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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Blog RSS Feed Report abuse Latest News: Report 056: Beta

19 comments by timeSymmetry on Feb 26th, 2015

The beta is here!

In a way this event is very dear to me, is great to see it giving the final steps towards the release.
This project holds a special place in my heart, I'm not sure If I ever talked about the history behind this development, but if not I'll do it someday.

Also, new report! It has been a while, I feel I'm already not used to this, but I definitely should write more, there are always interesting things to tell that are not just showcasing what it was done.
But about this report, first I'll plan talk about that the beta has, then what didn't make it and lastly I'll talk about what will come next.

But before everything, I just noticed that there was an incubator patch that wasn't be posted the change list, it is still important to tell because these changes are also in the latest update.

  • ADDED: first quick action play is pre made
  • ADDED a 30% chance of playing in quick action mode with an aircraft that hasn't been unlocked yet
  • ADDED option to see and buy pass for aircraft that don’t have challenge
  • ADDED sob objects layers
  • ADDED the condition to not show “pull up” when fly bellow to low ceilings, (useful for tunnels)
  • FIXED the fire rate in the sub weapons
  • FIXED Lock sound keeps played when player pauses the game
  • FIXED displaying “map editor” when returning from a mission test
  • FIXED units’ sound being played when returning from a mission test
  • FIXED the crash when pressing esc during the splash logos
  • FIXED Crash on deleting a condition in mission editor
  • FIXED lose message being misaligned from the center of the screen
  • FIXED In-flight and action cutscenes were deactivated in past builds
  • FIXED missing skeleton file on Coldpigeon
  • FIXED SNB-02A misaligned with collision model
  • FIXED missing engine Animation for the F-22V
  • FIXED S-210B having SP weapons when is not intended
  • FIXED model skinning issues in X-16S
  • FIXED MiG-29IB being called UB in game
  • ADDED: F-16XL-1
  • ADDED: F-16YZX
  • ADDED ComplexM1
  • ADDED: AGM-124A
  • ADDED: N-156F (late) Challenge
  • ADDED: Have Blue 1001 Challenge

Now about the changes addition of the beta, first the something really important that may easily go unnoticed:

Pilots! Finally!
It is a simple a rough model, but I feel is enough for the purpose it is intended.
Not all aircraft have them but this will be added will the following updates.

More aircraft:
Although it may come as a surprise to some as these families are not the first that come to mind.

Still they are needed to make a more gradual evolution towards the J-31.

More bombers:

At this point I feel that the interdictors interceptors and penetration role is more than fulfilled for bombers. The next units to be added going to be the much needed cargo transporters and AWACS.
This goes to the idea someday the bombers may be playable, so this is gradually building the variety of available

But before that the B-52 model needs to be updated.

Glow trail:

I find the visual effect interesting but I feel it is hard to get used to certain situations.
But because this is mostly about personal taste there will be an option to make it like it was before
Although this can create some interesting stuff especially in a more Sci-fi environment.

the other change comes from a discussion on several threads.
This made me think it was time to cleanup some mechanics, in this case namely the challenge mode and other interconnecting systems.

This mode has evolved a lot since it was first debated, some things mutated into completely different shape that originally intended to be initially.
While this happened gradually some of the old mechanics remained linked to the user interface.

Most of them were the family points and levels for each game mode. These where initial meant to be used as requirements to unlock some aircraft. But soon after implementation the whole idea didn't looked to be practical as it seemed on paper.

Also considering the game tries to be as customizable as possible, even in as small things how the lock behavior works, it would be great if it was less restrictive as possible.

So the family points were turned in into an alternative way to unlock new aircraft.
Whoever, the past unused system remained visible and admittedly, made this system less noticeable.

Still, considering that the VT can be easily edited/"cheated" this means points system must be as a nice and fair alternative to completing just one challenge, this also means the player shouldn't have to grind that much to unlock the aircraft they want. Especially because I'm sure no one will willingly spend hours grinding to earn some points when they can simple open a note pad and change a simple value.

