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Table of Contents
Torque Tycoon > Game Components
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; non-Food cargo delivered to a Settlement enters its Reserve for levels and construction.
Every crate occupies one cargo slot and counts against the aircraft's Tycoon cargo-weight limit. Internally loaded crates are also applied as real aircraft mass in DCS, so cargo changes take-off, hover and landing performance. DCS applies slingload weight through the cargo hook itself.
| Cargo | Weight per crate | Typical role |
|---|---|---|
| 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
- Internal cargo: use
F10: Other > Cargowhenever a crate moves between the ground and the aircraft's internal cargo hold. 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.
Completing a Delivery
Cargo is staged at a Source or Factory before it can be spawned. For a delivery to count:
- the destination must accept that cargo;
- at a City, Hub, Factory or Source, settle on or immediately over the site's helipad; if the site has not been commissioned yet, use its marked construction point instead;
- at an airfield, use the Tycoon tent as the delivery point;
- unload internal cargo through
F10: Other > Cargo, or set a slingload down at the delivery point.
The aircraft must be low and almost stationary when internal cargo is unloaded. Unloading is still possible when the approach is unsuitable, but the crate remains on the ground instead of being credited as a delivery and the F10 message explains why.
Crates spawned, dropped or restored around a helipad are placed in free positions clear of the landing spot instead of being stacked on top of one another. Cargo dropped away from a valid destination remains a world crate and can usually be recovered later.
A Settlement whose Food store is already at 100 % refuses further Food. The crate stays on the ground and can be taken elsewhere. The Live Map and the in-game cargo menu are authoritative if a configured weight or requirement differs from this page.
