
Master a new way to fly and fight. Control every movement and engine burn. Simple controls, realistic flight: a game for space fans by a space fan.
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Languages: English
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"fly what is essentially a rocket with guns strapped to it" -Hellride games ------------------------------------------------------ This game is probably the best space simulator I've played. Because of that, it's not for the faint of heart or casuals. I've played my fair share of space sims. Space Engineers, EVERSPACE, Kerbal Space Program, and even some outside of Steam. (Not Star Citizen, sadly. It'd probably barely run it on my 1050 Ti) Of all of these games, Thrust & Shoot: Flight School takes the cake as most realistic. Sure, you might say that KSP is the most realistic, but it comes at the cost of not being able to actually fly your ships. T&S: FS puts you in the cockpit of your very own starfighter, with one of the most realistic flight simulator engines I've seen. ------------------------------------------------------ Movement: Your thrusts in one direction add force, and your movement is a combination of all of your burn vectors. So if I burn 1 second forward, then turn right and burn for half a second, I'll move forward with a right tilt. But it's space. There's no right, left, up, down, forward, or backwards. It's space. Movement is easy to discern though, because you have two reticules: one, a circle, shows the direction you are heading (prograde), along with relative speed (more on that later), directly opposite that (so, behind, as it were) is a circle with a cross, and shows your backwards direction (retrograde). If you want to 'stop', burn in that direction until relative speed is 0 m/s. Now, you're probably wondering why I'm saying relative speed instead of speed. It's because the two are actually different. Speed is your direction in relation to an objective point, say, the center of everything. In a game, speed is relative to your previous location. 1 m/s speed would allow you to travel 1 m/s from your original location. In a sense, relative speed is just speed, with a moving objective point. 1 m/s relative speed to something moving at 100 m/s speed means that you are moving anywhere from 99-101 m/s, depending on your direction relative to that point. Your movement in this game is shown as relative speed, with the point being your target. If I have an RS of 50 m/s, then I am moving 50 m/s relative to my target. If this makes no sense, congratulations, you're normal. In layman's terms, you move straight unless you apply force in a different direction, thereby changing your direction. Your speed is not objective, but rather shown in relation to your target. So if your target is moving at 100 m/s and you're moving at 150 m/s, your (relative) speed is 50 m/s. ------------------------------------------------------ Combat: It's not like most other games. In T&S: FS, bullets are actual entities. They have speed. They [i]move[/i]. This means that you can't just shoot at the enemy, you have to lead your target. Referencing back to the movement section, this can lead to some interesting scenarios. You see, even if I'm right next to the enemy (good luck doing that, by the way) I have to aim in front. Why? Because then the enemy will move into the bullets, and you'll score a hit. The farther from the target you are, the less chance you have of hitting (due to weapon inaccuracies and their ever-changing movement vectors), and the farther in front you have to aim. You'll also have to change your reticule placement based on their (relative) speed. But don't worry, the game gives you a little "aim here" crosshair. For those who say it's cheating, you'll still have a hard time hitting that. I sure do. ------------------------------------------------------ Pros: + Realistic flight + Realistic shooting + Easy to learn, difficult to master + Intuitive controls + Simplistic yet informative layout Neutrals: +- Graphics are meh, but they don't hinder the experience +- AI don't seem to be very smart, but I don't think they're stupid Cons: - [strike]Controls cannot be rebound (yet)[/strike] Rebinding available. - Game lacks content, not too many missions. ------------------------------------------------------ TL; DR Thrust & Shoot: Flight School is a realistic and inertially accurate game that takes space piloting to the next level. If you're looking for a challenging piloting simulator, you've come to the right place. If you're looking for something simple and easy to pick up, I would suggest giving this game a pass.
This is like an infant mix of KSP and Elite... or if Elite had Newtonian physics. It's a challenging concept to grasp for a beginner and will probably intimidate players of space games with 'simple' physics. It's bare bones and only has a few levels but I can see myself spending a least a few hours playing it as the flight model feels genuine. Only one complaint: the sound gets 'poppy' after a couple minutes of playing. I'm happy to pay $10 for it, even just to support a single dev on a successful execution of a fairly rare gameplay mechanic. I really hope this gets made into something much bigger. It's so simple to play but so difficult to be any good.
alright, we're gonna strap rocket boosters to your arse, and you're gonna thread this needle in the abysmal vacuum of space. Hell I like it.
Excellent Physics Based Space Flight And Battle Sim. Pit your wits against the forces of gravity, momentum and inertia. A must have for all of us space nerds out there.
So, after less than 5 hours, I've finished the tutorial... and the game, since so far, the game IS the tutorial. Yet, I recommend it for anyone who enjoyed Lucasarts X-wing/Tie-fighter as a kid and the piloting part of KSP. Here are a few pros and cons : Pros : * The innovative realistic piloting system * The animations (bullets, missiles, explosions, ...) Cons : * The lack of rewarding feedback (U will never know if you're hitting an ennemy ship until he has 0 hull point). * The absence of a campain mode (so far !) * The alert sound which never goes off when your hull gets low
This is a really disappointing space flight sim. It doesn't let you use multiple joysticks without the use of third-party applications like Joystick Gremlin. It doesn't have an option for mapping any thrust axes. It doesn't even have an option for mapping reverse thrust - this is important because without it you can't even complete the second required step of the tutorial! The lack of modern customizable options in this game is just shameful.
Dev(s) more please! Love how retro (mid/late 90s) this one feels, be it full Newtonian physics or the grey green red palette of the cockpit. Little detail of thrusters and accompanying sound fx sold me on this one. Right now not much in here but it is above all fun and makes you think... in 3D ;)
This game actually really cool.. But reques better grafic card.... Only fantastic grafics.... But Game can be better after good updates. Have fun..
Do you like to use the "slide" function from Tachyon: the Fringe? Oh boy, do I have a game for you. Sort of a space sim hidden gem IMO. Game is short, but excels in what it is trying to do. Physics in this game is very good; and it has simple but good soundtrack and sound effects (I think most indie games fail in that point), although I run into some weird sound clipping when starting the game that stabilizes through time. There are other games with good newtonian physics (Independence Wars for example), but they are mostly 6DoF, and have some sort of automatic assist. There is nothing, as far as I know, similar to Thrust & Shoot. Would love to see more content for this game. edit: errors
Never got a chance to play, game crashes on launch
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