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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. A delivered crate pays its pilots credits.

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 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 and Storing

Cargo reaches a site only when the pilot says what should happen to it. Cargo > Deliver hands crates to the site, Cargo > Store puts them into its store, and Cargo > Drop loaded only sets them down. A dropped crate lies where it fell until someone delivers or stores it from the cargo's (N on ground) entry; a crate set down from the sling is handled the same way. Each cargo can be unloaded in full or in steps of 1, 2, 4, 6 or 24 crates.

The menu offers only what the site takes:

Site Deliver Store Delivery point
Factory Its recipe inputs — On the helipad; an airplane within 80 m of it
Hub, City Food and project cargo Everything except Food 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 Project cargo Every cargo Within 500 m of the Tycoon tent
Source — — Cargo is only taken out here

Your aircraft's position decides for the whole unload, not where each crate lands. Unload low and almost stationary; if that is not met, nothing leaves the aircraft.

Delivering to a Settlement or an airfield. Food feeds a Settlement's supply. Project cargo is bound to the site's Projects: it counts towards them and cannot be taken out again. A site accepts a cargo only up to what its largest single Project still needs, not the sum of all of them. Crates beyond that are unloaded all the same and stay on the ground, and the message says so.

Storing. Stored cargo waits in the store and does not count for Projects; to build with it, take it out with My Location > Storage and deliver it. Only stored crates can be taken out again; delivered project cargo and a Factory's inputs stay where they are. Each storing costs 75 GEL per crate, paid by the pilot who stores, whatever the balance. Airfield and Settlement stores have a limit, see Airfields and Settlements.

Only Deliver pays a wage, shared by every pilot who brought the crate closer, see Credits.

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, a Settlement or airfield takes no more project cargo than its Projects need, and a full airfield or Settlement store refuses further Store. 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. Leaving the aircraft in the air is also an aircraft loss.
  • 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 > Deliver and Cargo > Store still work 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.

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