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Business • Solo / Duo / Trio / Quatro

Hangar Air Freight Cargo

The business card separates entry cost, production or stock preparation, the owner's sale payout and every helper's actual reward.

Dedicated artwork for Hangar Air Freight CargoHANGAR / AIR / FREIGHT
Required purchaseHangar
Entry cost$1,200,000
Possible GTA$$2,250,000–$2,550,000
Possible RPVariable amount
Cooldown0 minno fixed wait
01

Complete financial model

Team gross$1,000,000min: $500,000 · typical: $1,000,000 · max: $2,550,000
Setup / supply cost$0min: $0 · typical: $0 · max: $0
Fees and commissions$0min: $0 · typical: $0 · max: $0
Player payout (net)$1,000,000min: $500,000 · typical: $1,000,000 · max: $2,550,000
Player $/h (from payout)$200,000min: $100,000 · typical: $200,000 · max: $510,000
Full-cycle timefast: 3 hrs 30 min · typical: 5 hrs · beginner: 8 hrs
Cooldown
0 min • no fixed waitNo fixed cooldown — another cycle can begin immediately after completion.
First weekly cycleBase model without temporary weekly bonuses.

the sale goes to the owner and every helper receives an extra bonus; it is not deducted from the owner

02

Hangar: from the first Mogul to the first freight sale

BUSINESS STEP BY STEP • COMPLETE WALKTHROUGH

A complete Air Freight Cargo start: buy a Hangar, complete the required Mogul setup, source the first crate through Free Trade Shipping, deliberately choose land or air sourcing and sell a batch sized for the available pilots.

Start here

The correct menu, location and first entry point for Hangar Air Freight Cargo.

Location

Open the phone browser → Money and Services → Maze Bank Foreclosures → Hangars. After purchase, travel to its Hangar icon at the airport or Fort Zancudo.

Marker

Inside, watch Ron and Charlie's introduction, then approach the Free Trade Shipping computer in the Hangar office.

What to do there

Register as CEO/VIP or MC President. The first computer use leads to mandatory Setup rather than the normal category selection.

If the start is missing
  • If purchase is unavailable, finish active work and wait for Ron's required Freemode introduction.
  • An inactive computer usually means the introduction or owner-led setup is incomplete.
  • The Cuban 800 is an included personal aircraft; the setup Mogul is mission cargo and does not enter the player's collection.

From zero to the first payout

Buy a Hangar, recover the setup Mogul, choose a cargo category at the Free Trade Shipping computer and deliver the first crate before selling a small batch.

  1. 01
    1. Buy a HangarThe minimum purchase is $1,200,000; the Hangar itself includes freight storage and a Cuban 800.
  2. 02
    2. Recover the setup MogulLaunch Setup, take the marked cargo aircraft and land it in your Hangar.
  3. 03
    3. Choose one categoryFor the first cycle, keep crates in one category instead of diluting the stock-size bonus.
  4. 04
    4. Complete Source CargoChoose Land or Air, recover the marked cargo and deliver it to the yellow point in the Hangar.
  5. 05
    5. Sell a small batchLaunch the first sale from the computer in Invite Only; vehicle/drop count depends on the variant and batch.

Hangar setup and the first three crates

Every step states the objective, actions, completion condition and a safe way back after a mistake.

  1. 01

    Hangar Set Up — Mogul

    Goal

    Activate storage by recovering a Mogul carrying three random freight crates.

    Key actions
    1. Select Set Up at the Free Trade Shipping computer and fly to the marked location.
    2. Clear the immediate guards, enter the Mogul and check its condition before take-off.
    3. Land at your property's runway and taxi the aircraft into the yellow Hangar point.
    Completion point

    After delivery, the computer exposes Source and Sell categories and storage contains three random setup crates.

    What it unlocks next

    Normal sourcing jobs, Rooster sourcing and Air Freight Cargo sales.

    How to recover the run

    If the Mogul is destroyed, return to the computer and relaunch Setup. Do not buy another Hangar or Cuban 800.

Requirements, purchase and entry budget

The cheapest Hangar costs $1,200,000 and includes a Cuban 800. The Aircraft Workshop, quarters and decor are optional; they do not unlock storage.

01

Hangar — required warehouse

Status

From $1,200,000 through Maze Bank Foreclosures; location changes travel, not freight mechanics.

  1. Buy one location and watch the intro.
  2. Complete Set Up as owner.
Result

You receive storage, the Free Trade Shipping terminal and source/sell access.

02

Cuban 800

Status

Included with the Hangar at no extra price; it is not the mandatory aircraft for every mission.

