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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The Aggressor Follow in the Wake of Thunder 2014-08-26_00001
Blog RSS Feed Report abuse Latest News: Report 052: F-14

17 comments by timeSymmetry on Sep 11th, 2014

The report of the latest update is finally here, although this is not that special because the update I’m talking about was already released some time ago, the v0.9101 and v0.9102 versions.

Because this delay, I believe there is little to be said that you may not aware by now.

In other hand, now that the early access has been released I can’t make the mistake of assuming that everyone already owns a copy, so feel that I should post a proper report for them, but I apologize for this report being more simpler than usual.
In the next update I’ll try to release everything more properly timed.

As I said, this will be short report, only to reveal the new aircraft:

Let’s start with the G-303E,

It is not the very beginning of the F-14 family, but the rest of the elements will be added later.

It can be easily distinguished by the single tail.
(Speaking of prototypes, I also like the other proposals that competed against the G-303, but I’m not sure if I ever be able to add them)

The YF-14 was already in as a preview, but I feel I should post it here to have a complete family

The changes in the F-14 versions are usually very small, but you can easily spot them if you know the differences, in the YF case it uses larger wing fences.

This version of the F-14A uses the new tail, some of the F-14A did in fact used this tail, but after a file all F-14A produced were build using the definite tail.

The F-14B also known as Bombcat is an upgraded version of the F-14A which feature all the improvements of the F-14A+ plus a few new avionics.

Live most mass produced F-14, the overall aesthetic are exactly the same, which the only exception being the censors under the nose.

The F-14D, the final mass produced variant, the improvement is mostly only avionic and a glass cockpit, so everything else stays the same.

The Best way to distinguish the F-14 from the earlier models, is that the F-14 has two sensors are side by side under the nose.

F-14D Quickstrike features an improved radar and modifications for more stand-off weapons like the Harpoon, HARM and SLAM (Standoff Land Attack Missile) missiles.

This new version is mostly an avionics upgrade, so there isn’t much difference compared to the F-14 besides the ability to carry a more variety of weapons.

The ST21 stands for Super Tomcat for the 21st Century, it is upgrade over the Quickstrike which features a new glove area, the glove was enlarged to take the place of the extended glove-vane of the F-14A model.

Another noticeable modification is the single piece windscreen. This would have given the pilot a much better frontsight compared to the older Tomcats.

The AST-21, one of the final branches in the F-14, this variant has been adapted to excel it attack capabilities.

For what I gathered, there is no external change in the aircraft, so it will always be hard to distinguish this and the ST-21

And that is all the F-14 that have been added, does is this mean that this family has been completed?
Absolutely not.

There are a lot more variants to be added, but most of them will be fictional, as this is a very popular aircraft, there are quite few interpretations how more advanced variants should look.
I’ll try to address some of those interpretations in a way I see fit and then, to completely close the family, I’ll add one last unit, probably the one you will most likely look forward to, the STF-21.
There is very little information about this unit, so it will be an interesting challenge to build this last variant.

I’ll also start to post here the change list.
This information is more useful for anyone that is already able to play, but in the next reports I’ll explain everything in detail.

FIXED: F-16A Block5 Challenge
FIXED: F-16C Block30 Challenge
FIXED: F-104G-HA Challenge
FIXED: Crash caused by using the Action to change music
FIXED: FB-22-1 engine effect
FIXED: FB-22-3 engine effect
FIXED: FB-22-4 engine effect
FIXED: FB-22-5 engine effect
FIXED: FB-22A engine effect
FIXED: FB-22C engine effect
FIXED: Crash caused if an unarmed scene object uses an AI

