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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Hey Reiza, bought the game yesterday and would like to congratulate you on this. It is much better than 2012 and the extra content is crazy! How did you manage to get such visuals without HDR? I start to believe it isn't needed in any sim, if the rest is setup-ed like this. Well done!

Is there a chance we will see a generic v8 and a v10 within the Formula V12 mod? Doesn't even have to be different graphically from the v12, only different skins, sounds and physics. Would be mind-blowing.
 
Wow, the aids (traction control and abs for example), really make a difference. They slow the car down noticeably. Turn EVERYTHING off and the car is scary on the power, much faster, and able to compete with the AI. The feeling of raw power and the need for proper use of throttle and brake is FANTASTIC without any aids. What a great job this car is. Well done Reiza.

I wonder if there might possibly be a V10 or V8 for the same season? (Not being ungrateful for what we've already got, but what a brilliant grid it would make :) )
 
+1. Just want to understand what these files are used for.

Afaik HAT file is some kind of cache where it stores/writes some objects and info from the track so game doesn't have to load everything everytime from actual track files. I'm sure some one have more technical and exact explanation for it.
You can delete hat file anytime and game writes the new one next time you load that track.
 
Oh ok, so they make loading of the track faster the next time. Thanks.

OT, but as I'm relatively new to GSC, is there a thread discussing about FFB (particularly w/ the G27)? I searched but only found for T500 and Fanatec, and didn't mention settings in-game.

Am I supposed to keep changing FFB level and strength before a race, and for each car? Are these saved in the realfeelplugin.ini file? If so, is there a docu for this file? Thanks.

Found one.
 
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Oh ok, so they make loading of the track faster the next time. Thanks.

OT, but as I'm relatively new to GSC, is there a thread discussing about FFB (particularly w/ the G27)? I searched but only found for T500 and Fanatec, and didn't mention settings in-game. Am I supposed to keep changing FFB level and strength before a race, and for each car? Are these saved in the realfeelplugin.ini file? If so, is there a docu for this file? Thanks.

You shouldnt need to, i have DFGT and just use the usual Logitech profiler settings for gmotor games. In game FFB 100% i have it on medium strength you may need to set it on -100 or +100 depending on the mod you are using and aprrox 21 degrees of lock depending on the car. V12's i run at 23.
 
You shouldnt need to, i have DFGT and just use the usual Logitech profiler settings for gmotor games. In game FFB 100% i have it on medium strength you may need to set it on -100 or +100 depending on the mod you are using and aprrox 21 degrees of lock depending on the car. V12's i run at 23.
What are the values in the 'usual Logitech Profiler settings'?

Ok, I'll try them out. What about for karts? I noticed they're more sensitive. But if I wouldn't have to keep changing much settings, regardless of car, then that would be good.
 
i think with karts you need about 270 rotation. When i get home from work i will post what settings i have mate. If i remember correctly profiler settings are

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