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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; 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. Airfields store every cargo, Food included, up to a shared limit.
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 > Show cargo statusshows the loaded weight against the rated payload.- Spawn max payload in the Storage menu takes out only as many crates as stay within the rated payload.
- Slots and rated payload per aircraft are listed under Aircraft.
| 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
- Taking cargo out: at a Source, Factory, Settlement or airfield, use
Tycoon > My Location > Storageto spawn crates from the site's stock. See Radio Menu. - 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 the cargo and your aircraft must be at its delivery point.
| Destination | Accepts |
|---|---|
| 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 |
|---|---|
| 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 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.
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.
Where Crates Are Placed
Crates are never stacked on top of one another. Where they appear depends on the site and the aircraft:
| Site | Aircraft | Crates are placed |
|---|---|---|
| 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 Airfields for the messages.
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.
Refused Deliveries
A full store refuses further cargo. The crate stays on the ground and can be taken elsewhere.
- Settlement: a Food store already at 100 % refuses further Food.
- 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.
