Your First Cargo Mission
Your First Cargo Mission
Cargo hauling is one of the best early activities for new Star Citizen players.
It teaches you how to accept contracts, travel between locations, use freight elevators, move boxes, load your ship, deliver goods, and get paid without immediately needing to win a dogfight or clear a bunker full of angry NPCs.
That does not mean cargo is risk-free.
You can still crash. You can still forget where the cargo goes. You can still load the wrong thing. You can still wedge a box into your ship at an angle that makes physics start asking spiritual questions.
But as a first proper mission loop, cargo is excellent.
This guide will walk you through your first hauling contract from start to finish.
What You Will Learn
In this guide, we will cover:
- Why cargo is good for new players
- What gear you should bring
- How to find a cargo hauling contract
- Why cargo box size matters
- How to accept and track the contract
- How to fly to the pickup location
- How to use a freight elevator
- How to move cargo with a tractor beam
- How to load cargo onto your ship
- How to deliver the cargo
- How to complete the contract
- What to do if something goes wrong
By the end, you should be able to run a simple cargo mission and understand the basic hauling loop.
Accept job. Pick up boxes. Load ship. Fly carefully. Unload boxes. Get paid.
Simple.
In theory.
Why Cargo Is Good for New Players
Cargo missions are useful because they teach several important Star Citizen systems at once.
A basic cargo mission helps you practise:
- Reading contracts
- Checking ship cargo capacity
- Planning a route
- Taking off and landing
- Quantum travel
- Station approaches
- Freight elevator use
- Tractor beam control
- Ship loading
- Mission delivery
- Reputation gain
Cargo also gives you a reason to fly somewhere with purpose.
Instead of just wandering around the ‘verse wondering what to do, you have a job.
Pick this up.
Take it there.
Do not explode.
Good structure.
What You Need Before Starting
Before taking your first cargo contract, make sure you have a basic setup.
You should have:
- A ship with cargo space
- A helmet
- Basic armour or clothing
- A multi-tool
- A tractor beam attachment
- Food and drink
- Enough fuel for the trip
- Some patience
The most important personal tool is the multi-tool with a tractor beam attachment.
You can move cargo by hand in some situations, but a tractor beam makes the whole process much easier.
If you do not have one yet, go back and buy one before doing cargo.
Future you will be much less annoyed.
Does Your Ship Need Cargo Space?
Yes.
Cargo missions require a ship that can carry the cargo listed in the contract.
Different starter ships have different cargo capacity.
Some can only carry very small amounts. Some can carry a bit more. Larger ships can handle bigger jobs.
Before accepting a mission, check:
- How much cargo needs to be moved
- What size the boxes are
- Whether your ship can physically carry them
- Whether you can load them through the ship entrance or cargo bay
- Whether the cargo grid supports the box size
Do not accept a contract just because the payout looks good.
The contract does not care that your tiny ship has ambition.
Cargo Box Size Matters
This is one of the most important things for new haulers.
Cargo is not just measured by total amount.
The size of each box matters.
You may see cargo listed in SCU, such as:
- 1 SCU boxes
- 2 SCU boxes
- 4 SCU boxes
- 8 SCU boxes
- Larger boxes for bigger ships and missions
A small starter ship may be able to carry several 1 SCU boxes but not fit a single larger box.
For example, a contract with six 1 SCU boxes may be fine.
A contract with one 4 SCU box might not fit in your ship at all, depending on your cargo space and access.
Always check the cargo size before accepting.
This is the difference between “easy payday” and “standing at a freight elevator staring at a box your ship cannot swallow.”
Start Small
For your first cargo mission, choose a small or extra-small hauling contract.
Look for something that:
- Uses small boxes
- Has a short route
- Starts near your current location
- Ends somewhere easy to reach
- Fits inside your ship
- Does not require multiple trips
- Pays enough to be worth learning
Do not immediately take a large cargo contract.
Big cargo jobs may require larger ships, more loading time, more risk, and more experience.