  1. Claim/position the included aircraft after purchase.
  2. Use it when a source variant benefits from personal flight.
Result

You have a basic aircraft without buying the Aircraft Workshop.

03

Aircraft Workshop — optional

Status

It modifies owned aircraft; it blocks neither setup, sourcing nor the first sale.

  1. Skip it on a budget start.
  2. Add it later only for fleet modifications.
Result

The complete onboarding remains possible without this extra.

First complete cycle

After setup, complete these actions in Hangar Air Freight Cargo before attempting the first settlement.

  1. 01

    Open Free Trade Shipping

    Action

    Register an organisation and use the computer in the Hangar office.

    How to verify

    After setup, you see cargo categories, storage state and separate Source and Sell options.

    How to recover the run

    If the terminal is locked, finish active work and register the organisation again.

  2. 02

    Choose the first land source

    Action

    Pick one category and Land Source to reduce piloting demands on the first run.

    How to verify

    The HUD identifies a cargo type and physical objective rather than crediting a crate automatically.

    How to recover the run

    After cargo loss, the mission returns to Freemode without a crate; launch a new Source rather than Sell.

  3. 03

    Deliver and count storage

    Action

    Deliver every marked package to the yellow Hangar point; with a crew, divide separate packages among pilots/drivers.

    How to verify

    The chosen terminal category increases by the number of crates actually delivered.

    How to recover the run

    If only part was delivered, keep credited crates and top up the category with another Source.

Land sources, air sources and freight storage

Freight is not produced passively: every crate requires a completed Source Cargo mission or a Rooster sourcing order. Categories have separate bonuses for concentrated stock.

MODELActive sourcing

The Hangar does not convert Supplies into Stock; a source job or paid Rooster order creates each crate.

CATEGORIESDo not mix the first batch

The storage bonus depends on matching crates, so one category makes the first cycle clearer.

CAPACITYUp to 50 crates total

Full capacity does not mean a safe solo sale; size the batch for staffed vehicles.

Choose sourcing method and pace

Source Cargo — self-run

$0

Choose a category and Land/Air variant, complete the objective and physically deliver crates.

Beginner recommendation

Source the first crate yourself on land to learn the terminal and delivery point at no cost.

Rooster — paid sourcing

Operating fee, random category

The order saves an active mission but does not let you choose a category and can dilute the batch bonus.

Beginner recommendation

Use it only when convenience matters more than concentrating one category; the current fee remains in the operating model, not this walkthrough.

BASELINE, NOT AN EVENTCategories, capacity and flow are baseline. Weekly freight multipliers do not change crate counts or procedure.

Upgrades after the first cycle

Upgrades are separate purchases. This guide identifies those that change operating results and those that affect only convenience or risk.

Action

After the first sale, evaluate logistics before buying Hangar extras.

Goal

The Aircraft Workshop only changes owned-aircraft modification access; it does not increase crate value.

Condition / timing

Extras are purchased through property renovation and require no separate mission strand.

How to check progress

The terminal shows storage; property management shows purchased extras.

Decision order

01

Logistics before upgrades

First establish category, batch size and available pilots.

Practical note

Extras will not rescue a sale launched for too small a crew.

Purchase / decision

Aircraft Workshop, Living Quarters and style are optional for this flow.

What it actually changes
  • The Workshop lets you modify owned aircraft.
  • It does not shorten Source, add crates or guarantee one sale vehicle.

Solo or crew — concrete assignment

Batch size and delivery-vehicle count matter more than the warehouse's nominal maximum value.

SOLO — small batch

One player sources one crate at a time and sells before risking multiple stations/vehicles.

CONCRETE ROLES
  • The pilot/driver recovers cargo and returns it to the Hangar.
  • Before Sell, inspect vehicle and drop count instead of assuming one trip.
SAFETY LIMIT

Do not test a full warehouse on the first solo sale.

DUO–QUAD — pilot + support

Each member takes a separate package or vehicle; the leader coordinates return order.

CONCRETE ROLES
  • The strongest pilot takes the most demanding aircraft.
  • Support clears drop zones and escorts the slower vehicle.
SAFETY LIMIT

Do not launch a larger sale until every driver/pilot confirms a role.

First Air Freight Cargo sale

Check batch state and team first, then deliberately choose a session and launch settlement from the correct terminal.

Prepare the session
  1. One concentrated category and a deliberately small first batch.
  2. Armor/snacks and verified piloting ability.
  3. Invite Only for the first attempt; sales are also available outside public sessions.
Launching the sale
  1. Choose Sell and the category/batch at the terminal.
  2. Read vehicle and drop counts once the variant loads.
  3. Assign pilots before leaving the Hangar.
Sale vehicle

A variant can supply one or several aircraft/vehicles and multiple drops. Do not assume the included Cuban 800 will be used.

