User Tools

Site Tools


components:cargo

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
components:cargo [2026/09/17 13:20] – external edit 127.0.0.1components:cargo [2026/10/09 18:59] (current) – external edit 127.0.0.1
Line 1: Line 1:
-[[start|Torque Tycoon]] > [[components|Game Components]]+[[:start|Torque Tycoon]] > [[:components|Game Components]]
  
 ====== Cargo ====== ====== Cargo ======
  
-Cargo is the material moved by players and AI flights through the Torque Tycoon economy. Sources create raw cargo, Factories convert it into processed cargo, and Settlements consume or store it. Food keeps a Settlement supplied; the cargo its Projects are paid in (Lumber, Steel, Building Materials, Fuel and Industrial Parts) enters its Reserve for levels and construction. Raw cargo such as Logs, Grain or Oil belongs at a Factory, not at a Settlement. [[components:airfields|Airfields]] store every cargo, Food included, up to a shared limit.+**Cargo** is everything players and AI flights move through the Torque Tycoon economy. Sources produce raw cargo and Factories turn it into processed cargo. Settlements use Food as supply and the other processed cargo for levels and Projects. Cargo is moved in crates, and every crate takes one cargo slot. A delivered crate pays its pilots [[components:credits|credits]].
  
-Every crate occupies one cargo slot, and free slots are the only limit when loading. An aircraft can be loaded beyond its rated payload. Internally loaded crates are applied as real aircraft mass in DCS, so an overload is not refused but costs take-off, hover and landing performance. DCS applies slingload weight through the cargo hook itself.+===== Cargo Types =====
  
-  * ''Cargo > Show cargo status'' shows the loaded weight against the rated payload. +^ Cargo ^ Approx. weight ^ Produced by ^ Used for ^ 
-  * **Spawn max payload** in the Storage menu takes out only as many crates as stay within the rated payload. +| Logs | 125 kg | Source | Lumber | 
-  * Slots and rated payload per aircraft are listed under [[components:aircraft|Aircraft]].+| Grain | 125 kg | Source | Food | 
 +| Iron Ore | 250 kg | Source | Steel | 
 +| Coal | 250 kg | Source | Steel | 
 +| Oil | 250 kg | Source | Fuel | 
 +| Food | 125 kg | Factory | Settlement supply | 
 +| Lumber | 125 kg | Factory | Construction, Building Materials | 
 +| Steel | 500 kg | Factory | Construction, Building Materials, Industrial Parts | 
 +| Building Materials | 500 kg | Factory | Construction, Industrial Parts | 
 +| Fuel | 500 kg | Factory | Construction | 
 +| Industrial Parts | 1,000 kg | Factory | Construction, demolition |
  
-^ Cargo ^ Weight per crate ^ Typical role ^ +Recipes are listed under [[components:factories|Factories]].
-| Wood / Logs | about 125 kg | Raw input for Lumber. | +
-| Grain | about 125 kg | Raw input for Food. | +
-| Food | about 125 kg | Daily Settlement supply; stored up to 100 % of the Settlement's level target. | +
-| Lumber | about 125 kg | Construction and production input. | +
-| Oil | about 250 kg | Raw input for Fuel. | +
-| Steel | about 500 kg | Construction and production input. | +
-| Building Materials | about 500 kg | Settlement construction. | +
-| Fuel | about 500 kg | Processed logistics cargo. | +
-| Industrial Parts | about 1,000 kg | Advanced construction and demolition. |+
  
-===== Handling Cargo =====+===== Loading =====
  
-  * **Taking cargo out:** at a Source, Factory, Settlement or airfield, use ''Tycoon > My Location > Storage'' to spawn crates from the site's stock. See [[components:radio-menu|Radio Menu]]. +Take crates out of a site's stock with ''My Location > Storage'', then load them with ''Cargo > Load nearby''. Storage only hands crates out while you are close enough to the site: within 30 m of the pad in a helicopter, within 80 m of it in an airplane, and within 500 m of the tent at an [[components:airfields|airfield]]. ''Load nearby'' then reaches 80 m around your aircraft, whatever you fly. DCS's own cargo and rearm menus do not work with Tycoon crates. A helicopter can also lift a crate on its cargo hook; Tycoon detects pickup and set-down automatically.
-  * **Internal cargo:** open the radio menu with **#** on the ground or **Alt+#** in the air, press **F10** for **Other**, then use ''Cargo''. DCS's built-in rearm/reload and cargo-loading menus do not recognize Torque Tycoon crates. +
-  * **Slingload:** crates may also be carried on a helicopter's cargo hook. Tycoon detects the pickup and set-down automatically; do not load the crate internally after setting it down just to make the delivery count. +
-  * **Repairs:** loaded crates and their weight remain aboard when the aircraft is repaired. +
-  * **Slot changes:** changing slots, respawning or disconnecting with internal cargo aboard forces the crates onto the ground. Some of them may be destroyed; survivors remain recoverable. +
-  * **Crashes:** a crash or shoot-down drops internal cargo at the crash site, where it can usually be recovered. A new aircraft never starts with the cargo of the one that was lost; crates that could not be placed at the crash site are lost.+
  