You are not trying to become a logistics empire on day one.
You are trying to move a few boxes without inventing a new kind of accident.
Finding a Cargo Contract
To find a cargo hauling contract:
- Sit somewhere safe
- Open your MobiGlas
- Go to the Contracts tab
- Look for cargo, hauling, delivery, or transport contracts
- Read the contract details carefully
- Check pickup location
- Check delivery location
- Check cargo amount and box size
- Make sure your ship can handle it
- Accept the contract
Do not rush this part.
The contract description tells you what you are actually signing up for.
Read it.
Cargo contracts are not just about payout.
They are about whether your ship, gear, route, and patience can handle the job.
Accepting and Tracking the Contract
Once you find a suitable contract, accept it.
After accepting, make sure you track it.
Tracking the contract helps place mission markers on your HUD and map.
If you accept a contract and cannot see where to go, check whether the mission is tracked.
This catches new players all the time.
The mission might not be broken.
You might simply not be tracking it.
Although, yes, it might also be broken.
Star Citizen likes to keep both options open.
Plan the Route
Before taking off, check where the cargo needs to be picked up and where it needs to be delivered.
A simple beginner cargo mission might send you from:
- A city to an orbital station
- A station to a city
- One station to another
- A nearby pickup point to a local delivery point
Use your map and mission markers to understand the route.
Before leaving, ask:
- Where is the pickup?
- Where is the delivery?
- Do I need to land at a station?
- Do I need to return to my starting city?
- Do I have enough fuel?
- Is the route short enough for my current comfort level?
Your first cargo mission should be boring in the best possible way.
Boring cargo is successful cargo.
Exciting cargo often means something has gone wrong.
Fly to the Pickup Location
Once the contract is accepted and tracked:
- Retrieve your ship
- Take off safely
- Leave atmosphere if needed
- Enter NAV mode
- Quantum travel to the pickup location
- Approach carefully
- Contact ATC if landing at a station or city
- Land near the freight elevator or cargo area if possible
- Turn off engines
- Exit your ship
If you are landing in a hangar, try to position your ship so the cargo bay or cargo entrance is close to the freight elevator.
This makes loading much easier.
If you land on the opposite side of the hangar, you can still load the cargo.
You will just get more cardio.
Space logistics is mostly walking with consequences.
Positioning Your Ship
Before turning off the engines, think about where your cargo needs to go.
If your ship has a rear cargo bay, try to land with the rear close to the freight elevator.
If your ship loads from the side, try to position the side entrance toward the cargo area.
A better position means:
- Shorter loading distance
- Easier tractor beam movement
- Less chance of boxes hitting walls
- Less chance of you getting annoyed
- Faster loading and unloading
You do not need perfect placement.
Just avoid parking in the most inconvenient possible spot, unless you enjoy suffering with boxes.
Turn Off Your Engines
Once landed, turn off your engines before getting out.
A common key is:
I
This helps prevent your ship from moving, drifting, or doing something weird while you are outside.
You can also power down fully if you are staying for a while, but for loading cargo, engines off is usually the important step.
Do not leave your ship hovering slightly while you try to load boxes.
That is how physics gets ideas.
Open Your Cargo Area
Before retrieving cargo, open the part of your ship where the cargo will go.
Depending on your ship, this might be:
- Rear ramp
- Cargo bay
- Side door
- External cargo grid
- Interior storage area
- Cargo module
- Lift or platform
Make sure there is a clear path from the freight elevator to the cargo space.
Some starter ships have awkward cargo access.
That is fine.
You will learn how your ship likes to be loaded.
Every ship has a personality.
Some of them are bad.
Using the Freight Elevator
Freight elevators are used to move cargo between storage and the physical hangar space.
At pickup locations, you use the freight elevator to bring contract cargo up so you can load it.
At delivery locations, you use the freight elevator to send contract cargo down and complete the delivery.
