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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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.

Strike Commander F-16C 'Wildcats'

Strike Commander F-16C 'Wildcats'

Dec 9, 2014 Vehicle Skin 9 comments

An F-16C Block 30 in the scheme of the 'Wildcats' mercenary group from the game Strike Commander.

MiG-29 realisitic skin pack

MiG-29 realisitic skin pack

Dec 9, 2014 Skin Pack 10 comments

A large skin pack, containing realisic paint jobs for Mikoyan-Gurevich MiG-29 (early 9-12, 9-12, 9-13 and 9-13S).

Cipher's F-35X (RAF - ZR032)

Cipher's F-35X (RAF - ZR032)

Dec 8, 2014 Vehicle Skin 0 comments

A very basic skin based off Cipher's paint scheme from Ace Combat Zero, but with RAF markings. To install, unzip the compressed file and place the objects...

Post comment Comments  (50 - 60 of 2,789)
Nergal01 Nov 28 2014, 2:31am says:

TS, I suppose there's no way to make a custom skybox yet? I think the new VR map can be a good candidate to be "converted" into a space map.

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Nov 28 2014, 9:22am replied:

Yes you can easily add custom skybox, just need to add the texture+material and change the name of the material that is used in the VR map1.

I'm actually planning to add at least one space map, just for the lulz, I was interested in adding it in this update, but I’ve just found and fixed some important issues that were causing the game to crash during gameplay, especially on larger battles. So instead I’m going to release what I have at the moment, it won’t be a full-fledged update but it will bring important fixes

+1 vote   reply to comment
Nergal01 Nov 28 2014, 10:37am replied:

So, are you going to implement map custom gravity value while you're still at it?

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Nov 28 2014, 11:38am replied:

Yes, and air Density modifier as well.

+1 vote   reply to comment
szboudreau01 Nov 28 2014, 11:58am replied:

So, just how will the fighters fly in 0-density (or Vacuum) environment? Will they be able to go in a straight line without constant throttle application? Will they drift around, similar to AOA-Off in-atmo?

so many questions

+1 vote     reply to comment
PokerPop Nov 28 2014, 11:08am replied:

I'd love to fly an aircraft in different gravity, or even better, in Zero-G.

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Nov 28 2014, 11:43am replied:

The result will be more stylized than realistic, but this is more just for fun.
Also these maps are ignored by the quick action mode.

+1 vote   reply to comment
John_Silver Nov 25 2014, 8:08am says:

Is it possible to put unit wrecks or "dead" units on the map in the editor? Or do I need a script that kills them when mission starts?

+2 votes     reply to comment
timeSymmetry Creator
timeSymmetry Nov 25 2014, 6:43pm replied:

@John_Silver you can kill any unit by script, but first you need to give it a (unique) individual ID, or use a group ID. then create the action to remove the unit, and set to remove by killing it.

As for the textures, you can send them to me if they are already corrected, or if you prefer, you can tell me what skins need adjustments and will adjust them myself

+1 vote   reply to comment
Nergal01 Nov 27 2014, 12:32am replied:

TS, I think he's talking about putting in corpse mesh + texture on map.

I think the most "rough" way possible is by copying the respective .mesh and the corpse texture to some other folder than airplane/ship/groundvehicle, like groundobjects, afterwards do some .ini editing to put in the respective "dead" texture.

+1 vote     reply to comment
John_Silver Nov 26 2014, 8:40am replied:

No, that's not exactly what I meant. I wanted to know if it possible to put "dead" units on the map in the mission editor? So that they start the mission as wrecks.

Considering the skins: I have completed Su-27, to demonsrate (sent via PM). But Su-30, Su-30MK2, F-15C, Su-27UB and most green-gray camo MiG-29s need more vibrant color skins.

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Nov 27 2014, 6:00am replied:

@ John_Silver I think I’m starting to understand what you are asking, but can you explain better in this thread
before the comment section starts to mix everything?

+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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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

Combat Sim
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