Vector Thrust

Vector Thrust is a fast-paced cel shading action-arcade flight simulator.
With an extensive variety of game modes like the unpredictable and vicious Quick Action, a customisable Skirmish Mode, and multiple immersive story-based campaigns, Vector Thrust aims to please both players wanting to get straight into the sky or those who love a flexible, diverse and customisable game experience.

Vector Thrust gives the player full power over the game to alter any aspect of the game they choose, ranging from simple tweaks to full-blown modifications. Adding user-made skins, changing unit performance and parameters or even complete battle scenarios is easy and open to anyone. With fully fleshed out Map, Mission and Campaign editors, Vector Thrust boasts unlimited expandability and adaptability.

With advanced tactical AI that actively analyses and responds to a dynamic battlefield, as well as over 200 fully playable aircraft and even more naval and ground units that all work to complete their objectives in different ways, Vector Thrust offers missions that are never played the same way twice.

With regular updates containing new game-modes, aircraft, and other important features brought to you by a friendly, active and involved team from around the world, Vector Thrust offers an all-new aerial combat experience in a unique artstyle that will be sure to please both arcade flight sim veterans and new pilots.


  • Engage at your discretion with a variety of game modes
  • Take part in an scarred and battle-weary world with a series of campaigns
  • Unlock over 200 aircraft through an simple, yet competitive challenge mode
  • Pit yourself against advanced tactical AI that responds to the world around it
  • Clash against titanic aerial fortresses and superweapons
  • Duel with a myriad of Ace squadrons, each with their own unique combat strategies
  • Modify your game with easy, simple modding tools and share your creations with others

Windows XP SP3, Windows Vista SP2, Windows 7
CPU with 1Ghz
GPU: 128 MB DirectX®–compliant, Shader 2.0–enabled video card
Ram 1GB
Hard-disk space 3GB
DirectX Version: DirectX 9.0c

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Looking at the title you might be wondering, isn't the J-31 already in the game?

Well yes, but this report is to talk about how has been upgraded to be more accurate representation.

As it was been said before to the next update there as been a complete revision in almost everything to set up the final specs and missing details that were not in the current releases. This is an overwhelming task and most of details require a lot of time to be accomplished.

Well this is actually the main reason why there were able to be included in the release.

Part of that revision is the addition of the missing weapons bays on some models. One of those models was the J-31. To complete this aircraft I had to add new content and that was when I thought this content could be a good material to make an interesting report.

So this report is to talk exclusively what has been done regarding to the J-31

First let me start with the 310 Project.

It is a new model, besides the antena at the nose is the exact same model, I´ve even considered adding the dorsal airbrake like some initial speculations had, but in the end decided to keep it faithful to the real model.

Other aircraft I want to show is the J-31.

It is already in the game, but I don't think it had this kind of reveal yet, so I'll use this opportunity to make it.

The J-31, is already in the game, but it was missing some details to be considered fully complete.

This is representation, it assumes this will be the final shape of the J-31, but I sure the final version that will enter in service will several differences.

And finally I added one last variant.

I usually like to have at least 3 variants per family, because this is the minimum number that the game requires to group them as a family in the hangar selection screen.

The variant I´ve added is the F-60

You may be thinking: "it looks the same!" It may look identical but it has several differences.

I will call this variant as F-60A, if I´am not mistaken this was the first mockup revealed for the F-60,

There is another F-60 mockup that was revealed later, the easiest way to distinguish both models is that the other mockup has dark grey trims and the F-60 revealed here has light grey trims, but the differences don't stop there.

That model will be referred as F-60B and like another model some of you may be wondering, the FC-31, both were omitted in this update. It is possible both will be added in other time, but not for now.

And what is really relevant in this report: the weapons bay!

The J-31 will have red weapons bay, while the project 310 and F-60A will have in white.

As for the current variants available in the game, all three will have the exact same weapons bay, it can only hold for 4 weapons and has to share the space the main and SP weapons at the same time.

While the weapons bays is a good addition to make the aircraft more complete, there was another problem, weapons. The J-31 didn't had the correct weapons in the game.

To correct that it was created a new set of weapons.

First it was the PL-10 family, this serves as main weapon, it was considered using the PL-9 but the PL-10 is really the most appropriate weapon.


The prototype weapon for the PL-10 family, this model is very similar to the A-DARTER on first impression, but it has some differences on closer inspection.

The behaviour and role is very similar to the AIM-9X.


About the PL-10, there are two publicly known models, a one older and a newer model revealed in recent years. Too make it simple, as there isn't any known official distinction, the first model is considered the A version.


And this is the B model, the main distinction is the shape of the rear control surfaces.