The general pickup process is:
- Go to the freight elevator kiosk
- Interact with the kiosk
- Find the contract cargo
- Lower the freight elevator if required
- Move the contract cargo onto the elevator in the kiosk interface
- Raise the elevator
- Wait for the cargo to appear physically
- Use your tractor beam to move the boxes
The exact interface may change over time, but the concept is the same.
The kiosk handles cargo assignment.
The elevator brings the cargo into the world.
You do the hauling.
Congratulations, you are now part of the supply chain.
Contract Cargo vs Personal Cargo
Be careful not to confuse contract cargo with your own items.
Contract cargo is tied to the mission.
Personal items are your own stored goods.
When using the freight elevator kiosk, make sure you are moving the correct cargo.
Look for the contract cargo listed by the mission, commodity, or contract marker.
If the contract says to move a specific material, make sure that is the material you are loading.
Do not accidentally send random personal items around and wonder why the mission is unimpressed.
The contract wants its cargo.
Not your spare helmet.
Raising and Lowering the Elevator
At pickup, you may need to lower the elevator first so cargo can be moved onto it through the kiosk.
Then raise it so the boxes appear in the hangar.
At delivery, you usually place the boxes onto the freight elevator, then lower it and confirm delivery.
Beginner version:
- Pickup: cargo starts in storage, move it to elevator, raise elevator, load ship
- Delivery: unload ship, place cargo on elevator, lower elevator, complete contract
If that sounds backwards at first, do not worry.
After doing it once or twice, it starts to make sense.
Mostly.
Using the Tractor Beam
Your tractor beam is the key to easy cargo loading.
A common hotkey for pulling out your multi-tool is:
5
With the tractor beam attachment equipped, use it to grab and move cargo boxes.
Basic tractor beam controls may allow you to:
- Pick up a box
- Pull it closer
- Push it farther away
- Rotate it
- Place it onto a cargo grid
- Stack or align boxes
Controls can vary depending on keybinds and patch behaviour, so practise carefully.
The tractor beam takes a bit of skill, but it is worth learning.
You will use it constantly for cargo, delivery, looting, salvage support, and general box wizardry.
Moving Cargo Boxes
When moving cargo:
- Stand at a safe distance
- Aim at the box
- Grab it with the tractor beam
- Move it slowly toward your ship
- Rotate if needed
- Watch for the cargo grid hologram or placement guide
- Place the box carefully
- Repeat until loaded
Do not swing boxes around wildly.
Cargo has mass.
Physics has opinions.
Your ship interior has corners.
Move slowly and deliberately.
You are not in a warehouse forklift speedrun.
Loading Cargo Onto Your Ship
Cargo usually needs to be placed on a cargo grid or inside a valid cargo area.
When you move a box close to the cargo grid, you may see a placement hologram or snapping indicator.
This shows where the cargo can attach.
If the box will not place:
- Check the angle
- Rotate the box
- Move closer
- Clear other cargo
- Check whether the box is too large
- Check whether the ship actually has cargo grid space
- Try another position
For small boxes, loading should be fairly straightforward once you get used to the tractor beam.
For awkward ships, loading may become an art form.
A frustrating, box-shaped art form.
Check the Cargo Is Secure
Before taking off, check that the cargo is properly loaded.
Make sure:
- All required boxes are aboard
- Boxes are on the cargo grid if possible
- The ramp or door can close
- The cargo is not blocking your cockpit access
- You can still get in and out of the ship
- You did not leave one box sitting on the freight elevator
That last one hurts.
Count the boxes before leaving.
If the contract says six boxes, make sure you loaded six boxes.
Not five and a feeling.
Ship Access After Loading
Some ships become harder to enter once loaded.
For example, if cargo fills the rear bay, you may need to use a different entrance, cockpit access point, ladder, or side door.
Before closing everything up, make sure you can still get back into the ship.
This sounds obvious.
It is not.
Many players have loaded cargo beautifully, sealed the ramp, admired their work, and then realised they have blocked their own way in.
