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 055: Incubation complete

35 comments by timeSymmetry on Nov 9th, 2014

This report is to mark the last update for the Incubator (at least for now).
Now that the new mechanics are more stable, the next update can be available in all other branches and it will be like any other update with the addition of new units and challenges.

The incubator was a very useful tool for enabling the development very delicate mechanics while continuing to provide feedback to the players, without this the players wound have any other choice other than being out of the development loop while this build were unstable.
Also considering how useful it was, I might use it sometime again as a preview of an upcoming build, in order to fix and the issues that manage to pass through the test before making it as a default build.

But now moving on, at this moment it is already available a new build in the incubator:

  • FIXED: hiccup during campaign levels just before spawning new units
  • FIXED: showing KMH when using knots
  • FIXED: not reading sub mission actions and triggers when testing a mission in the editor
  • FIXED: achievements connection (get ready for a lot of pop ups telling you that you unlocked new achievements, the data to unlock this achievements have been recoding since the earliest versions)
  • FIXED: Mig-21PF challenge
  • FIXED: Su-37 Challenge
  • FIXED: restriction on XF10F-1 access
  • ADDED: fixed fire direction for sub objects
  • ADDED: Mph measurement
  • ADDED: action to configure or set damage Limit
  • ADDED: option to ignore collision check and use only proximity (useful for bullet hell weapons)
  • ADDED: descriptions in the editor for each action and trigger

(Don’t forget in the next build the players won’t be able to use the cheat to automatically unlock all units)

But that is not all for this report, besides talking about the incubator build I find it is the right to reveal something:

I’ll use this opportunity to reveal all the planned super weapons.
However this reveal does not include the super weapons that will appear in Juniper/Hollow Thunder, that reveal will be for another time.

None of the design is in scale, as all of them will greatly vary in size and role. These roles can from offensive, Air space denial or just support units.

Stay tuned, more reports will follow.

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JASDF skin pack

JASDF skin pack

Dec 19, 2014 Skin Pack 3 comments

A pack containing four realistic and one fictional JASDF aircraft skins.

Generally Strange Skins: Pack 1

Generally Strange Skins: Pack 1

Dec 18, 2014 Vehicle Skin 9 comments

A collection of various skins from Strangereal; today, Belkan and Aurelian MiG-21s. No squadron wallpapers for now, sorry. Be warned: These skins are...

HAWX Strike FIghters Mod Part 2

HAWX Strike FIghters Mod Part 2

Dec 18, 2014 Vehicle Model 4 comments

5 planes converted from HAWX 2 Wii + 1 converted from Ace Combat: Assault Horizon and 2 converted weapons. GBU-31 model converted from Lock On: Flaming...

HAWX Legacy Fighters Pack

HAWX Legacy Fighters Pack

Dec 13, 2014 Vehicle Model 2 comments

A "Blasts from the past" HAWX 2 Wii conversion pack containing 3 aircrafts from '50s to '60s. AGM-45 Shrike model & skin converted from Lock On: Flaming...

R-103 Delphinus III (Updated aicraft)

R-103 Delphinus III (Updated aicraft)

Dec 12, 2014 Vehicle Model 20 comments

Reupload of the Ace Combat 3 R-103 Delphinus III This is the whole aircraft.Updated the flight and combat dynamics:-Engine power increased;-Higher RCS;-Changed...

Zaku's ANG F-16s - East Coast

Zaku's ANG F-16s - East Coast

Dec 11, 2014 Skin Pack 2 comments

NJ, NY, VT, DC, and SC F-16C textures. Central and Western packs to come, covering all other ANG F-16 wings.

Post comment Comments  (40 - 50 of 2,795)
Nergal01 Dec 1 2014, 6:31am says:

The J-31, F-313 and MiG-29IB is in now.

0 votes     reply to comment
Soviet_One Dec 1 2014, 10:33am replied:

lol F-313 barely moves. Is this intentional?

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Dec 1 2014, 10:59am replied:

The specs for the F-313 were the result of the same calculation formula that I use for all others. I didn’t nerfed intentionally.

But I noticed now that the max speed for the A-12 family is not right, I’ve placed the wrong values in the generator.

+2 votes   reply to comment
szboudreau01 Dec 1 2014, 12:10pm replied:

You also have the A-10's maneuverability pretty off.

I cried about this forever ago, yet you never really did much :(

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Dec 1 2014, 12:34pm replied:

About the A-10 the truth is that I forgot to add the new values in the game until now, after that thread about that it, I measured the surface areas again and it did lead to higher turn rate than before but after that I simply forgot (“I’ll add before uploading”) to add it to the game files.

As for the F-313, a canard exactly in the center of mass is useless for pitch, also it doesn't use fly by wire from what I’m aware.

+1 vote   reply to comment
szboudreau01 Dec 1 2014, 1:16pm replied:

So basically, the only reason the A-10 still sucks balls is because you're lazy. :P

And, yeah, I guess that makes sense with the F-313. Experience in KSP (with FAR) has shown that canards inline with the CoM are pathetic and should be moved up ASAP.

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Dec 1 2014, 3:00pm replied:

Yes, I usually forget to add/remove something before the upload

+1 vote   reply to comment
szboudreau01 Dec 1 2014, 8:28pm replied:

update 9.1331: Not 1337, but hey. A-10 is no longer a steaming pile of ****.

+1 vote     reply to comment
John_Silver Nov 30 2014, 12:37pm says:

Restless bonds mission 4 issues detailed:

+1 vote     reply to comment
MyHatismyFriend Nov 30 2014, 2:00am says:

Playtesting Daggerfall 2.0 many many times has made me realise that the water explosion effect (the ripple in particular) could use a bit of an overhaul.

+1 vote     reply to comment
szboudreau01 Nov 30 2014, 11:17am replied:

you mean everything but the missiles (maybe even them) can use one?

+1 vote     reply to comment
John_Silver Nov 29 2014, 5:52pm says:

TimeS, what is the general outline of the closest upcoming updates how many are going to be large-scale game code change, and how many are going to be bugfixes\content updates?

I've noticed strange behaviour of OFAB-100 bomb. It's rather weak against ground targets (direct impact on Abrams MBT deals less damage than standard missile), while much more effective against naval ones (four OFAB-100s is enough to take out Karel Doorman). FAB-500, on the other hand, is a FAEB in all but name.

On the minor issue - in campaign mode hangar statistc screen doesnt count in difficulty modifiers.

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Nov 29 2014, 6:16pm replied:

With the addition of the countermeasures in the last update I concluded my plans of adding new gameplay mechanics.

So there is really nothing big to code for the time being, instead what I plan to do now is tweak and polish all existing features, especially make use of some to the code that is dormant in the game.
There are some new stuff that I plan add to improve the gameplay, but it is nothing more than small scale changes.
What I´ll be really working in the next two months is the revamping the Restless bounds campaign, I´m already working on it but this is something that it won't be immediately seen in the next updates.

PS: the OFAB-100 has a very small blast radius, maybe that is the reason why is so ineffective against the Abrams?

+1 vote   reply to comment
John_Silver Nov 30 2014, 10:29am replied:

Pretty sure at least some were direct impacts. I did test it. The Abrams example is just one of many - I've got ineffective direct hits on large targers, like hangars and LCACs too.

On the subject of the Restless Bonds - mission 4 crashes randomly on me. I think it's related to DDGs and their long-range missiles, but not 100% sure.

+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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173 votes submitted.

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Ratings closed.

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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