But there was more that need to be added, PL-10 and the existing weapons was not sufficient to complete the loadout for the J-31.

To complement the PL-10 it was added the PL-12.

The role and behavior of this weapon is similar to the R-77 or AIM-120.


The base model of the PL-12.


The PL-12A is an improvement over the PL-12 with more sophisticated fuse.


The PL-12B is a technological variant that superior to PL-12A


While other weapons were added this is the only variant that should be fitted inside the weapons bay. Only two can be added as the remaining slots will be used for the main weapon


The SD-10 is the export version of the PL-12.

It will be used on the F-60A.


The SD-10 is the export version of the PL-12A.

It may be used on the FC-31/F-60B.

The was another weapon that felt that should be added, a guided bomb for more variant in the loadout.

[LS-6 100]

The LS-6 (100 kg) is a small bomb roughly similar to the MK-82, and is small enough to fit in a weapons bay.

[LS-6 50]

The LS-6 (50 kg) is a very small bomb, due to it size I believe it can be attached to each internal pylon

And that's it for now, I'm trying to keep these update small. but what do you think? do you want to see other reports about changes in other families?

Stay tuned, more reports will follow.

Report 059: Reestablishing communications

Report 059: Reestablishing communications

News 11 comments

After a long delay, a new report is here, this time to talk about improvements in the environment.

Report 058: Heating up the engines

Report 058: Heating up the engines

News 8 comments

It is almost time, Vector Thrust will most likely release in the next 24 hours

Report 057: Preparations for release

Report 057: Preparations for release

News 15 comments

The release has been set, get ready it will be the end of June.

Black Ops Report 09: Hollow Thunder

Black Ops Report 09: Hollow Thunder

News 13 comments

A report on Vector Thrust's preliminary campaign; the revamp of the Alpha campaign build.

CFA-44,and Sheryl Nome skin

CFA-44,and Sheryl Nome skin

Vehicle Model 7 comments

CFA-44,Deadly Vampire from Ace Combat 6: Fires of Liberation.Sheryl Nome,Gorgeous singer from MACROSS Fronier.Let's fight for our Holy Queen,with...

Scars of Ulysses  - Clavis War BLUFOR Skin Pack-

Scars of Ulysses - Clavis War BLUFOR Skin Pack-

Skin Pack 0 comments

This texture pack depicts some re-imagined and real-life liveries for the "War in Clavis" featured in Michael Durao and Matthew Lurtons's Ace Combat fanfic...

RaptorGod Voice Pack 2

RaptorGod Voice Pack 2

Audio Pack 4 comments

A continuation of my random voice packs from various games. :)

The Eagle and the Cross - ZTS and LSS skin pack

The Eagle and the Cross - ZTS and LSS skin pack

The Eagle and the Cross Vehicle Skin 0 comments

A skin pack featuring the infamous LSS' Raptors squadron and the nimble and advanced UNPF's (ZTS) EF-2000 II and MiG-33SS.

MiG-29 Fulcrum Campaign

MiG-29 Fulcrum Campaign

Singleplayer Map 3 comments

A campaign inspired by classic Sega MegaDrive game. Take control of MiG-29 over five combat duty missions.

A/F-117X Navhawk

A/F-117X Navhawk

Vehicle Model 4 comments

It's the underdog! Contains two color schemes: General Resource and Neucom

Post comment Comments  (0 - 10 of 3,841)

Several feature requests for the mission editor:
1. Triggers based on:
a. A unit's subobject layer state (e.g. EOS-14)
b. The amount of subobjects left on a unit('s active layer)

2. Actions to:
a. Modify a unit's speed multiplier
b. Change whether a unit is static or not
c. Spawn a unit in relative position to another unit (like projectiles)

Bug reports:
1. Game acts weird at extreme amount of radar objects (inc. target-able subobjects):
a. Toggling minimap zoom will crash the game
b. Radar objects may fail to appear on the HUD (and cannot be targeted)

2. Generally sub-par game performance with a high amount of active units:
a. HUD audio glitches out and becomes highly-pitched
b. Random crashes
c. Game may become glitched after starting a heavy-load mission, music may no longer play, the game is more prone to random crashes, and quitting yields an error message.

3. Campaigns do not count as finished even after you complete all missions - they're just stuck at the last mission perpetually. This is probably already known, but I think it's worth mentioning now that there are quite a few player-made campaigns around.

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timeSymmetry Creator

My latest efforts lately was to improve the performance and more importantly to find the reason for the in-mission crashs.
I've been doing stress test of everything that I can remember, but I still wasn't able to pinpoint the real resaon for that.

But since we are talking about that have anyone had a crash in skirmish, or quick action? because I can only find them in scripted mission.

