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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Looking at the title you might be wondering, isn't the J-31 already in the game?

Well yes, but this report is to talk about how has been upgraded to be more accurate representation.

As it was been said before to the next update there as been a complete revision in almost everything to set up the final specs and missing details that were not in the current releases. This is an overwhelming task and most of details require a lot of time to be accomplished.

Well this is actually the main reason why there were able to be included in the release.

Part of that revision is the addition of the missing weapons bays on some models. One of those models was the J-31. To complete this aircraft I had to add new content and that was when I thought this content could be a good material to make an interesting report.

So this report is to talk exclusively what has been done regarding to the J-31

First let me start with the 310 Project.

It is a new model, besides the antena at the nose is the exact same model, I´ve even considered adding the dorsal airbrake like some initial speculations had, but in the end decided to keep it faithful to the real model.

Other aircraft I want to show is the J-31.

It is already in the game, but I don't think it had this kind of reveal yet, so I'll use this opportunity to make it.

The J-31, is already in the game, but it was missing some details to be considered fully complete.

This is representation, it assumes this will be the final shape of the J-31, but I sure the final version that will enter in service will several differences.

And finally I added one last variant.

I usually like to have at least 3 variants per family, because this is the minimum number that the game requires to group them as a family in the hangar selection screen.

The variant I´ve added is the F-60

You may be thinking: "it looks the same!" It may look identical but it has several differences.

I will call this variant as F-60A, if I´am not mistaken this was the first mockup revealed for the F-60,

There is another F-60 mockup that was revealed later, the easiest way to distinguish both models is that the other mockup has dark grey trims and the F-60 revealed here has light grey trims, but the differences don't stop there.

That model will be referred as F-60B and like another model some of you may be wondering, the FC-31, both were omitted in this update. It is possible both will be added in other time, but not for now.

And what is really relevant in this report: the weapons bay!

The J-31 will have red weapons bay, while the project 310 and F-60A will have in white.

As for the current variants available in the game, all three will have the exact same weapons bay, it can only hold for 4 weapons and has to share the space the main and SP weapons at the same time.

While the weapons bays is a good addition to make the aircraft more complete, there was another problem, weapons. The J-31 didn't had the correct weapons in the game.

To correct that it was created a new set of weapons.

First it was the PL-10 family, this serves as main weapon, it was considered using the PL-9 but the PL-10 is really the most appropriate weapon.


The prototype weapon for the PL-10 family, this model is very similar to the A-DARTER on first impression, but it has some differences on closer inspection.

The behaviour and role is very similar to the AIM-9X.


About the PL-10, there are two publicly known models, a one older and a newer model revealed in recent years. Too make it simple, as there isn't any known official distinction, the first model is considered the A version.


And this is the B model, the main distinction is the shape of the rear control surfaces.

But there was more that need to be added, PL-10 and the existing weapons was not sufficient to complete the loadout for the J-31.

To complement the PL-10 it was added the PL-12.

The role and behavior of this weapon is similar to the R-77 or AIM-120.


The base model of the PL-12.


The PL-12A is an improvement over the PL-12 with more sophisticated fuse.


The PL-12B is a technological variant that superior to PL-12A


While other weapons were added this is the only variant that should be fitted inside the weapons bay. Only two can be added as the remaining slots will be used for the main weapon


The SD-10 is the export version of the PL-12.

It will be used on the F-60A.


The SD-10 is the export version of the PL-12A.

It may be used on the FC-31/F-60B.

The was another weapon that felt that should be added, a guided bomb for more variant in the loadout.

[LS-6 100]

The LS-6 (100 kg) is a small bomb roughly similar to the MK-82, and is small enough to fit in a weapons bay.

[LS-6 50]

The LS-6 (50 kg) is a very small bomb, due to it size I believe it can be attached to each internal pylon

And that's it for now, I'm trying to keep these update small. but what do you think? do you want to see other reports about changes in other families?

Stay tuned, more reports will follow.

Report 059: Reestablishing communications

Report 059: Reestablishing communications

News 11 comments

After a long delay, a new report is here, this time to talk about improvements in the environment.

Report 058: Heating up the engines

Report 058: Heating up the engines

News 8 comments

It is almost time, Vector Thrust will most likely release in the next 24 hours

Report 057: Preparations for release

Report 057: Preparations for release

News 15 comments

The release has been set, get ready it will be the end of June.

Black Ops Report 09: Hollow Thunder

Black Ops Report 09: Hollow Thunder

News 13 comments

A report on Vector Thrust's preliminary campaign; the revamp of the Alpha campaign build.

UFO Defence: X-COM Interceptor

UFO Defence: X-COM Interceptor

Vehicle Skin 0 comments

In celebration for X-COM 2's release a specially painted MiG-29IB is converted into the classic X-COM/UFO Defense interceptor.

MiG-33 Fulcrum SS

MiG-33 Fulcrum SS

Vehicle Model 4 comments

I took some big liberties with redesigning this one. I based myself a lot on the design by VoughtVindicator (you can visit his DA page to see his awesome...



Skin Pack 11 comments

A rework and re-envision of my first major skin pack.

Ace Combat 3 - Eurofighter Typhoon II

Ace Combat 3 - Eurofighter Typhoon II

Vehicle Model 14 comments

Hey! I'm kinda back! Managed to finish the EF2000. Now you have all the planes needed for the first AC3 mission and probably some of the next. :) Includes...