And lastly, due to the nature of VT, this means grinding can't be used as way to increase the game's length

Still I hope this new arrangement makes everything more intuitive and a more pleasant experience to everyone, and in these three options available use the way you like the most.

Now that we talked about what this beta update adds, let's talk about what didn't made it

New death and game effects,
This is something that was very unfortunate to not be included. But at the same time it is something very easy to include in the next update.

Currently that are several big units, fully armed and everything, but their death animation, by this I mean the explosion, is far from impressive or even interesting. This new feature was only tested in some units and not fully applied to any model, but now it is possible to make the model start to explode and burn as it gets more damage.

Weather effects defined by mission.
Although not very requested I'm sure everyone is interested to be added as soon as possible, the only issue why this wasn't applied in any mission/challenge is because it was implemented vary late for release and then I've found some issues. I fear that it could have greater problems so it wasn't applied to any new challenge released

3d mesh used as explosions.
This is another important visual feature, there are some explosions that need to be more artistic and detailed, this means the traditional way of doing effects are not enough. With this is now possible to make effects out of 3d animated models.

[this is an effect that was used for testing, for this purpose it must be as noticeable as possible]

I think you all already haven and idea in what effects this will be useful.
Actually I add to upload again the build because I've noticed in time there was a 3d explosion active.
For anyone interested in this you can find how to activate it in the "SimpleExpl_water.ini" onf the effect folder.
Later this will be implemented to reactor as well, I've plan to after this is enabled update some of the missile exhausts and other effects.

And the last thing that wasn't completed, very sadly for me was the revamped campaign.
I've been talking about the revamped campaigns for a while. Some steps can actually be seen in this update but most of it had to be pulled off. But just to be clear, when I mean revamped, I mean something almost new.

The development of this beta was going well, however I made two "mistakes", first to address what has been said before in the forums I wanted to make new maps, and more unique to those that are available now. However in this process required time to study new ways and gave less time for the actual missions.

As usual, some code issues to join the party, nothing serious, but they always a time waster.
But the real mistake I see here is that I've saved the biggest and most elaborate missions for last.

As the paned release date draw near I has forced to leave something out to the beta, but still believing that it could be released I continued to work on it, however the fatal blow came when I realized I wouldn't be able to finish the first map on time.
I don't want to say much about it, but this map and the first missions is extremely important for the campaign.

Immediately after I've considered every solution that came to mind, I was going to add something to make the campaign skip the first mission. But then, almost at the last moment I felt this was not the best way to deliver the campaign so I removed most of it and fall back the previous version instead.

Then what next?
Well at this point, the process should be to close each individual section of the game.

What happened with the campaign was a good lesson, fortunately was on beta not on release, but to prevent similar issue, the first area to be 100% should be the campaign. As soon the content that was initially planned beta is complete, the campaign will be released to the public, but after that that rest will be added only in the final EA Update.

The rest of the challenges will be done next; making the campaign first will also help in providing new maps and content to play around in the challenges.

But in the immediate future, what to expect the next updates?
First, there are some challenges and units specs that need to be fixed.
Then add the weapons they were left behind and then add the pilot model to all aircraft.

I feel that these last days I've been a bit slow due to the stretch that it was to release the beta, but I hope be able to release the next update on Sunday/Monday like usual.

Stay tuned, more reports will follow.

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R-505U (AI)

R-505U (AI)

Mar 26, 2015 Vehicle Model 6 comments

Had a bit more of free time and did the R-505U. It's a bit fatter than the AC3 model, which was a consequence of using some less accurate blueprints...

XA-20 Razorback Updated

XA-20 Razorback Updated

Mar 25, 2015 Vehicle Model 4 comments

Updated version of XA-20 Razorback from my first HAWX conversion pack. Now with animations (including spinning guns!), specmap and cockpit model + texture...

R-103 Delphinus III and R-99A Forneus fix

R-103 Delphinus III and R-99A Forneus fix

Mar 22, 2015 Vehicle Model 2 comments

This fixes the low top speed of these two aircraft, plus gives some extra maneuverability to the R-103.