Also, maybe I'm talking way so soon, but there is the possibility of adding something really good *cough*Workshop*cough*

Reply Good karma+3 votes

there you go, some goood news!! yuhuu!!

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Another item for the wishlist: the ability to make aircraft stay in formation or return to formation after combat. Specifically to improve mission 5, one of the worst missions in the hollow thunder campaign because viking doesnt do anything and you have to be really lucky to clear the mission.

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It would also help a lot if the AI could detect when other units are locked on/what is locking on to them, if only to make cover more effective.

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Speaking of lock on detection, the under-utilized passive countermeasure system appears to only have two settings: "Jam only missiles locked onto me" and "Jam EVERYTHING including my own missiles".

There needs to be a proper IFF setting (like the buff/debuff system) for it to jam missiles locked onto friendly units but not anything fired by my side.

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The campaign thing happens for me too, and there are still many challenges broken or bugged (thats known also) on a side note Mattoropael, I downvotet your comment by accident, sorry pal :(
Im glad to see people caring about this hidden jewel game.

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Does anyone know what influences aircraft A's ability to detect aircraft B from aircraft A's config?

There is obviously a difference between different aircraft when it comes to stealth detection, but so far i have failed to pinpoint the specific stat(s) that influence it.

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If I remember right it's a combination of the detecting aircraft's detection range (RadarRange_Air) and the targeted aircraft's RCS values. The effect is a multiplier since RCS values below 1 lower the range you can detect aircraft from and values above one let you detect them beyond your radar range.

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Thanks. I think I've found my real problem though - My super-heavily armed Ziz units from Ziz Pursuit are having so many Subobjects (78!), they somehow broke its radar. So broken that it's completely random: on one repeatable occasion, I can detect a F-16C perfectly well, but not a MiG-29 that is actually LESS stealthy than the F-16C!

Temporarily removing all subobjects via changing the subobject count (temporarily) fixes the problem. Having a low subobject count like 4 also doesn't trigger it.

I'm quite sure that it also affects the identical NPC-controlled version, because there's no way in hell I can stay stealthy with anything when I've always set their RadarRange_Air to 100000, and yet stealth is perfectly viable against them for some reason.

TS, I know this is a bit ridiculous, but can we possibly have a fix for it?

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ZakuTwo and I already contacted TimeS on the subject of stealth mechancis. The next update is supposed to have complete overhaul of the mechanics, dismissing RCS values in favor of simple Yes\No stealth for each angle, making stealth units always visible on the map and setting minimum detection range (as in range where stealth is ignored) as ~5 or ~7 km. (TimeS suggested 5km, methinks 7 is better for balance).

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Vector Thrust
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Ratings closed.

Highest Rated (14 agree) 10/10

I am sorry I couldn't give it a 10/10 out of euphoria; but this is still an alpha; I am glad that such a ace combat pandora box has been opened; i was very pleased, really; and the only reason i cannot be more precise is the state of advanced sleep deprivation my brain is suffering from. The musics seem sometimes to be out of place and we can barely see what the entire game will be; but...... This is a godlike game. Really. I have never been so hooked on a game this "young" since years. Not even…

Jun 26 2012 by Wheaton_Adams

Lowest Rated (2 agree) 5/10

Pretty unplayable at the current moment, UI's too small, the game is also very buggy for me currently, every time I start the game it just likes to empty out all my controls, so I have to keep 'reverting to default' and resetting my modified controls over and over again. And also Desura seems to have wiped all my skins and modified content when I update (And also wipes all options again, including Display options) I understand that this is a Alpha version, but the game's bugs and problems are too…

Jul 2 2012 by DEathgod65

Combat Sim
Single Player

Latest tweets from @time_symmetry

Latest work in progress, the main variant of the F-5 family.

Mar 24 2016

Applying the new weapons. (Also fixed the transparent materials in weapons)

Feb 12 2016

Some of the new toys for the next update: (Part A)

Feb 9 2016

The improvements are: the ability to rename it, define max players but also to change the rules even after it has been created and populated

Feb 6 2016

Multiplayer lobby has been improved with additional controls for the host.

Feb 6 2016

Found & fixed the crash in the lobby, in the next update, we will have multiplayer!

Feb 3 2016

In process: adding main weapons to bomber aircraft. Bombers will always use air-to-ground weapons as main.

Feb 1 2016

New V1.404. Fixes all crashes in cutscenes, tweaks some, fixes animation & hardpoints in J-7/F-7, F-35 and Mirage F2

Jan 29 2016

Maybe at 50%~60%

Jan 27 2016

Slowly but surely preparing the ground work of other factions for future conflicts

Jan 26 2016

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Vector Thrust
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