Safety or public-session bonus

Invite-only session — first run

Benefit

Protects the aircraft/cargo from rivals while learning the route.

Risk / failure condition

No rival-player bonus; mechanics and baseline settlement remain unchanged.

Public session — deliberate risk

Benefit

A rival-count high-demand bonus may apply; it is not part of this guide's baseline values.

Risk / failure condition

A slow or lightly armed aircraft is an easy target; any bonus does not change baseline storage data.

Delivery families and response

01

Land sale

How to recognise it

Cargo waits in a road vehicle and the HUD leads to drops or one buyer.

Action

Move the slowest vehicle first, use main roads and split drivers.

Tip

The land option reduces piloting-error risk but still uses a shared timer.

Risk / failure condition

A lost vehicle or missed drops reduce the settled batch.

How to recover the run

Finish surviving vehicles; do not spend the shared timer on irretrievably destroyed cargo.

02

Airborne drop route

How to recognise it

The HUD shows a sequence of airborne/ground-adjacent drops and a supplied aircraft/helicopter.

Action

Set altitude before the first point, use wide turns and stabilise before each drop.

Tip

Do not dive vertically after a missed point; make a wide turn while preserving the aircraft.

Risk / failure condition

A crash destroys cargo assigned to that aircraft while the timer keeps running for the rest.

How to recover the run

Turn back after a safe miss; after a crash, take a remaining aircraft only if time permits.

03

Hook lift or heavy-cargo escort

How to recognise it

The objective requires hooking/holding heavy cargo or protecting a slow transport.

Action

The steadiest pilot handles the lift; others clear only threats along the transport path.

Tip

Align above the target before lowering the hook and avoid abrupt corrections with cargo attached.

Risk / failure condition

Losing the lift/transport or destroying the vehicle ends that assigned portion.

How to recover the run

If the hook releases, return vertically over stationary cargo; if the target is destroyed, move the crew to surviving portions.

Delivery and settlement

Settlement covers delivered crates and baseline category bonuses. Missed drops do not automatically become another sale.

What to do next

A repeatable loop after the first successful payout, with cost and risk checked before the next start.

  1. 01

    Choose one category

    Build concentrated stock with self-run Source; Rooster may add a random category.

  2. 02

    Size stock for the crew

    Sell earlier solo and reserve larger stock for confirmed pilots.

  3. 03

    Sell and return to Source

    After settlement, select the same category again; an event does not change the procedure.

Common mistakes and fixes

Waiting for passive production

Fix

Every crate requires Source or a paid Rooster order.

Randomly mixing categories

Fix

Source one category for the first cycle to retain a clear batch bonus.

Full storage as the first solo run

Fix

Sell a small batch and learn vehicle assignment before scaling.

Checklist: have / done / ready to settle

HAVE

  • A setup-complete Hangar

  • An active organisation

DONE

  • Selected one category

  • Delivered at least one crate

READY TO SELL

  • Batch fits the number of pilots

  • Everyone knows their vehicle/drop

Common blockers and recovery

Repair the business or current mission state; do not repurchase a property as a workaround.

Problem

The terminal only shows Setup or is locked

Check in order
  1. Register an organisation.
  2. Complete the intro and Mogul Setup as owner.
How to recover the run

Relaunch Setup from the terminal; the Hangar and Cuban 800 remain owned.

Problem

A source crate disappeared or was destroyed

Check in order
  1. Check whether another crew member carries it.
  2. Check credited stock after the mission ends.
How to recover the run

Keep delivered units and launch a new Source for the missing crate.

Problem

Part of the sale vehicles were lost

Check in order
  1. Count surviving vehicles and remaining time.
  2. Assign drivers only to reachable routes.
How to recover the run

Finish surviving deliveries; after settlement, inspect actual stock before another Source.

03

Expanded informational overview

Guide scopeThis section organizes the complete cycle: requirements, phases, figures and dependencies. The detailed operation flow is in the walkthrough above.

Activity formatActive owner business or service
Payout modelOwner proceeds plus a separate reward for each helper. The sale value is not split equally.
04

How the full cycle works

This section complements the walkthrough with full-cycle dependencies: unlock, preparations, finale, settlement and the next available attempt.

01

Purchase and unlock

The base requirement is Hangar; the minimum entry cost is shown in the financial panel.

02

Setup

The business must be configured and remain active. Upgrades should be evaluated separately from the property price.

03

Job preparation

Job value and preparation time form one result rather than separate earnings.

