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.

Features:

  • 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

Minimum:
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

Image RSS Feed Latest Screens
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.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
J-35J Espada 1 Skin

J-35J Espada 1 Skin

Sep 22, 2014 Vehicle Skin 0 comments

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.

F-22A Blue Devil

F-22A Blue Devil

Sep 9, 2014 Vehicle Skin 2 comments

Another skin for the F-22A Raptor. To install, extract all files to your objects/airplane/F-22A directory.

Danger Zone Skin Pack

Danger Zone Skin Pack

Sep 4, 2014 Skin Pack 19 comments

A pack to celebrate F-14 Tomcat family addition. Includes aces, demons and ghosts.

Post comment Comments  (50 - 60 of 2,428)
Guest
Guest Sep 10 2014, 7:45am says:

So, any ETAs on the next update and what are the new things/fixes to expect on the next update ?

+2 votes     reply to comment
timeSymmetry
timeSymmetry Sep 10 2014, 11:48am replied:

-Some fixes all around the game.
-Campaign editor finished
-more options for the mission editor.
-12 new aircraft, 7 new families.
-More challenges
-new pickup mechanic used in the challenge mode

+1 vote     reply to comment
SpootKnight
SpootKnight Sep 10 2014, 11:55am replied:

Seven families for 12 units, teasers for family expansion?

Is there anything that can be said about the pickup mechanic, or will that be reserved for the patch notes?

+1 vote     reply to comment
timeSymmetry
timeSymmetry Sep 10 2014, 12:35pm replied:

Yes, they are mostly teasers because some of them won’t come with a challenge.

As for the pickups, they are like in the old shooters; they can give/take ammo, HP, score, time, kills, etc. This was added to give more variety to the challenges, but it is possible that they will be used in future multiplayer modes.

+2 votes     reply to comment
midsummersnow
midsummersnow Sep 11 2014, 6:35am replied:

I could see the pickups been used in Arcade mode too. :)

Also pickups in multiplayer would give players a purpose to fight over larger maps.

+1 vote     reply to comment
timeSymmetry
timeSymmetry Sep 10 2014, 4:46am replied:

Nah I can add in the update after this week, YF-23 may take a few more weeks to come.
It wasn't picked for the upcoming update because after seeing the reveal in facebook I've noticed that the wingspan is wrong. I need to redo some elements.

I’ve also remembered, I still haven’t posted the report about the last updates; I need to post it before releasing the next update.

+1 vote     reply to comment
SpootKnight
SpootKnight Sep 10 2014, 10:46am replied:

Will the next update still be largely centered on code?

+1 vote     reply to comment
timeSymmetry
timeSymmetry Sep 10 2014, 11:44am replied:

Yes, mostly improvements in the editor.

The time invested was probably around this:
60% code
40% content

+2 votes     reply to comment
szboudreau01
szboudreau01 Sep 8 2014, 6:09am replied:

Oh, so NOW you have to say it. Not when the SCAMPS were introduced?

+1 vote     reply to comment
SpootKnight
SpootKnight Sep 8 2014, 10:13am replied:

A SCAMP I Wizard would look cool, but I think it's understandable to use the original aircraft.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Vector Thrust
Platform
Windows
Developer & Publisher
timesymmetry
Engine
Ogre Engine
Contact
Send Message
Official Page
Time-symmetry.com
Release Date
Released Jun 25, 2012
Game Watch
Track this game
Share
Community Rating

Average

9.3

170 votes submitted.

You Say

-

Ratings closed.

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

Style
Genre
Combat Sim
Theme
War
Players
Single Player
Project
Indie
Boxshot
Boxshot
Embed Buttons

Promote Vector Thrust on your homepage or blog by selecting a button and using the HTML code provided (more).

Vector Thrust Vector Thrust
Vector Thrust
Statistics
Rank
73 of 24,183
Last Update
9 hours ago
Watchers
1,231 members
Addons
79
News
65
Tutorials
13
Reviews
34