User Tools

Site Tools


components:cargo

This is an old revision of the document!


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; 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.

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: 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

Cargo is staged at a Source or Factory before it can be spawned. For a delivery to count:

  • the destination must accept that cargo: a Settlement takes Food plus the cargo its Projects are paid in, a Factory takes its recipe inputs, and a site's card in the radio menu lists what it accepts;
  • 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;
  • 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;
  • at an airfield, use the Tycoon tent as the delivery point;
  • unload internal cargo through Cargo > Drop loaded in the radio menu, 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, when no destination is in range or when the site does not take that cargo, but the crates then remain on the ground instead of being credited as a delivery 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.

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, 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 Restarts.

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.

components/cargo.1789594713.txt.gz · Last modified: by 127.0.0.1