.TH Command CRATE/UNCRATE AIRCRAFT
.SY "crate|uncrate [<PLANE> | <SECTS>]"
The \*Qcrate\*U and \*Quncrate\*U commands let you prepare aircraft and
missiles for transport aboard several types of vessels that are 
unable to
accommodate the same aircraft in their ready-to-fly state (the
\*Qshow ship capabilities\*U command will flag such ships with
the word "tran" in the capabilites list).
Any aircraft can be crated; ships such as cargo ships can
then be used to transport the boxes to another location, where
the crates can be unloaded and the aircraft reassembled.
Crating becomes very useful when using trade centers and 
non-teleporting plane trade, where disassembly and boxing of an 
aircraft's pieces may be the only way for a buyer to take home
his lastest purchase.
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The <PLANE> and <SECTS> arguments are provided in case you only
wish to crate or uncrate one plane or all planes within a given area.
Crate expects some argument.  To crate all planes, use the
argument '*', as in "crate *".
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Since crating and uncrating are disassembly and reassembly 
processes similar to initial construction, both a workforce 
(20% of the original construction crew) and money (10% of the
original construction cost) are required.
Crating and uncrating may be performed only in your own
or allied airfields and trade centers.  Crated aircraft and
missiles may not be flown or launched, and may not be
uncrated while aboard a transporting vehicle or vessel.
They may, however, be sold on the trade board, and they may
also be armed with warheads.  Upon being uncrated and reassembled,
the aircraft will be reset to 10% efficiency and 0 mobility.
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If a plane is crated, the 'plane' command will show the word 
"-crated-" in place of the efficiency and mobility values.  
Similarly, the 'trade' command will indicate 'crated' status.
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See also : plane
