FlightDeckBehavior::xfer serializes the launch ramp flags with an out-of-bounds array index (m_rampUp[MAX_RUNWAYS] inside a loop over MAX_RUNWAYS), so the real ramp state is never saved or restored and one element is read/written past the end of the array on every save and load.
Found while investigating #2994; I'm not sure if it's observable in-game though, maybe it causes a delay before the next planes take off?
FlightDeckBehavior::xfer serializes the launch ramp flags with an out-of-bounds array index (m_rampUp[MAX_RUNWAYS] inside a loop over MAX_RUNWAYS), so the real ramp state is never saved or restored and one element is read/written past the end of the array on every save and load.
Found while investigating #2994; I'm not sure if it's observable in-game though, maybe it causes a delay before the next planes take off?