04

Sale or collection

The panel separates owner proceeds, costs, commissions and extra helper rewards.

05

Next cycle

No fixed cooldown — another cycle can begin immediately after completion.

05

What affects the result

Stock or service value

The range shows small, typical and full variants where value is variable.

Supplies and commissions

Supply costs and agent fees are deducted before the owner's result.

Owner versus helper

Owner proceeds plus a separate reward for each helper. The sale value is not split equally.

Full time

The comparison uses 3 hrs 30 min / 5 hrs / 8 hrs for the complete cycle.

Main strengths

  • Can combine active sales with passive value accrual.
  • Helpers do not automatically reduce the owner's proceeds.

Constraints

  • Purchase payback depends on regular use.
  • A helper's reward can be far lower than the owner's proceeds and is shown separately.
06

Solo / Duo / Trio / Quatro variants

Every supported team size shows its host, partner and team model; unofficial figures carry a clear source label, while lower-confidence payouts stay outside calculators.

SOLO1P

Solo: full pace control and no crew wait.

Host / owner
$1,000,000
Team net
$1,000,000
Cooldown
0 minno fixed wait
DUO2P

Duo: the owner keeps the proceeds and 1 helper receive separate rewards.

Host / owner
$1,000,000
Each partner
$60,000
Team net
$1,060,000
Cooldown
0 minno fixed wait
TRIO3P

Trio: the owner keeps the proceeds and 2 helpers receive separate rewards.

Host / owner
$1,000,000
Each partner
$60,000
Team net
$1,120,000
Cooldown
0 minno fixed wait
QUATRO4P

Quatro: the owner keeps the proceeds and 3 helpers receive separate rewards.

Host / owner
$1,000,000
Each partner
$60,000
Team net
$1,180,000
Cooldown
0 minno fixed wait
07

Complete figures by team

Typical values for the selected cycle; every cell also contains a min–max range.

TeamCooldownTeam grossCosts + feesHost / ownerEach partnerTeam netHost / owner $/hTeam $/h
SOLO0 minCooldown • no fixed wait$1,000,000min: $500,000 · typical: $1,000,000 · max: $2,550,000$0min: $0 · typical: $0 · max: $0$1,000,000min: $500,000 · typical: $1,000,000 · max: $2,550,000$1,000,000min: $500,000 · typical: $1,000,000 · max: $2,550,000$200,000min: $100,000 · typical: $200,000 · max: $510,000$200,000min: $100,000 · typical: $200,000 · max: $510,000
DUO0 minCooldown • no fixed wait$1,000,000min: $500,000 · typical: $1,000,000 · max: $2,550,000$0min: $0 · typical: $0 · max: $0$1,000,000min: $500,000 · typical: $1,000,000 · max: $2,550,000$60,000min: $50,000 · typical: $60,000 · max: $60,000$1,060,000min: $550,000 · typical: $1,060,000 · max: $2,610,000$200,000min: $100,000 · typical: $200,000 · max: $510,000$212,000min: $110,000 · typical: $212,000 · max: $522,000
TRIO0 minCooldown • no fixed wait$1,000,000min: $500,000 · typical: $1,000,000 · max: $2,550,000$0min: $0 · typical: $0 · max: $0$1,000,000min: $500,000 · typical: $1,000,000 · max: $2,550,000$60,000min: $50,000 · typical: $60,000 · max: $60,000$1,120,000min: $600,000 · typical: $1,120,000 · max: $2,670,000$200,000min: $100,000 · typical: $200,000 · max: $510,000$224,000min: $120,000 · typical: $224,000 · max: $534,000
QUATRO0 minCooldown • no fixed wait$1,000,000min: $500,000 · typical: $1,000,000 · max: $2,550,000$0min: $0 · typical: $0 · max: $0$1,000,000min: $500,000 · typical: $1,000,000 · max: $2,550,000$60,000min: $50,000 · typical: $60,000 · max: $60,000$1,180,000min: $650,000 · typical: $1,180,000 · max: $2,730,000$200,000min: $100,000 · typical: $200,000 · max: $510,000$236,000min: $130,000 · typical: $236,000 · max: $546,000
08

Key facts

Full-cycle time3 hrs 30 min / 5 hrs / 8 hrs
Team1–4 players
Cooldown0 min • no fixed wait
VIDEO

Video walkthrough

Verified video · EN

The ONLY Hangar Business Guide You Need to Make MILLIONS Completely SOLO in GTA Online

Sourcing, cargo bonuses, warehouse and solo sale.

Channel
Hazard
Published
21 Jun 2026
Checked
29 Aug 2026
Open the walkthrough on YouTube