====== Logistics ====== {{:logistics.png|Logistics starts with choosing useful cargo, loading it safely, and delivering it to a site that needs it.}} ===== F10 menu ===== The game menu is available under ''F10 > Other > Tycoon''. ==== My Location ==== This section refers to the site nearest your aircraft. * **Show stock here** displays its available staged crates. * **Spawn any staged** places any available crate at the site. * **Spawn cargo** lets you choose a specific cargo type. * **Withdraw from storage** takes cargo back out of a Settlement's Reserve and stages it as crates, one for one. See [[settlements#taking_cargo_back_out|Taking cargo back out]]. Spawning is not loading. The crate appears at the site and must then be picked up with your aircraft's CTLD cargo commands. ==== Navigation ==== * **Cargo Sites** lists suitable destinations for cargo already aboard your aircraft. * **Nearby Sites** lists the nearest factories, sources, hubs, or cities. * **Deploy smoke** marks a selected site and reports bearing and distance. * **Refresh nearest sites** updates the entries after moving or loading cargo. Smoke colors: ^ Site ^ Color ^ | Source | Green | | Factory | Blue | | Hub | Orange | | City | White | Smoke is placed about 120 meters to the right of your approach to the site. Another marker becomes available after its cooldown or when you arrive. ==== FM homing navigation ==== Tycoon sites also transmit FM homing beacons. Click a site on the [[https://map.torquetycoon.net|Tycoon Map]] and look for the **Radio** entry in its description to find the assigned FM frequency. Tune that frequency in the aircraft's FM homing receiver to navigate toward the site by signal direction. This feature is currently supported only by the **UH-1H**. Other aircraft should use the map, bearing and distance from the F10 menu, or smoke navigation. ===== Loading and unloading ===== - Spawn a crate at the correct site. - Position your aircraft close enough to the crate. - Use the CTLD menu to load it. - Fly to a destination that accepts the cargo. - Land inside or immediately beside its delivery zone. - Use the CTLD menu to unload. When you unload through the ''Cargo > Drop loaded'' menu, crates are set down 20 meters straight ahead of your nose instead of underneath the aircraft, so they never block the pad you just landed on. Point the aircraft at clear ground before dropping. Cargo only counts as delivered when dropped inside a matching zone. Outside the zone, it remains a dropped crate in the world. ===== Practical rules ===== * Stay within your aircraft's weight and cargo-slot limits. * When carrying several crates, check whether they share a destination. * Only spawn cargo you intend to transport — a crate left on the pad keeps occupying its source's storage and stalls its production. * If stock is empty, wait, choose another cargo, or visit another source. * Flying loaded cargo through a low-security region carries a real risk of ambush. See [[security|Security & Threats]]. ===== Source stock and mission restart ===== A source holds a limited number of crates. That limit counts everything the source still owns — crates waiting in its warehouse //and// crates already spawned on its pad. A crate you spawn but never fly out therefore keeps its slot occupied, and the source stops producing until it is collected. At every mission restart: * **Every source starts on a small base stock.** A source that sits below it is topped up to it, so nobody arrives at an empty pad. A source that sits above it keeps what it has — the restart is a floor, not a refill. * **Crates still sitting on a source pad are removed.** They do not come back as warehouse stock beyond that base, so leaving cargo lying around across a restart costs you the crates. * **Dropped crates stay where you left them.** Cargo you unloaded out in the world is placed back at its last position, so an interrupted delivery can be picked up again. Storage space above that base is therefore something you earn by collecting on a good rhythm, not something handed out six times a day. A region's **Maintenance Works** makes its sources produce faster, which is what fills that space, and its City's **Regional Depot** makes the space itself bigger — but neither raises the restart base. ===== Cargo weight and aircraft capacity ===== Every crate occupies **one cargo slot**. Loading is allowed only when both conditions are met: - The aircraft has a free cargo slot. - The combined weight of all loaded crates remains within its CTLD cargo-weight limit. This means a helicopter with two slots may still be limited to one heavy crate. Cargo weight is separate from fuel, weapons, and DCS flight-performance limits; leave a sensible margin for takeoff and landing. ==== Standard crate weights ==== ^ Cargo ^ Weight per crate ^ | Wood / Logs | about 125 kg | | Grain | about 125 kg | | Food | about 125 kg | | Lumber | about 125 kg | | Oil | about 250 kg | | Steel | about 500 kg | | Building Materials | about 500 kg | | Fuel | about 500 kg | | Industrial Parts | about 1,000 kg | The exact CTLD definition uses small decimal differences to identify cargo types. Use the weight shown in the live map or cargo menu when it differs from this overview. ==== Aircraft limits ==== ^ Aircraft ^ Cargo slots ^ Maximum CTLD cargo weight ^ | SA342 Gazelle variants | 2 | 510 kg | | UH-1H | 2 | 1,010 kg | | Mi-8MT / Mi-8MTV2 | 4 | 4,010 kg | | Mi-24P / Mi-24V | 2 | 1,010 kg | | CH-47F | 6 | 6,010 kg | | UH-60L | 4 | 3,610 kg | | MH-60R / SH-60B | 2 | 3,500 kg | | Ka-50 / Ka-50 III | 1 | 130 kg | | AH-64D | 1 | 130 kg | | OH-6A / OH-58D | 1 | 130 kg | | OV-10A Bronco | 1 | 130 kg | | Mosquito FB Mk VI | 2 | 1,010 kg | | Hercules mod | 7 | 19,000 kg | | C-130J-30 | 7 | 21,500 kg | Examples: * A UH-1H can carry two 500 kg Steel crates: 2 slots and about 1,000 kg total. * A Gazelle has two slots, but it cannot carry two 500 kg crates because their combined weight exceeds 510 kg. * A CH-47F can carry six 1,000 kg Industrial Parts crates, just below its configured limit. * A Mi-8 carries four crates of anything, Industrial Parts included. A UH-60L carries four of everything lighter, but only three Industrial Parts crates — 3,610 kg is its sling-load limit. These are Tycoon's configured CTLD limits, not the aircraft manufacturer's published payload figures. ==== Which helicopter to fly ==== The **UH-60L** is a free community mod and carries as much as the paid Mi-8 on everything but the heaviest cargo. You do not need to buy a module to fly at the reference level; the CH-47F is still noticeably better, but it is an equipment choice, not an entry ticket. The **UH-1H** stays at two crates, which is honest — it is a smaller helicopter. Its role is a different one: **A Food delivery flown by a UH-1H makes the receiving Settlement recover Trust half again as fast for the next ten minutes.** Further deliveries refresh those ten minutes rather than adding up. So the Huey is the wrong aircraft for bulk hauling and the right one for answering a Settlement in unrest — and the boost is at its most useful exactly where Trust recovery is slowest. Once the **[[settlements#institutions|Flight Academy]]** stands, that boost doubles. The Academy raises the perks that already exist rather than handing out new ones, and it never locks anything away: what an airframe can do without it stays free for everyone.