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Important release notes for Stock Car Extreme v1.50 (soon to be released) - MUST READ!

Discussion in 'Stock Car Extreme' started by Renato Simioni, Oct 28, 2015.

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  1. Renato Simioni

    Renato Simioni
    Reiza Studios

    Within the next few days, Stock Car Extreme V1.50 will be released on Steam & GSC Sync.

    For now, please note GSC Sync is password-protected while we conduct some final internal testing, will be open again upon release.

    This is a significant milestone build for us as it will be the first with executables compiled in-house; it removes all external code injection DLLs from previous releases, and most of the problems that came with that. Several features such as DRS, 8-speed gearboxes, amongst others which had been developed with injected code have now been rewritten into the codebase, along with several other new features, improvements and bug fixes.

    All this changes a few things substantially, so to ensure you do not encounter problems upon release of the update, we are releasing these update notes first.

    It´s fundamental you take note of the information below:

    • MUST create a fresh player profile (delete the old one from \USERDATA) otherwise the game won´t launch;
    • After creating a fresh profile, make sure to double-check your driving aids & controller speed sensitivity to make sure they match what you had before;
    • Since there are several new parameters for both cars and tracks, it is possible that some MODs will not work 100% and will need to be updated to use the new features (please consult this thread to learn you may update your mod);
    • If you get a crash on startup, make sure you have installed the DX9.0C that comes with the game (by running \Support\DirectX\Install\DXSETUP.exe)
    • If you do the above and still crashes, or if you get a black screen when escaping from a session, delete d3d9.dll from the game root folder (issues will be fixed in a following update)
    • GSC Config & Dedicated may not launch directly from Steam (needs to be done from game install folder, will be fixed in a following update).
    For the steering rotation feature - All Logitech & Thrustmaster wheels with adjustable rotation should be working with this feature. Fanatec wheels should too, except for the V2 wheelbase which is still in development.

    If you have any of the supported wheels, it is recommended you set Enable Custom Steer Rotation to NO from OPTIONS > CONTROLS, and let the game customize the appropriate rotation range for each car:

    If Enable Custom Steer Rotation is set to NO, the rotation range below it has no effect so you may ignore it.

    Some cars will also allow some range for adjusting rotation from the garage menu - ex. F-Extreme is defaulted to 360º, but you can increase that 450º from the garage. Others (like the Lancers) are fixed at 900º.

    Logitech users should make sure "Allow game to adjust settings" is ticked in your profiler:

    In case you do not have a controller with adjustable rotation, OR if your steering wheel is not yet supported by this feature, you should set Enable Custom Steer Rotation to YES, and define how much rotation range you have in your controller in the setting below - the game should then work same as before (with any adjustment per car done manually both here & controller profiler) and STEER ROTATION SETTING in GARAGE1 menu will have no actual effect.

    Please note that in either cases, using old controller presets is NOT recommended - we recommend you start one from scratch.

    Further known issues with this version (to be addressed in the next release):
    • DRS activation & tire compound selection are not stored in replays;
    • No compound restriction per track in F-Extreme & F-Reiza;

    Main changelog for v1.50:

    • Adds Mitsubishi Lancer Cup Series (Lancer R & RS models, recommended to run with TC & ABS on low as per the real car)

    • Adds Velo Cittá Circuit (2 layouts);

    Features & Fixes:
    • Added support to 6 USB controller devices (increasing the previous limit of 3);
    • Added sensitivity & deadzone sliders for up to 6 controller inputs in CONTROLLER 3 menu;
    • Added feature to automatically adjust Steering Rotation for each vehicle so use no longer needs to exit game and manually adjust controller rotation (see recommendations above);
    • Added option to adjust steering rotation in garage menu & adjusted default steering lock settings to provide a suitable default steering ratio for all cars (Custom Steer Rotation must be set to NO in controller menu);
    • Added option to map commands for adjusting anti-roll bars from in-car (for the cars that have the option: Stock Car V8, Super V8, F-Extreme, F-Reiza, F-3, F-V12, F-Classic )
    • Added option to map commands for adjusting Vertical FOV from in-car;
    • Added support for 24h race length;
    • Added Stock V8 rule which restricts tire stops to one tire change at a time;
    • Tweaked AI to perform less strategical mistakes (such as pitting in the last lap);
    • Rewritten all car classes from the previous standard "ReizaXX" to a nomenclature that better represents their respective series;
    • Introduced native support to 9-speed gearboxes & fixed bug which would lead to F-Extreme occasionally disappearing when hitting 8th gear in a multiplayer section;
    • AI drivers now use 8th gear & DRS;
    • Added "Opponents Filter" option to quick race menu (for multiclass racing)
    • Replaced AI aggression UI slider with a set of presets low-to-max (max being 50% agression in old currency to prevent AI misbehavior in overly agressive settings);
    • Fixed bug with other cars occasionally "inheriting" 8 gears, DRS functionality from F-Extreme
    • Fixed championship scoring bug;
    • Fixed grid position setting when qualifying is disabled;
    • Fixed performance issues with the SuperV8;
    • Revised pit menu rules & pitstop timing for all series;
    • Fixed bug with AI behavior being over agressive with the throttle on corner exit leading to occasionally losing control;
    • Revised AI performance for all cars (balancing for consistency from car to car, track to track, session to session);
    • Updated ambient, curb, road & grass roll noise for all cars;
    • Revised aero & tire physics in all cars;
    • Revised realfeel values to reduce FFB clipping;
    • Tweaked alpha channels in skins from Metalmoro MR18, Opala86, SuperV8, StockV8 series to reduce excessive shiny look;
    • Minor graphical optimization;
    • Fixed bug with Safety Car entering the pits in Curitiba Oval;
    • Fixed behavior of driver labels.
    Last edited: Oct 29, 2015
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  2. ouvert