VTRP Sea Flankers

VTRP Sea Flankers

Vector Thrust Realism Project Vehicle Skin 0 comments

A release by the VTRP depicting Sukhoi's Su-33 production units and prototypes.

Black Knights Su-37

Black Knights Su-37

Vehicle Skin 2 comments

A Su-37 in VMFA-314 "Black Knights" livery. Made on request.

Post comment Comments  (60 - 70 of 3,693)

TS, L1WAC-8 for the F-22X? Really?

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SpootKnight Online

Not his doing. The idea that was passed around was that since it's a fictional aircraft used at the end of the game's timeline that it gets one of the less damaging beam weapons or a railgun-type weapon.

None of the beam cannons have a model and there's no railgun.

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The problem with the L1WAC-8 though is that it has insane damage. That thing cuts through even EOS units like butter with its 40000+ damage.

It needs to use a nerfed clone at the very least.

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SpootKnight Online

The L1WAC-2B is basically a standard weapon in damage with the L1WAC-8's speed. It could be made to load the same model and be applied to the F-22X.

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No offense Timesymmetry, but if you thinking this is as far as you can go and you always end up failing whatever form of patch you're making, how about outsourcing/handing the development over a group of more skilled/experienced developers and let them release unofficial patches/fixes? Like how Team Fusion worked on CloD, Pacific Storm Allies' unofficial v1.07 patch and so on.

In this case, you can keep up with making contents while they fixing/finishing the core/stability issues.

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timeSymmetry Creator

@guest, don't worry no offence taken. you can see it what I'm about to say as an excuse, but mistakes being made in every update release are natural in solo or small teams as the games keep becoming more complex.

Either by negligence or ignorance, it's practically impossible to deliver build without mistakes here and there.

Everything should tested before release, but in most cases that's not possible otherwhile it would take much more time to release a new patch, but because in small teams there is never enough time for everything, some corners have to be cut.

As example, I noticed now thanks to steam comments, that the king raptor has a crash when selecting it. Why? I still don't know. I've tested when added the weapons bay, but not after adding the Ash skin. I know I should but I looked at the hangar selection everything seems right and moved on, still the issue is just after selecting the unit and I missed it.

What I want to say is, I know these mistakes can be annoying, but I hope everyone understands that this is something that will always happen, the game has so many sides that impossible to look at every one of them before every update.

Reply Good karma+4 votes

I understand your frustration and tendency to pull such mistakes, but know that (y)our and VT's current biggest is time - despite of Iceberg sometimes putting VT on sale recently, in fact VT keep losing its rating (as in getting more and more bad rep) and profit (refunds, in the worst case) as well as its playerbase is constantly shrinking over time that some may already had their patience ran out already and no longer cared about it anymore. And let's not forget that Ace Combat 7 is now a thing and still having potential to have a PC port one day.

As such - as I mentioned before, I know you're having your hands too full at anytime so perhaps hiring a couple of extra hands won't hurt the development much, even a couple of voluntary beta testers outside of the Iceberg's internal beta testers - so that there's fewer time wasted for investigating what causes a new problem and making hotfixes.

I hope you can understand what I mean.

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Another issue VT is having is that people are overlooking what really should be the selling point for this game: modding. Community content creation may have really set this game apart if many people focused on custom missions, campaigns, etc. Steam Workshop really needs to be implemented.

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Citing a minor complain here, I'd say it's rather crippling to have the main campaign only limited to so few planes among more than 200 we're currently having + all custom planes everyone have been making

I'm specifically mentioning campaign because everyone knows many would just only play nothing but the (vanilla) campaign and throw the game away once they finished the campaign.

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SCN-3_NULL Online

"Good idea for mod, JASF, Assault horizon"

Still, having other planes that have the Raven/Ash skin as a unlockable would be nice, if that works in the editor(well I cant get that to work so it's unlock/owned when I added other planes)

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"Still, having other planes that have the Raven/Ash skin as a unlockable would be nice"

Once again, it's a waste if all 40-50ish of Ash skins from the previous patch left unused so that sounds like a plan.

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SCN-3_NULL Online

I think some of the skins are for future campaigns, probably a few like F-5, F-4 and others would fit in HallowThunder.

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"Some of the skins are future campaigns"
well, that's possible IF Ash returns as the main character again in the future campaign.

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If there will be a future campaign then it'll be dead on arrival.

Nobody plays VT anymore by then, maybe except you, RaptorGod and Mattoropael.

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Well, I'm sure there're many people who are faithful to this game, even if in the end Ace Combat 7 comes to PC, which is unlikely due to possibility Bamco having agreement with Sony of promoting their PSVR and thus the exclusivity to PS4.
Back to Vector Thrust : The modding element itself is one of the main selling points of this game, as we all know it.
Also, as for the campaign itself we are still expecting to see a lot more of the storyline. Like the Angels, for example. We only see a few in HT campaign. So, we may expect to see more of them in action in future campaigns.

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Also by you mean "many" is probably only less than 30-20 players.

At this point, rather than keep beating a dead horse I'd rather have TS to release the campaign as Vector Thrust 2 instead but he has to promise fully fleshed graphics, gameplay and completely stable engine at that time.

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"which is unlikely due to possibility Bamco having agreement with Sony of promoting their PSVR and thus the exclusivity to PS4."

Probably will be timed exclusive, it uses Unreal 4 anyway.

Unless if for some reason the DCS community tries to block its release on PC that is.

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Vector Thrust
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199 votes submitted.

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Ratings closed.

Highest Rated (14 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 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 by DEathgod65

Combat Sim
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Vector Thrust
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