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 056: Beta

7 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)

Feb 26, 2015 Vehicle Skin 4 comments

A F-14A skin representing a Spitfire Mk.IX of the WWII-era RAF. Includes invasion stripes, two-tone grey-green camo, and the stiffest of upper lips. Tally-ho...

F-22A "Flying Tigers" (Fictional)

F-22A "Flying Tigers" (Fictional)

Feb 25, 2015 Vehicle Skin 7 comments

A "What If?" skin depicting a F-22A in a modernized American Volunteer Group scheme. Known as the "Flying Tigers," the AVG fought alongside the Chinese...

Metal Gear Aircraft Skins

Metal Gear Aircraft Skins

Feb 23, 2015 Vehicle Skin 2 comments

Aircraft skins based upon Metal Gear. RULES OF NATURE

RWBY Soundtrack Music

RWBY Soundtrack Music

Feb 22, 2015 Music 0 comments

A music pack using music from the web series RWBY by Rooster Teeth.

XFA-36 Extra Skin #01

XFA-36 Extra Skin #01

Feb 22, 2015 Vehicle Skin 5 comments

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

R-103 Delphinus III Scale Correction

R-103 Delphinus III Scale Correction

Feb 22, 2015 Vehicle Model 3 comments

This fix corrects the small hangar model for the R-103 Delphinus III. Just replace the mesh files in the R103_Delphinus_3 folder.

Post comment Comments  (60 - 70 of 3,075)
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
Guest Feb 15 2015, 3:54am says:

About the in-game cutscene system, how do i edit so the aircraft that appears in the scene is the one that was chosen by player in the hangar. (i.e: the player launch mission with F-15C with Paint Scheme B, and then the in-game cutscene shows the player's aircraft as the selected before)

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Feb 16 2015, 5:23am replied:

It is not available in the current public version, in later there will be a field called “Char_#_Use_PlayerData”, when setting this as true it will ignore the “Char_#_UnitCallName” and it will use everything the player selected for the mission, i.e. aircraft, skin and special weapon.

+1 vote   reply to comment
Guest Feb 16 2015, 11:13pm replied:

Will it be possible that the in-game cutscene appears in the middle of mission, such as during mission objective update or enemy ace squadron entering the zone mid-mission ?

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Feb 17 2015, 8:55am replied:

@Guest That is something I want to see if I can add it, the campaigns were built with this limitation in mind but if it was added it would open a lot more possibilities in the story telling. After the beta release I will attempt to add it.

@ bornloser you can already add them in the battle scenario missions, but not during gameplay

+1 vote   reply to comment
bornloser Feb 16 2015, 2:04pm replied:

will this be avaiable for missions as well?

+1 vote     reply to comment
SpootKnight Feb 13 2015, 1:27pm says:
Hype imminent.

+3 votes     reply to comment
Nergal01 Feb 13 2015, 9:45pm replied:

About time my ACAH YF-23 conversion gets slowly phased out then.

+2 votes     reply to comment
szboudreau01 Feb 13 2015, 1:36pm replied:


Brian Raff: Well we get both black widow and gray ghost versions? Ghost was my favorite of the two prototypes

They're the same plane, I'd assume they'll both be default paintschemes. Either way, Zaku will make them 100x more detailed

-4 votes     reply to comment
flyawaynow Feb 13 2015, 6:26pm replied:

As much as you like to think yourself as the tragic, cynical, and intelligent voice that VT needs in its audience, your participation is appreciated, though what you say isn't.

+2 votes     reply to comment
timeSymmetry Creator
timeSymmetry Feb 13 2015, 5:57pm replied:

@szboudreau01, I apologize in advance if you think I´m being rude in what I´ll say next, but that is not my intention.

Because in the past few days you were always very eager asking for the YF-23, now that has been revealed I just want to play a little with you, so allow me to say this:

"D-D-Don't misunderstand, it's not like I did it for you!
I did it because I had freetime, that's all!
I just wanted to make it, alright?! Baka!

+11 votes   reply to comment
szboudreau01 Feb 14 2015, 8:29am replied:

[insert breaking F-35Es here]

I understand that: the best thing I've done is make decent skins.

Regardless, I will continue to be mildly dumb until the heat death of the universe comes.

-1 votes     reply to comment
bornloser Feb 13 2015, 3:58pm replied:

that reminds me, do custom spec maps work again?

+1 vote     reply to comment
szboudreau01 Feb 13 2015, 5:31pm replied:

yes apparently

+1 vote     reply to comment
ZakuTwo Feb 13 2015, 2:59pm replied:

They have different engines actually. PW YF119 and GE YF120, respectively, so I anticipate they'll be different variants in-game. I plan on making both plus a YF-22 for VTRP.

+3 votes     reply to comment
szboudreau01 Feb 13 2015, 3:19pm replied:

Oh. Sounds nice Inevitably, there'll be a speed difference, then.

Also, the downvote conglomerate/**** in his mum's basement is getting bigger, and targeting more than just me :<

I guess I'll be clicking a lot now.

-3 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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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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