    Premium Member

    Now this is how you make update! Thanx reiza
  3. Portuguese please
  4. Oh man... I see a very big rain of complaints coming.
    Reiza guys better be in Buddha mode already :roflmao:
  5. Awesome!!! Thank you Reiza!!
  6. this is going to be magic! I like it alot
  7. Sweeeet.
  8. Sounds really good for base content. Really hope it doesn't cause big problems with converted rF1 mods though.
  9. +1
    • Agree Agree x 1
  10. Fabio Rodrigues

    Fabio Rodrigues
    Reiza Studios Community Manager

    Portuguese version is up in the Portuguese forum now :)
    • Like Like x 1
  11. Martin Vindis

    Martin Vindis
    Premium Member

    Looks like another quality update from Reiza, good job guys!

    Something I would like to see in a future update is better support for a triple screen where you can set bezel size and other thing like you can in rf2.
    • Agree Agree x 2
  12. millen

    Premium Member

    Bring it on Reiza.

    Once again thanks for your hard work and dedication. I love this game so much.
  13. @Reiza Studios
    Nice to see some good changes coming.
    A few points......
    I know it takes a lot of time to update the game and code etc. needs to be changed for a number of things to make even one small change to the game, so I'm really not pressing you guys, but visually, dirt pickup and rain would transform a really great game to another level.
    It takes a long time to build up a good driver base for leagues and the game would be so much more complete with a few minor changes. Some of my drivers say that GTR2 is a much older game and has rain, grid swop etc. so why not GSC. Hard to answer them.
    We at Shadowracingrsa really enjoy the game and have no plans to change our platform anytime soon.
    The GSC community is very protective of Reiza as am I. You guys have done amazing things and set the standard considering what you have done with this engine.
    Keep it up and we look forward to driving Reiza cars for many years to come.
    • Agree Agree x 2
    • Like Like x 1
  14. @Reiza Studios Any plans to implement the rejoin system as rF2? Would be great for Endurance races.
  15. Since it stands MUST READ then I expect that when the update comes, and you did not read that then you try to start the game but: WARNNG: You did not read the ''MUST READ!'' warning before the update, so you will no lenger be able to play this game...:whistling:

    But anyway, awesome news can't wait for the update!
  16. Renato Simioni

    Renato Simioni
    Reiza Studios

    It shouldn´t be hard to answer - they´re different products developed by different teams, with different designs and different budget for a different market at a different time. GTR2 simulates an endurance series so it really needed those features. You could argue that all racing sims could benefit from having them, but any game (racing sim or not) is a set of compromises and design decisions, specially when they´re aimed at such a small niche market like ours. GTR2 doesnt have the amount of tracks and cars that we do for example - in fact no other PC racing sim comes even close to packing the same amount of content per dollar that SCE does, without even going into the production standards of each... So there´s an argument for you :)

    The fact that the underlying technology is similar means that sure it´s possible to do rain, but unless we were to really hack it in, it would be too big a project to undertake for a product that is now 2-year old and sold for a one-time fee of US$ 30 - at this stage we really have to pick our battles and go for the stuff that really adds universal value to the sim. Even these updates (plus other major upcoming ones we´ve already commited to) are already stretching the economics of the product - in fact they´ve only been made possible because most of the costs have been covered by the crowdfunding campaign.

    It´s somewhat understandable that users would have this glass half-empty rationale and always want more, leading to these superficial comparisons of game A vs game B vs game C and wondering why one of them doesn´t have it all plus a cherry on top - it would be great but it´s a little harder to make that a reality than it seems :)

    For our next title - a bigger project with more resources, longer time plan and hopefully a much deeper market reach - then we can aim to be a bit more ambitious.

    For now, we already have some seriously cool stuff in store for SCE, so watch this space :)
    Last edited: Oct 29, 2015
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  17. Who can argue with that reply !

    Just some love for the trucks now.

    Great job Reiza.
    • Agree Agree x 1
  18. Christian Militzer

    Christian Militzer
    Premium Member

    I always love your long answers to varios questions! There will always be people requesting this and that - but I think you really have a good way of dealing with this!

    I'm really excited for your next title. Hopefully you can get a bigger market with a game title that doesn't contain "game" or "extreme" :D - anyways very excited about this as well as the GSC updates!
  19. Could you make a list of the new parameters and features? It'd be cool to know what you guys changed so we can make best use of the new features in our mods
  20. For sure would be nice to have a list of what is going to change so we can check "our" (smh) mods right now, we have leagues starting/running already.
    And shouldn't this thread be on the home page here in RD?
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