Rebel Raiders B-66 Black Widow

Rebel Raiders B-66 Black Widow

Mar 22, 2015 Vehicle Model 4 comments

Playable bomber from Rebel Raiders Operation Nighthawk. Extract to VectorThrust folder.



Mar 21, 2015 Singleplayer Map 10 comments

Alternative history... the day after the Allenfort destruction. As Black1, support Erusean operation in attempt to invade the ISAF HQ in North Point.

F/A-12 Lonely Eagle Updated

F/A-12 Lonely Eagle Updated

Mar 20, 2015 Vehicle Model 0 comments

Updated version of F/A-12 Lonely Eagle from my previous Rebel Raiders mod. Now with animations, custom afterburner flames, textured hardpoint and a (simple...

Post comment Comments  (0 - 10 of 3,189)
timeSymmetry Creator
timeSymmetry 17hours 20mins ago says:

Sorry for not replying to everyone I’ve been away during this weekend

@Nergal01, about the vernier, yes, but I still want to think a way how can I make it easy for everyone to add that in any model.
@ Nergal01, as for the crash, in this update I’ll add extra exe with extensive log to be able to find the issue.

@ John_Silver, Okay I’ll fix the issue, as for squads, to make one for the player these are the steps:
-Go to the squad tab,
-create a team
-set the index number the same as the player team (default 1)
-create a squad and give it a name
-Go to the player window and set the squad, if the squad is not there, change the player’s team to the same index number. Add it as leader (you can add everyone as leaded, but only will be valid the last unit to be added)
-add a few units to the squad and then test. If everything has been done correctly you should see the squad commands in the command window.
As for the squads they still act very independently, some commands are place holders and ignore most of the orders if they are in a dogfight.

Also, I’ll fix some of the issues and update this build in the default branch, (I’ll also update the e incubator build as well)
Also I didn’t have the time in this last update, but now I’ll include the optional editor in a separate .exe file

+2 votes   reply to comment
Nergal01 12hours 1min ago replied:

Anyway, I wonder whether AI squad leader can give command to its squad members as well.

+1 vote     reply to comment
Nergal01 16hours 40mins ago replied:

I've tried the squad configuration as your instruction but no go, the squads were completely erased after I enter/exited the test mode. I'll post the detailed in the specific thread.

+1 vote     reply to comment
John_Silver Mar 29 2015, 10:35am says:

TimeS, I've got a question about the new "Squad" field (Page 3 unit properties\Player B) in the editor. Is it a placeholder? I can't find a way to link units to the squad.

+1 vote     reply to comment
John_Silver Mar 29 2015, 4:12pm replied:

Also, found another editor bug. After launching mission\exiting editor Condition limter resets to "1".

+1 vote     reply to comment
Nergal01 Mar 29 2015, 11:08am replied:

It automatically resets when you exit the editor though.

At least, from what I tried.

+1 vote     reply to comment
Nergal01 Mar 29 2015, 1:20am says:

TS, I wonder whether it's my model's faulty or you made some changes on LOD generation, but there's a (custom) object model that always makes the game crashes each time I place it on map.

The final line on the log said "generating 5 levels of LOD" so I may imply it was due to LOD generation error.

+1 vote     reply to comment
Nergal01 Mar 29 2015, 10:08am replied:

update: apparently placing default game units can crash the game with the same last line mentioned in the log.

+1 vote     reply to comment
Nergal01 Mar 28 2015, 11:49am says:

Also I'm seeing something that might looked like a template for unit icon.

+1 vote     reply to comment
Nergal01 Mar 28 2015, 7:29am says:

Since space map's now a thing, I wonder whether particle effect like flame or smoke acting as vernier/RCS effect on spaceship/shuttle can be used as yaw/pitch/roll animation someday.

+1 vote     reply to comment
szboudreau01 Mar 28 2015, 9:03am replied:

And also, because it looks pretty,


+1 vote     reply to comment
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Vector Thrust
Developer & Publisher
Ogre Engine
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Release Date
Released Jun 25, 2012
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177 votes submitted.

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Highest Rated (13 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, 8:54pm 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, 3:59am by DEathgod65

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