-===== Completing a Delivery =====+At a helipad, crates appear around the pad, whichever aircraft you fly. At an [[components:airfields|airfield]] they appear behind the aircraft.
  
-Cargo is staged at a Source or Factory before it can be spawned. For a delivery to count, the destination must accept the cargo and your aircraft must be at its delivery point.+Free slots are the only loading limit. You may load beyond your aircraft's rated payload, but DCS applies the real weight, so the aircraft climbs and hovers worse. **Spawn max payload** stays within the rating. Slots and payload per aircraft are listed under [[components:aircraft|Aircraft]].
  
-^ Destination ^ Accepts ^ +===== Delivering and Storing =====
-| Settlement (Hub, City) | Food and the cargo its Projects are paid in. | +
-| Factory | Its recipe inputs. | +
-| Airfield | Every cargo, until its storage is full. |+
  
-^ Destination ^ Where your aircraft must be ^ +Cargo reaches a site only when the pilot says what should happen to it. ''Cargo > Deliver'' hands crates to the site, ''Cargo > Store'' puts them into its store, and ''Cargo > Drop loaded'' only sets them down. A dropped crate lies where it fell until someone delivers or stores it from the cargo's ''(N on ground)'' entry; a crate set down from the sling is handled the same way. Each cargo can be unloaded in full or in steps of 1, 2, 4, 6 or 24 crates.
-| City, Hub, Factory, Source | On or immediately over the site's helipad. | +
-| Site not yet commissioned | At its marked construction point. | +
-| Airfield | Within 500 m of the Tycoon tent. |+
  
-A site's card in the radio menu lists what it accepts. Unload internal cargo through ''Cargo > Drop loaded'', or set a slingload down at the delivery point.+The menu offers only what the site takes:
  
-The aircraft's own position is what counts, and it counts for the whole unload. Park on the pad and every crate is credited, no matter where each one comes to rest. Stay off it and none of them are, however close a crate happens to land.+^ Site ^ Deliver ^ Store ^ Delivery point ^ 
 +| Factory | Its recipe inputs | — | On the helipad; an airplane within 80 m of it | 
 +| Hub, City | Food and project cargo | Everything except Food | On the helipad; an airplane within 80 m of it | 
 +| Site not yet commissioned | Its commissioning cargo | — | At the marked construction point; an airplane within 80 m of it | 
 +| Airfield | Project cargo | Every cargo | Within 500 m of the Tycoon tent | 
 +| Source | — | — | Cargo is only taken out here |
  
-The aircraft must be low and almost stationary when internal cargo is unloaded. Unloading is still possible when the approach is unsuitable, when no destination is in range or when the site does not take that cargo. The crates then remain on the ground instead of being credited, and the radio-menu message explains why. If the site at the pad refuses the cargo, the message names the site and the refused cargo.+Your aircraft's position decides for the whole unload, not where each crate lands. Unload low and almost stationary; if that is not met, nothing leaves the aircraft.
  
-===== Where Crates Are Placed =====+**Delivering to a Settlement or an airfield.** Food feeds a Settlement's supply. The delivery message shows how far the unload raised the supply, for example ''Food supply 42% -> 75%''. Project cargo is bound to the site's Projects: it counts towards them and cannot be taken out again. A site accepts a cargo only up to what its largest single Project still needs, not the sum of all of them. Crates beyond that are unloaded all the same and stay on the ground, and the message says so.
  
