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Arming menu - rearming trouble


REDEYE_CVW-66

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I have not figured out the logic of the loadouts and rearming.

 

When goofing around with missions, I made a number of loadouts with poor naming logic and all sorts of random combinations and called the "AG1" and "Mavs" and "Test 1/2" etcetc.

 

These loadouts have then been visible as options in later missions, which of course makes sense.

 

 

 

However, later I wanted to sort this out. I went into the MB, deleted these loadout options.

I deleted them, and made a series of sensible loadouts with proper naming conventions. I did this when the "CAP" role was selected, but I figured that tese air to air loadouts would also be useful for others, so I exported them to "Intercept" and "Escort" and "Sweep". In this mission all was well.

 

However, later when I load up a mission, these new proper loadouts are gone, but oddly enough, my early "poor" loadouts were back, even when I checked different roles (Cap/intercept...etc).

 

What is the logic here? I want to make proven loadouts that I always can select when choosing the rearm menu at the airfield.

 

What am I missing?

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Arming menu - rearming trouble

 

I’ve noticed this too, and would love any tips on the matter.

 

The problem is the store loads are sorted by task. The task selection also affects the mission. Therefore, depending on where the loadout was built, it will show up for that task.

 

I personally don’t really like this way of doing store selection. It’s very complicated and confusing and limits the player. It also makes it difficult to allow the Hornet to be a true multi role fighter, same situation when F16 comes.

 

 

Sent from my iPhone using Tapatalk Pro


Edited by Eagle7907

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