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

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

5 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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F-14A "Spitfire Mk.IX" (Fictional)

F-14A "Spitfire Mk.IX" (Fictional)

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F-22A "Flying Tigers" (Fictional)

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Aircraft skins based upon Metal Gear. RULES OF NATURE

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XFA-36 Extra Skin #01

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An alternative General Resource Defense Force paint job for XFA-36A Game, mimicking known saboteur aces of a certain hostile nation.

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Post comment Comments  (50 - 60 of 3,074)
timeSymmetry Creator
timeSymmetry Feb 17 2015, 4:01pm says:

Something that I was working this afternoon that might be interesting to share:
Timesymmetry.files.wordpress.com

The tile technique I was trying to do didn't work so well so I end up making an island for the boss structure.

+2 votes   reply to comment
SlyCooperFan1
SlyCooperFan1 Feb 18 2015, 4:04am replied:

That map seems really small...

+1 vote     reply to comment
Guest
Guest Feb 18 2015, 1:00am replied:

Imagine if the entire island is the boss, while the fortress at the center of the island is the "heart" of the boss...or maybe should be called....the boss of the boss.

Speaking of which, the boss fortress will be in the upcoming Beta, right ?

+2 votes     reply to comment
timeSymmetry Creator
timeSymmetry Feb 19 2015, 5:34am replied:

@Guest Yes, this will be in the upcoming beta.
Unless something goes really bad, the beta will be available next week

+2 votes   reply to comment
Guest
Guest Feb 20 2015, 8:04am replied:

How much is the approximate size of the upcoming Beta ?
Is it gonna be a BIG one ?

For the gameplay, I've noticed until now the short-range radar still missing the mission boundary box shown in the medium/long-range map mode. Will it be among the contents you will add in future updates ?

About the weaponry, I felt that the M61 Vulcan seems to overheat a bit too quick and took a bit long to cool down. Is it gonna be tweaked a bit so it won't quickly overheat and takes shorter time to cool down ?

+2 votes     reply to comment
timeSymmetry Creator
timeSymmetry Feb 22 2015, 4:46pm replied:

A quick look at the folders and it seems the beta is around 400Mb.
As for the radar I forgot about that, I’ll add in the next updates after the beta.
But yes, the M61 Vulcan needs some tweaks in the overheating rate

+1 vote   reply to comment
Nergal01
Nergal01 Feb 19 2015, 8:34am replied:

I assume you've fixed some/most of those bugs I've listed in the master list?

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Feb 20 2015, 4:10am replied:

@ Nergal01, yes, the simple issues like animation were fixed immediately after they were reported

@ Guest yes, it will be roughly half of what is planned to add before release

+2 votes   reply to comment
Guest
Guest Feb 19 2015, 8:31am replied:

Awesome. That means when the beta arrives, we get to see much of its planned contents, including revamped campaigns (or at least portion of it), right ?

+1 vote     reply to comment
Nergal01
Nergal01 Feb 17 2015, 8:03pm replied:

Maybe you can play around with the elevation further to create a canyon map someday (with varying level of width).

+1 vote     reply to comment
szboudreau01
szboudreau01 Feb 17 2015, 6:10pm replied:

Oooh, purrty.

@Koeben

I'd imagine it could. It already has a city map being made. The real question is: does TimeS want to terraform a city?

+1 vote     reply to comment
szboudreau01
szboudreau01 Feb 17 2015, 6:25pm replied:

City map being modded in*

+1 vote     reply to comment
ZakuTwo
ZakuTwo Feb 20 2015, 11:24am replied: +2 votes     reply to comment
Nergal01
Nergal01 Feb 21 2015, 1:42am replied:

I thought you're working on New Jersey map too?

+1 vote     reply to comment
Guest
Guest Feb 21 2015, 1:34am replied:

Whoa, the city map is beautiful. Hopefully there'll be more urban objects to be added like the skyscrappers / monuments / cranes , for example.
Looking by the crowded areas I'm guessing it may be one of the large business / metropolitan area in the Vector Thrust universe.
I wonder what it'll look like during the night with all the city lights.

+1 vote     reply to comment
ZakuTwo
ZakuTwo Feb 21 2015, 6:17pm replied:

This isn't vanilla VT content, it's part of a mod.

+1 vote     reply to comment
bornloser
bornloser Feb 17 2015, 5:42pm replied:

that's pretty. Can you put up a tutorial for texturing that kind of map?

+1 vote     reply to comment
Koeben
Koeben Feb 17 2015, 5:00pm replied:

Hey Times, can VT handle detailed city maps at this point?

+1 vote     reply to comment
Guest
Guest Feb 17 2015, 7:58am says:

Is there prediction / planned timeline of when the eventual Beta will be released alongside with the revamped campaigns, new challenges, etc. ?
Speaking of which, what are the changes be made to the revamped campaigns ? Are the story cutscenes,in-game chatter (mission-related), and new units (including bosses) among the addition to the revamped campaigns ?

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Feb 17 2015, 8:50am replied:

@ Guest The beta should have been almost ready to go, but I stumbled to several issues that I want see them fixed before the beta release. It’s hard to make a perdition because some bugs can put up a fight, so the best answer I can give is really “soon”.
But yes to all those questions.

+2 votes   reply to comment
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Vector Thrust
Platform
Windows
Developer & Publisher
timesymmetry
Engine
Ogre Engine
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Official Page
Time-symmetry.com
Release Date
Released Jun 25, 2012
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Community Rating

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9.3

175 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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