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components:cargo

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Torque Tycoon > Game Components

Cargo

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.

Cargo Types

Cargo Approx. weight Produced by Used for
Logs 125 kg Source Lumber
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

Recipes are listed under Factories.

Loading

Take crates out of a site's stock with Tycoon > 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 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.

At a helipad, crates appear around the pad, whichever aircraft you fly. At an airfield they appear behind the aircraft.

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 Aircraft.

Delivering

A delivery counts when the destination accepts the cargo and your aircraft is at its delivery point while you unload with Cargo > Drop loaded. Your aircraft's position decides for the whole unload, not where each crate lands. Unload low and almost stationary.

Destination Accepts Delivery point
Hub, City Food and the cargo its Projects are paid in On the helipad; an airplane within 80 m of it
Factory Its recipe inputs 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 Every cargo Within 500 m of the Tycoon tent

You can unload anywhere else as well. The crates then stay on the ground, and the radio-menu message says why they were not credited.

Cargo Left Behind

A crate that is not delivered stays in the world and can be picked up again, with these limits:

  • Refused: a Settlement whose Food store is full refuses Food, and an airfield with full storage refuses every cargo. The crate stays on the ground.
  • On the ground: a crate survives one restart and is lost at the second, see 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.
  • 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 > Drop loaded still works 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.

An unload from an undamaged aircraft is never rolled against: land, unload, and nothing is lost.

Repairing an aircraft keeps its cargo aboard.

components/cargo.1790081261.txt.gz · Last modified: by 127.0.0.1