Space Engineers

Space Engineers

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WMI Kite Space Interceptor Mk 3
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
987.530 KB
29 Mar, 2018 @ 8:22am
7 May, 2018 @ 2:11pm
6 Change Notes ( view )

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WMI Kite Space Interceptor Mk 3

In 1 collection by Whiplash141
WMI - Whiplash Military Industries
14 items
Description
Whiplash Military Industries Kite Space Interceptor Mark 3


Howdy!

The Kite Mark 3 is the latest iteration of the venerable Kite platform. The Mark 3 improves upon its predecessor with better weapons distribution, pilot protection, and programs,. The Kite is, as a result, a bit heavier, yet she still maintains a blazing fast acceleration potential of 22 m/s². This allows her to rapidly enter a combat zone, intercept a target, then egress with haste. She boasts 8 gatling guns and 2 unguided rocket launchers for her armament. The increased emphasis on guns reflects WMI's internal shift towards more gunfighter type space fighters as they have proven to be more cost effective in combat. However, the Kite still retains 2 sequenced rocket launchers for use on slow-moving, hard targets.

The Kite's name is derived from her distinctive shape; her recognizable silhouette makes it a symbol of WMI's engineering prowess. The Kite is very compact and was designed to fit within the very tight space confines of WMI and AAM's escort carriers. The spaceframe is incredibly durable and can sustain extensive punishment before losing combat effectiveness. The weapons are spread out in a horizontal pattern (4 guns on the nose, 2 on each wing) to make leading targets more forgiving as well as reduce the chance of a lucky rocket disabling all of her guns. Additionally the Kite is powered entirely by batteries, which increases her durability as less internal space is dedicated to unarmored conveyor systems. This also makes the Kite more environmentally conscious.


  • Blazing fast 22 m/s² acceleration
  • 8x Gatling guns | 2x Sequenced rocket launchers
  • Heavy armor protection around all vital components
  • Completely battery powered (Renewable energy!)
  • Very small combat cross-section. She fits within a 3x4x1 large grid space
  • Equipped with scripts to display your velocity vector and assist in matching speed with targets
  • Forward cameras have full view of the scripted text panel displays
  • Proper navigation lighting
  • Ventral connector with camera for ease of docking/refueling
  • Kill tally board on port side. Keep track of your combat exploits!


  • To brake, Turn N' Burn! Utilize the massive forward thrust in combination with the velocity indication to aid in braking procedures!
  • When leading a target, lead horizontally. This will allow you to take advantage of the Kite's wide horizontal bullet spread pattern.
  • Use the Starboard Camera to assist in long range aiming while at the same time permitting you to see your velocity vector text panel


Toolbar 1

  1. Gatling Guns
  2. Rocket Launchers
  3. View Port Camera
  4. View Starboard Camera
  5. Reverse Thrust On/Off
  6. View Docking Camera
  7. Docking Connector Lock/Unlock
  8. Main Thrust On/Off
  9. Antenna On/Off
Toolbar 2

  1. View Port Camera
  2. Speed match target in front of you
  3. Toggle speed matching On/Off
  4. Speed match own current velocity
  5. Turn All Thrust On
  6. Turn All Thrust Off
  7. Battery Recharge On/Off
  8. Navigation Lights On/Off
  9. Repair Projector On/Off


I must give a shout out to Dwarf-Lord Pangolin and his fighter of the same name! It served as an inspiration (in the truest sense) for this build and I consider it to be a true predecessor of this craft.

This is my favorite small ship (hence the year long wait for the Mark 3) so I hope y'all enjoy!

If you notice any issues, please be sure to leave a comment!

Vanilla LCD Images created with my Image Converter: https://github.com/Whiplash141/Whips-Image-Converter/blob/master/README.md


35 Comments
SewerynPas 26 Jan, 2024 @ 12:23pm 
true
samuelcleary1995 20 May, 2018 @ 5:49pm 
Amazing!
:steamhappy:
Whiplash141  [author] 4 Apr, 2018 @ 8:32am 
I'd write my own script if I were to use something like that :P
dionisiovega 4 Apr, 2018 @ 7:56am 
other than that little hiccup, still an awesome little ship!
would it be alright if I show screenshots of it docked in my new ship, once I post it to the workshop?
dionisiovega 4 Apr, 2018 @ 6:59am 
no, I know you have them named "Powerplant Batteries" and mine have the name of the ship then a '- batteries'
seems like the batteries are not recognizing they should be recharging instead of discharging, could just be my game bugging out, but that script makes it so you don't need to worry about this sort of issue
Whiplash141  [author] 4 Apr, 2018 @ 6:48am 
That is bizarre. Are there batteries already in a group of the same name on the base ship?
dionisiovega 4 Apr, 2018 @ 6:23am 
really? I tried that, and it kept using the battery to try and power a whole large ship...
hmmm...
Whiplash141  [author] 4 Apr, 2018 @ 6:13am 
"did you ever consider adding 1 additional programmable block for Isy's Ship Refuler script"
Nope. Toolbar 2, number 7 switches battery state :P
dionisiovega 4 Apr, 2018 @ 2:53am 
Hey Whiplash141, did you ever consider adding 1 additional programmable block for Isy's Ship Refuler script? I was having issues when I docked your ship to my latest project ship, that caused it to run it from the Kite's batteries (which instantly overloaded them). Added that script and it fixed my issue, just a suggestion in case anyone runs into the same issue.
Voidflame 3 Apr, 2018 @ 10:52pm 
In my group ,they said your ship's problem like MEA-FCS:steamhappy: