Oh ok now I get it. When we hit a language barrier I'll just say I don't understand and you'll say it differently, problem solved
About takeoffs: in regular FS2 you can sometimes choose weapons loadout and even what ship to fly during/post briefing. Since that game mechanic was already in the original game there's no reason not to have it in Diaspora. Having said that the plot will require you to pilot certain craft types in missions so you won't be able to choose which craft to fly before takeoff - that's in R1. Doesn't mean you won't be able to pick fighters in later releases but when the plot calls for a raptor or the strike version of a viper (VIIE) then you have to use that ship. You should be able to modify your missile loadout after the briefing in most missions though.
As for the landings - depends on the plot, really. If the plot calls for it then a more elaborate landing sequence where the LSO guides you to a specific flight pod and tells you to call the ball can be scripted. Thing is, most of the time, the plot doesn't call for it. I can't go into more detail without revealing spoilers for R1 so you'll just have to wait and see for that. Do keep in mind that this is a space shooter more akin to the classic games like X-Wing, Tie Fighter, or FS/FS2, then a real simulator like MS Flight Simulator. So you'll never have quite as realistic landings like in a real flight simulator but we will be doing our best to maintain the feel of the show as much as possible. Hope that answers your questions.