ADDED: the turret sub object now stops firing if their parent or any allied unit is in the line of fire
ADDED: the possibility to use Grunt type AI in skirmish mode
ADDED: the possibility to change the size of mission bounds in skirmish mode
ADDED: the possibility for turret type sub objects be placed in a different orientation
ADDED: now the player gains play points even if he quits the mission
ADDED: Optional change target behavior where it selects the target close to the center (it can be activated in the options menu)
ADDED: option to rotate the camera around the center of the aircraft
ADDED: Waypoint mechanic for AI missions including escape and patrol routes
ADDED: G-303E Aircraft
ADDED: F-14A Aircraft
ADDED: F-14B Aircraft
ADDED: F-14D Aircraft
ADDED: F-14D Quick Strike Aircraft
ADDED: AST Aircraft
ADDED: AIM-9M1 missile
ADDED: AIM-9M8 missile
ADDED: AIM-54A missile
ADDED: AGM-65A missile
ADDED: G-303E Challenge
ADDED: YF-14 Challenge
ADDED: F-14A Challenge
ADDED: F-14B Challenge
ADDED: F-14D Challenge
ADDED: F-14D Quick Strike Challenge
ADDED: Stress damage to AOA maneuvers

UPDATED: YF-14 special weapons selection
UPDATED: JST-21 special weapons selection
UPDATED: J 35 Mod 4 Challenge
UPDATED: All sidewinder users before 1982 will use AIM-9M1
UPDATED: All sidewinder users before 1995 will use AIM-9M8
UPDATED: YF-16 can now equip as a special weapon the AGM-65A
UPDATED: F-16A Block5 can now equip as a special weapon the AGM-65B
UPDATED: default joystick dead zone to 200
UPDATED: Accentuated the difference of the campaigns difficulty levels (the player in easy and normal mode have more HP)
UPDATED: changed music in the intermission menu
UPDATED: changed music in the mission fail menu

UPDATE 0.9102

FIXED: change target option not saving configuration
FIXED: "Center" type of the change target mode not selecting some targets
FIXED: bore sight
FIXED: F-14A Gun position
FIXED: F-14B Gun position
FIXED: F-14D Gun position
FIXED: F-14D Quick Strike Gun position
FIXED: AST-21 Gun position
FIXED: F-14B special weapons
FIXED: AST-21 special weapons
FIXED: missing animation for the AST-21
FIXED: missing texture details for the pylons in F-14A
FIXED: missing texture details for the pylons in F-14B
FIXED: missing texture details for the pylons in F-14D
FIXED: missing texture details for the pylons in F-14D Quick Strike
FIXED: missing texture details for the pylons in AST-21
UPDATED: YF-14A Challenge, now it easier and uses the AIM-54A weapon

Well to at least add something new to this report, I’ll talk about the upcoming update.

The main improvement will be the completed campaign editor, the version you have at the moment is limited in some functionalities, like setting the skins which a playable aircraft can use. And lacked a unlock system were you were give access to buy new aircrafts after you clear the mission or campaign.

This is related to the idea that I’ll be focusing the modding capabilities in the next updates to have everything ready for when I add the steam workshop support.

As it was mentioned before, this next update will also introduce new families, like the F-4 and MiG-23, I will continue to add new aircraft families in the following updates until all of the initially planned aircraft are in, it will be only after that I’ll focus in adding the variants to compete the family structure.

This reminds me, I need to post a report stating what is planned for early access. It will list the essential features and content to go to beta and full version. Although you can be sure that I’ll add more than that (to satisfy my own desires and to address content/feature requests), but that is not the end, I can always add more stuff after release without having to resort to DLC. I just don’t want to stay to long in early access.

Delays are bound to happened, but my goal at the moment is to have it feature complete six months after it was released in early access.

As for ETA of the next update, there is quite a few steps missing in order to be completed, in addition to that I’ll need to take a least a full day to test everything since I made a few changes that may affect the gameplay code.

And that is it for now.

Maybe one more last question, the F-5A is leaving texturing phase, in your option is better for the update to wait for it, or to release as soon as possible?

Stay tuned, more reports will follow.

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F-22A Reaper (Ribbon) - Arrowblades

F-22A Reaper (Ribbon) - Arrowblades

Sep 22, 2014 Vehicle Skin 0 comments

A color from Ace Combat Infinity. The Grim Reaper of the UNF, with ribbon. Also known as "Bone Arrow 1" and "Ribbon". After the success of Operation Override...

