Space Engineers

Space Engineers

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[WDM] Bantam Interceptor
   
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Type: Blueprint
File Size
Posted
2.966 MB
25 Nov, 2017 @ 1:31pm
1 Change Note ( view )

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[WDM] Bantam Interceptor

In 1 collection by Rhea.licious
White Dwarf Manufacturing Armed Forces Division
27 items
Description




The new Bantam Interceptor is the dumbfire counterpart to the Banshee Strike Fighter, and comes with some improvements to its base design. Like the Banshee, the Bantam utilizes combat mode, aiming crosshairs, speed matching, repair projector, and a docking procedure. However, the Bantam replaces the Banshee's two guided missile connections with two reloadable rocket launchers, allowing for a vastly different combat style. The Bantam's two reloadable rocket launchers greatly increase the efficiency of combat with moving targets, since this allows for strafing runs, where the fighter can swoop in on the target, release a volley of rockets, and come back around for another attack, where as the Banshee was forced to stay aimed at its target until its missiles hit.



> 22 Ion Thrusters
> 3 Large Ion Thrusters
> 3 Gyroscopes
> 1 Large Reactor
> 2 Batteries
> 4 Small Cargo Containers (For Ammunition)
> 1 Connector
> 1 Antenna
> 1 Aiming Camera



> 2 Reloadable Rocket Launchers (Sequenced)
> 2 Gatling Guns
> 1 Gatling Turret



> Readouts Displaying Ammunition, Damage, Basic Navigation, Power and Remaining Uranium, and Velocity
> Combat and Casual Modes
> Crosshair Projector
> Docking Sequence
> Repair Projector
> Speed Matching



> Dimensions: 11.5m Long, 6.5m Wide, 5m High (Hitbox)
> Mass: 28,171kg
> Blocks: 349
> Airtight: Cockpit
> Survival Ready: Yes
> Area of Operation: Space
> Role: Interceptor



1). Gatling Guns
2). Reloadable Rocket Launchers
3). Combat Mode On/Off
4). Docking/Undocking Sequence
5). Speed Match, Engage
6). Speed Match, Disengage
7). Repair Projector On/Off
9). Aiming Camera



- Same nacelle and crosshair improvements as the Manticore.
- Two times the deceleration of the Banshee!
- Because of the way the script works, I can't disable the sequenced rocket launchers when I turn off combat mode.



- Check out the Official ACI Steam Group! We have a server!
- Big thanks to Extevious-V for the awesome graphics!

- Scripts:
Automatic LCDs 2
[OUTDATED] Whip's Weapon Sequencer [SINGLE GROUP]
Whip's Speed Matcher Script
[OUTDATED] Whip's Pixel Artificial Horizon
7 Comments
Shrouded Soul 30 Nov, 2017 @ 8:45am 
If you update the blueprint that you uploaded, and upload it again, it should update this workshop post. Of course there is always a chance it won't, but its always worked for me, so far.
Rhea.licious  [author] 29 Nov, 2017 @ 4:20pm 
Might try that. A reupload would be a pain though.
Shrouded Soul 29 Nov, 2017 @ 12:33pm 
To disable sequenced weapons, I'd have the combat mode timers turn the programable block on/off for their respective modes, then combat mode off would be set to turn off all launchers, while on would only turn on one launcher of your choice.

That's if I understand the conundrum, I usually don't build in an 'all on/off' feature, and I have yet to actually play with this build.
J4R 29 Nov, 2017 @ 6:17am 
Thanks, nice to hear you like it! The Gatlings really are powerful, I had no problems ripping large grid ships apart with them. I took an inspiration or two from the A-10 there :)
Rhea.licious  [author] 28 Nov, 2017 @ 8:57pm 
Your new dropship is quite cool. Looks like it could cause some real havoc.
Rhea.licious  [author] 28 Nov, 2017 @ 8:51pm 
Thanks! I got a light frigate or a heavy corvette in the works with tripple engines again, this time all in the back, instead of out on nacells.
J4R 28 Nov, 2017 @ 1:34pm 
I do like this ship. Looks very unique. The triple rear engines are beautiful.