The cargo is secure.
The pilot is outside.
This is not success.
This is performance art.
Flying With Cargo
Once loaded:
- Board your ship
- Power on if needed
- Contact ATC
- Take off slowly
- Avoid sharp impacts
- Quantum travel to the delivery location
- Approach carefully
- Land safely
- Turn off engines
- Unload the cargo
When carrying cargo, fly like you have something to lose.
Because you do.
Do not boost recklessly near stations.
Do not slam into the hangar.
Do not test whether cargo survives interpretive landing.
Fly boring.
Boring gets paid.
Delivering the Cargo
At the delivery location, land and find the freight elevator.
In many cases, the freight elevator will be in or near your hangar.
The delivery process usually looks like this:
- Land at the delivery location
- Turn off engines
- Open your cargo bay
- Pull out your tractor beam
- Move each contract box from your ship to the freight elevator
- Use the freight elevator kiosk
- Confirm the correct cargo is on the elevator
- Lower the elevator
- Confirm delivery if required
- Wait for the contract to complete
If the mission marker looks slightly odd, do not panic.
Sometimes the actual delivery point is the freight elevator in your hangar even if the marker is pointing somewhere nearby.
Check the contract details and freight elevator kiosk.
Completing the Contract
Once all cargo is delivered through the freight elevator, the contract should complete.
You should receive:
- Payment
- Reputation gain with the mission provider
- Access to more contracts over time
After completion, check your MobiGlas.
Look at:
- Contract history
- Current balance
- Reputation
- New hauling contract offers
Completing your first cargo mission can unlock more options and give you a better feel for how hauling works.
This is where cargo starts to become a real money-making path.
One box at a time.
Like space IKEA, but somehow more dangerous.
Reputation and Better Contracts
Cargo contracts often build reputation with hauling companies or mission providers.
As your reputation improves, you may see:
- More contracts
- Better-paying contracts
- Longer routes
- Larger cargo volumes
- Different providers
- More specialised hauling opportunities
Do not jump straight into larger contracts just because they appear.
Check whether your ship can handle them.
A bigger payout does not help if the cargo does not fit.
Be ambitious.
But measure your cargo bay first.
Multiple Trips
Some contracts may technically be possible but require multiple trips.
This can happen when:
- Your ship has limited cargo space
- The total cargo amount is larger than your capacity
- The boxes are small enough to fit, but not all at once
- The pickup and delivery route is short enough to repeat
For your first cargo mission, avoid multiple-trip contracts if possible.
They add time and risk.
Later, once you understand the loop, multiple trips can be fine.
Early on, pick something simple and complete it in one run.
One run, one payday, fewer chances for the universe to get creative.
Cargo Mission Safety
Cargo missions can be calmer than combat, but you still need to be careful.
Risks include:
- Crashing while loaded
- Losing cargo
- Taking the wrong contract
- Running out of fuel
- Landing badly
- Getting attacked
- Delivering to the wrong location
- Forgetting a box
- Server issues
- Cargo physics weirdness
To reduce risk:
- Start with small contracts
- Avoid dangerous areas early
- Land carefully
- Do not fly too fast near stations
- Keep your route simple
- Do not bring expensive personal gear
- Ask for help if something seems broken
Cargo is peaceful until it is not.
What If the Cargo Will Not Snap?
If cargo will not attach to the grid:
- Rotate the box
- Move it closer to the grid
- Try a different angle
- Check if another box is blocking it
- Check whether the box is too large
- Check whether the ship has valid cargo space
- Move slowly
- Try setting it down and picking it back up
Some cargo grids are forgiving.
Some are fussy.
Some behave like they were personally offended by your box placement.
Keep adjusting.
What If You Drop a Box?
If you drop a box, just pick it back up with the tractor beam.
Try not to panic.
If it falls somewhere awkward:
- Move around it
- Grab it from another angle
- Reel it in slowly
- Rotate it clear
- Avoid crushing yourself
- Avoid pushing it deeper into the problem
Most dropped boxes are recoverable.
