Game Stock Car Extreme V1.15 Officially Released

Renato Simioni

Reiza Studios
This is an update to GSC2013 v1.10. Further Information on the developments transforming Game Stock Car 2013 into Game Stock Car Extreme can be found here.

Full v1.15 links below - now a 5-part 5.64GB installer:

Mirror 1 (thanks to NRT):

PART 1
PART 2
PART 3
PART 4
PART 5

Mirror 2 (thanks to SRE):

PART 1
PART 2
PART 3
PART 4
PART 5

Mirror 3:

PART 1
PART 2
PART 3
PART 4
PART 5


Once download of all 5 parts is complete, make sure all files are in the same folder and run the installer program to install the Game, then activate it using your Serial Number.

If you already have GSC2013 v1.10 installed, you may update to version 1.15 by running GSC Sync from your root GSC2013 folder.


Main Changelog from v1.10:

Content

- Added Floripa race track + 4 kart layouts;
- Added Montreal 1988;
- Added Interlagos Historic external ring layout;
- Added Formula V12 (field currently limited to 4 teams and drivers for v1.15 - more to come in v1.20).

General features / Bug Fixes

- Added fix for CTD when qualifying sessions are turned off;
- Added options to switch qualifying off and manually set grid position;
- Added fix for pre-race grid reordering functionality (for Dedicated only);
- Corrected flag animations flapping widely when a time acceleration is in place;
- Support for realtime steering wheel rotation adjustment from the Controller menu (min 180º max 900º);
- Adjusted default rearview height / width;
- Minimum vertical FOV setting adjusted from 35º to 10º;
- Adjusted default shadow updates, sky update frames for smoother shadow transitions;
- Executable now is set to include +fullproc by default (for better performance in modern CPUs);
- Tire compounds may now have different textures (configured using cockpitinfo.ini file - see F-Reiza for example);
- Driver name labels have been adjusted and relocated to a less instrusive look (still requires some tweaking).
- Series RFMs have been made available for editing;
- All series now have its own RFM, with the adittion of an ALL CARS / ALL TRACKS component (to be used wisely - don´t expect AI karts to work well in race circuits or race cars on kart tracks!)

Tracks

- Fixed issue with invisible walls in Caruaru;
- Improved alternative cloudy sky texture;
- Fixed sky issues with Cordoba and Brasilia;
- Improved AI paths for Cordoba and Jacarepagua 2005.

Audio

- Slightly improved F-Retro onboard sounds;
- Speed of sound adjusted from 290 m/s to 340 m/s (for slightly more realistic doppler effect);

Physics

- All cars have received a brake temperature response curve adjustment to generally provide better and feel and be less susceptible to lock-ups;
- F-Retro tires slightly adjusted;
- Kart rear toe slightly adjusted.


Please direct your bug reports on v1.15 to this thread.

For issues installing / running / setting up GSCE, please refer to our FAQ first before posting.

In need of support with Serial Number renewals or fingerprint mismatches? Please send an email to sales@reizastudios.com or contact us via PM here supplying the email used in your purchase so we can better assist you.
 
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The V12 is one of the greatest sim cars ever made. Puts GSC back on top of my list again. And the number of additional content announced... It's a real good product.

Too bad there's like 200 people who will buy GSC, while hundreds of thousands will probably buy pCars :)
 
Support for realtime steering wheel rotation adjustment from the Controller menu (min 180º max 900º);

At work so can't try myself, but am interested if anyone has played with this. Does this mean we can now leave our wheel at 900deg and setting a lower max in the controller menu will limit the rotation on the wheel, like in iRacing? Not quite as nice as having automatic rotation adjustments, but it is still a welcome addition.
 
At work so can't try myself, but am interested if anyone has played with this. Does this mean we can now leave our wheel at 900deg and setting a lower max in the controller menu will limit the rotation on the wheel, like in iRacing? Not quite as nice as having automatic rotation adjustments, but it is still a welcome addition.

Apparently I had set the .ini file to 270, so this feature gave me a whole new game. I set it the game to 540 to match my wheel, and all of sudden, I didn't have understeer and was able to throttle steer and subtly adjust my line throughout the corner. I was suddenly competitive (against a very weak AI around 80%).

For open-wheels, I have set up a wheel mode with 220 rotation, and that seems to work, but I haven't tested it thoroughly.

On a different subject, I can see where you can set your place, but don't see where you can toggle off Qualifying, so your spot on the grid is where you qually'd. Am I missing something.
 
At work so can't try myself, but am interested if anyone has played with this. Does this mean we can now leave our wheel at 900deg and setting a lower max in the controller menu will limit the rotation on the wheel, like in iRacing? Not quite as nice as having automatic rotation adjustments, but it is still a welcome addition.

No (not yet at least) - this only affects the in-game graphical steering wheel, which up to v1.15 had to be configured manually in the controller.ini file. The controller itself still has to be adjusted accordingly per car.

Having the game manage the steering ratio per car automatically is a solution we aim for in the future.
 
The 'vertical wobble' is just the car going over the uneven surface at high speed, looks fine to me. If you want to reduce it you can lower the multiplier slightly for the vibration settings in your PLR file which should help.

Cockpit Vibration Mult1="0.20000" // Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)
Cockpit Vibration Freq1="42.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)
Cockpit Vibration Mult2="0.28000" // Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)
Cockpit Vibration Freq2="56.00000" // Secondary rate of vibration affects eyepoint orientation
 
I have this all to zero because I use the "RealHeadMotion plugin" but still at some tracks I have a lot vibrations. I temporarily delete this plugin and leaving my .plr with 0 vibrations but that didn't change anything.
 
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Even though the D/server worked before for other drivers to enter. I could never join my own server, it always froze when i entered. I am glad to report it works and i can enter.
thanks Reiza,
love what you have done with the sim, and cant wait for the rest .
 
This is an update to GSC2013 v1.10. Further Information on the developments transforming Game Stock Car 2013 into Game Stock Car Extreme can be found here.

Full v1.15 links below - now a 5-part 5.64GB installer:

Mirror 1 (thanks to NRT):
PART 1
PART 2
PART 3
PART 4
PART 5

Mirror 2 (thanks to SRE):
PART 1
PART 2
PART 3
PART 4
PART 5

Mirror 3:
PART 1
PART 2
PART 3
PART 4
PART 5

Once download of all 5 parts is complete, make sure all files are in the same folder and run the installer program to install the Game, then activate it using your Serial Number.

If you already have GSC2013 v1.10 installed, you may update to version 1.15 by running GSC Sync from your root GSC2013 folder.



Hi Reiza,
Which of these 3 would be fastest? Would they be much faster than GSync? I ask because been running GSync for 12 hours now (started w/ it saying 3.5Gb remaining) and it's now saying 2.4Gb remaining. The speed is so inconsistent and keeps jumping from 0-100Kb/s.
 

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