-Crates are never stacked on top of one another. Where they appear depends on the site and the aircraft:+**Storing.** Stored cargo waits in the store and does not count for Projects; to build with it, take it out with ''My Location > Storage'' and deliver it. Only stored crates can be taken out again; delivered project cargo and a Factory's inputs stay where they are. Each storing costs 75 GEL per crate, paid by the pilot who stores, whatever the balance. Airfield and Settlement stores have a limit, see [[components:airfields|Airfields]] and [[components:settlements|Settlements]].
  
-^ Site ^ Aircraft ^ Crates are placed ^ +Only **Deliver** pays a wage, shared by every pilot who brought the crate closer, see [[components:credits|Credits]].
-| City, Hub, Factory, Source | Helicopter | In free positions around the helipad, clear of the landing spot. | +
-| City, Hub, Factory, Source | Airplane | Behind the aircraft, when taken out of Storage within 100 m of the pad. | +
-| Airfield | Any, on the ground | Behind the aircraft, within 500 m of the tent. |+
  
-An airplane can collect crates near a helipad, but a delivery there still counts only with the aircraft on the pad. Out of range, the Storage request is refused instead of placing crates somewhere else. See [[components:airfields|Airfields]] for the messages.+===== Cargo Left Behind =====
  
-Cargo dropped away from a valid destination remains a world crate and can usually be recovered later, but only until the second restart: a crate still on the ground then is lost, and picking it up and setting it down again does not extend that. See [[components:restarts|Restarts]].+A crate that is not delivered stays in the world and can be picked up again, with these limits:
  
-===== Refused Deliveries =====+  * **Refused:** a Settlement whose Food store is full refuses Food, a Settlement or airfield takes no more project cargo than its Projects need, and a full airfield or Settlement store refuses further Store. The crate stays on the ground. 
 +  * **On the ground:** a crate survives one restart and is lost at the second, see [[components:restarts|Restarts]]. 
 +  * **Slot change, respawn or disconnect:** crates aboard are forced onto the ground where you stood. Each one has a 50% chance of being destroyed; the rest can be picked up again. Leaving the aircraft in the air is also an [[components:aircraft-losses|aircraft loss]]. 
 +  * **Crash or shot down:** crates aboard fall at the crash site under the same 50% per crate, whether an ambush brought you down, a checkpoint's AAA did, or you flew into a hill. A new aircraft never starts with the lost aircraft's cargo. 
 +  * **Emergency landing:** if enemy fire wrecks your aircraft but you get it down, ''Cargo > Deliver'' and ''Cargo > Store'' still work from the wreck, and only 25% per crate is lost. What survives is delivered normally when you are at the destination. It is always worth the seconds it takes to unload before you take a new aircraft.
  
-A full store refuses further cargo. The crate stays on the ground and can be taken elsewhere.+An unload from an undamaged aircraft is never rolled against: land, unload, and nothing is lost.
  
-  * **Settlement:** a Food store already at 100 % refuses further Food. +Repairing an aircraft keeps its cargo aboard.
-  * **Airfield:** a full storage refuses every further crate, whatever the cargo. +
- +
-The Live Map and the in-game cargo menu are authoritative if a configured weight or requirement differs from this page.+
  
 ===== Related Guides ===== ===== Related Guides =====
Line 77: Line 69:
   * [[guides:first-flight|Complete Your First Flight]]   * [[guides:first-flight|Complete Your First Flight]]
   * [[guides:deliver-cargo|Deliver Cargo]]   * [[guides:deliver-cargo|Deliver Cargo]]
-  * [[guides:commission-site|Commission a Site]] +  * [[guides:relay-cargo|Relay Cargo Through Depots]]
-  * [[guides:build-project|Build a Project]] +
-  * [[guides:recover-settlement|Recover a Settlement]]+
  
 ===== Related Components ===== ===== Related Components =====
Line 85: Line 75:
   * [[components:aircraft|Aircraft]]   * [[components:aircraft|Aircraft]]
   * [[components:airfields|Airfields]]   * [[components:airfields|Airfields]]
 +  * [[components:credits|Credits]]
   * [[components:sources|Sources]]   * [[components:sources|Sources]]
   * [[components:factories|Factories]]   * [[components:factories|Factories]]
   * [[components:settlements|Settlements]]   * [[components:settlements|Settlements]]
   * [[components:radio-menu|Radio Menu]]   * [[components:radio-menu|Radio Menu]]
- 
  
components/cargo.1789651200.txt.gz · Last modified: by 127.0.0.1