Some become legends.
What If You Lose the Cargo?
If the cargo is destroyed, lost, or unrecoverable, the mission may fail or become impossible to complete.
This can happen if:
- Your ship explodes
- You crash
- Cargo falls through geometry
- You leave cargo behind
- A bug eats it
- Someone steals or destroys it
- You abandon the route
If the mission cannot be completed, you may need to abandon it and try another.
Annoying?
Yes.
End of the world?
No.
Get another contract.
Cargo has a way of humbling people.
What If the Contract Does Not Complete?
If you delivered the cargo but the contract does not complete, check:
- Did you deliver all boxes?
- Is the cargo on the correct freight elevator?
- Did you lower the elevator?
- Did you confirm the elevator action?
- Is the cargo actually contract cargo?
- Are you at the correct delivery location?
- Is the mission still tracked?
- Did the server take a moment to update?
If all else fails, ask in SCANZ or global chat.
Someone may know whether the mission type is currently bugged.
Sometimes you made a mistake.
Sometimes the game did.
The trick is working out which one before you go insane.
Common Cargo Mistakes
Accepting Cargo That Does Not Fit
Always check box size and total cargo.
A starter ship cannot handle every contract.
Forgetting the Tractor Beam
Cargo without a tractor beam is pain.
Bring one.
Parking Too Far From the Freight Elevator
You can still load, but it takes longer.
Try to land with your cargo bay close to the elevator.
Leaving a Box Behind
Count your boxes before takeoff and before delivery.
If the contract says six, move six.
Blocking Your Own Ship Entrance
Make sure you can still board after loading cargo.
This is funnier when it happens to someone else.
Taking a Contract Too Far Away
For your first cargo mission, keep it local and simple.
Long routes add more chances for things to go wrong.
Flying Like You Are Empty
When loaded, fly carefully.
Cargo missions reward boring pilots.
Be boring.
Get paid.
Basic First Cargo Mission Checklist
Before accepting:
- Does my ship have enough cargo space?
- Are the boxes small enough?
- Is the route manageable?
- Do I have a tractor beam?
- Do I have fuel?
- Is the payout worth the time?
At pickup:
- Land close to the freight elevator
- Turn off engines
- Open cargo bay
- Lower freight elevator if needed
- Move contract cargo to elevator
- Raise elevator
- Load all boxes
- Count the boxes
- Close ship
At delivery:
- Land safely
- Turn off engines
- Open cargo bay
- Move all boxes to freight elevator
- Use the kiosk
- Confirm all required cargo is present
- Lower elevator
- Wait for contract completion
After completion:
- Check payment
- Check reputation
- Repair, refuel, and restock
- Decide whether to take another cargo mission
That is the loop.
Do it a few times and it becomes much easier.
SCANZ Recommendation
For your first cargo mission, pick a small local hauling contract with 1 SCU boxes if available.
Use a ship that can clearly fit the cargo.
Bring a multi-tool with a tractor beam.
Keep the route simple.
Land close to the freight elevator.
Move slowly.
Count the boxes.
Do not rush takeoff or landing.
Once you complete one clean cargo run, you will understand a huge part of Star Citizen’s mission flow.
Cargo teaches patience, planning, flight, landing, tools, and recovery.
It is not glamorous.
But credits do not care about glamour.
Final Advice
Your first cargo mission is not about becoming a professional hauler.
It is about learning the shape of a complete mission.
You accept a job. You travel. You use the environment. You interact with physical cargo. You load your ship. You deliver the goods. You get paid. You build reputation.
That loop is Star Citizen at its best: physical, slow, detailed, occasionally awkward, and very satisfying when it works.
Start small.
Bring a tractor beam.
Read the contract.
Check the box size.
Count the cargo.
Fly carefully.
And remember: the safest cargo run is the one where nothing interesting happens.
Interesting is for later.
Paid is for now.