Demo Mission

Demo Mission

Sep 22, 2014 Singleplayer Map 0 comments

A small self-made mission to try and test out most of the Vector Thrust Features

J-35J Espada 1 Skin

J-35J Espada 1 Skin

Sep 22, 2014 Vehicle Skin 1 comment

J-35J Draken from Ace Combat Zero : The Belkan War. This color was made based off of the Draken belonged to Alberto Lopez, leader of the Espada Team...

XF-104 Weapon mod

XF-104 Weapon mod

Sep 19, 2014 Vehicle Model 3 comments

This is just a test for weapons modders, in the V.9103 it is not possible to change main and special weapon, to make a new weapon mode, just create a...

Air Combat 22 BGM Pack

Air Combat 22 BGM Pack

Sep 14, 2014 Music 4 comments

Ready-to-use music pack of Air Combat 22 OSTs (plus a couple of bonus™) in stereo .ogg format.

Electrosphere HUD soundpack

Electrosphere HUD soundpack

Sep 13, 2014 Audio Pack 16 comments

This mod replaces one of the in-game HUD sound sets with sounds from Ace Combat 3: Electrosphere. Make sure to backup your files prior to installation.

Post comment Comments  (20 - 30 of 2,438)
timeSymmetry Sep 17 2014, 5:26am says:

@ IbizenThoth, all I can say is thanks, excellent suggestion.
I don’t know why, but I only saw reports as a way to announce updates.
But yes, there is always a lot to talk about the current development, new ideas, problems or even interesting little things to show instead of just using them as a way to say “hey, look what has been added”

+1 vote     reply to comment
Guest Sep 17 2014, 4:06am says:

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timeSymmetry Sep 17 2014, 5:36am replied:

No solid date at the moment, there are only a few things that remain to be added, but I’ve been hunting for a lot of bugs and this things are hard to predict how much time they need to be fixed

+1 vote     reply to comment
Guest Sep 16 2014, 10:43am says:

Looking for the BUY button. Is this for sale?

+1 vote     reply to comment
Soviet_One Sep 16 2014, 10:54am replied:

It's in Steam.

+1 vote     reply to comment
szboudreau01 Sep 16 2014, 2:44pm replied:

And it's Steaming with airplanes.


+2 votes     reply to comment
timeSymmetry Sep 16 2014, 5:07pm replied:

Yes the F-5A is confirmed.
I was able to finish it, because the main update has grown a bit more and it is taking a bit more time

I´m also spending some time in fixing some crashes and tweak and improve some values in the aircraft, (even if I just change on value, in 186 planes, that takes quite some time)
but after this update is released I´m interested to hear what you all think is best, quick or big updates.

+1 vote     reply to comment
IbizenThoth Sep 17 2014, 12:00am replied:

I think it's best not to be constrained to one or the other, as they lead to certain tendencies in development which can be problematic. Wolfire Games, for example, used a quick update schedule and used videos to illustrate what was happening. This naturally lead to small updates that were easy to demonstrate, which prevented work on smaller details and larger overarching aspects of the game being neglected.

Larger updates, on the other hand, have a tendency of growing and growing until they result in multi-month silence due to furious coding. The dev might be working very hard, but will get constant prodding from the fanbase, which sees none of these developments.

I mean, it's probably unhelpful to say this, but a healthy balance between smaller content updates and keeping us up to date with the work you are doing/the problems you are encountering is probably going to keep the fans more happy than anything else. I guess more frequent reports, rather than more updates, would be what I'd like to see.

And by reports, I don't really mean just plans, but problems, things that are causing issues and the like along with the things that are going well. Transparency on these things goes a long way into helping the fans understand what is going on dev side, and will help fans to understand why their pet feature is taking a long time or not going to make it into the game at all.

+1 vote     reply to comment
bornloser Sep 16 2014, 5:59pm replied:

I don't know about everyone else but I'd prefer quick updates.

+1 vote     reply to comment
Nergal01 Sep 16 2014, 10:59pm replied:

Quick updates for balancing & major bugfix needs, big updates for new contents & minor bug/model fix.

+2 votes     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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170 votes submitted.

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Highest Rated (12 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

Combat Sim
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