% of the secondary capacity is not saved so the game assumes the 100% denying the fredder the opportunity to manually set it
[attachment deleted by ninja]