A couple weeks ago, we reported on an upcoming GT3 mod by European Endurance Center for Game Stock Car Extreme that was struggling to see a stable version as the release date neared. A group of guys from 4Chan happened to gain access to a nearly finished version of the mod, intending to use it for their upcoming GT3 league, and found themselves racing to both finish and improve what they felt was lacking in what the EEC team had done during development.
It’s important to note that EEC are still currently working on their version of the mod, but there’s a reason we’ve chosen to highlight this particular release. Many of the guys in charge of running the 4Chan GT3 series felt the default version of the mod drove poorly and would be released in a state inadequate for league racing – comparing some of the cars to “boats that would understeer into the wall,” and had a couple balance issues between cars that needed to be fixed. From what I’ve been told, some stuff has been done with the tires as well.
And from what I’ve driven of the 4Chan league release, it’s surprisingly good.
Weighing in at just over 740 Megabytes, the mod doesn’t include any liveries, but offers a whopping sixteen modern GT3 rides, complete with evolutions and variations seen on track since 2011, bringing the overall total car count to just under thirty. I’m not sure of how many models were ripped, and how many were scratch made, but the big thing I noticed is that the exterior’s are all relatively clean and blend in adequately with the default Stock Car Extreme content. Despite the milkshow liveries, this mod doesn’t stick out like a sore thumb compared to quick rFactor conversions of other mods. I don’t think you’ll be able to see in screenshots, but the tires look really nice.
Inside the cockpit, however, it’s kind of shit. The default cockpit eyepoint also needed some personal tweaking to get it how I wanted it, and even then I felt the gauge cluster on the McLaren was a tad too high. That’s me whining, though.
I took the 2011 McLaren MP4-12C GT3 out for a spin at Taruma, a track that’s almost like a South American version of Lime Rock Park. Unlike LRP, the track is insanely bumpy, and the speed sector is right at the start of the lap, followed by two rhythm sectors. As I mentioned in the Race Recap, the hairpin was a nightmare to learn and constantly upset the car.
I was happy with how well the mod behaved in the Car Setup screen – sometimes you’ll find shitty rFactor mods are loaded with really strange, unfamiliar values compared to the same car in other racing sims, and it was really nice to see numbers, especially aero settings, that were uniform across other cars in Game Stock Car Extreme. I basically took my R3E Baseline (I messed with the sway bars a bit) and injected as much as I could into the GSCX setup menu.
And it worked. So that was nice. The only issue I had was the lack of different tire compounds, but given this mod is for a league, this is probably for competition purposes. Hell, I did the same thing with the Mustang for Assetto Corsa a while back. Street tires or bust.
On track, it drove like R3E’s 2014 ADAC cars. The force feedback in GSCX isn’t as good as it is in R3E, but the end result – how the car performed on track – was. It felt like a race car designed for rich guys so they could go fast and not die in the process. I definitely prefer the artificial difficulty found in the non-patched release of the 2012 Blancpain Endurance Series mod for rFactor by Simtek, but if I were to drive this car for an entire season, I don’t think I’d hate it. It obviously remains to be seen what kind of setup exploits and driving style exploits will be found, but for what’s essentially a league edition of a mod still in beta, it was surprisingly a quality addition to my GSCX install.
Yet, after tweaking the setup a bit and running even more laps, I can’t help but think it was almost too easy. The car wasn’t just balanced and running hard, it felt glued to the track. Even in the most problematic section, coming out of the notorious left-handed hairpin, the car never flinched; a portion of the track that royally fucked people up during Stock Car qualifying in May. Sure, blowing your braking points or retarded wheel movements would send you into the barrier, but you could launch the throttle pedal through the backside of your desk and the rear end would still be firmly planted.
It’s free and there’s nothing stopping you from giving it a try aside from your own moral decisions about whether it’s right to support a third party league edition of a mod already using cars probably ripped from several different games, but if you’re still interested, CLICK HERE to give it a try.
And if you’re shit with setups, here’s my 2011 McLaren Baseline Setup. You’re looking for a 58.64 at Taruma, but there’s definitely much more left in it.
All we need is liveries!
Along with a DBRS9, perhaps?
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You forgot to mention that it is a beta version mr.Austin Ogonoski! Shame on you!
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>unfinished modification to an unfinished, unreleased mod
>Huge GT3 Mod for Game Stock Car Extreme Released!
GJ shitter
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Nobody is going to be able to tell the difference between the mod listed as “Beta” for GSCX and the exact same mod for GTR 2 listed as “V3.0″ because it’s literally the same content.
http://gtr2-endurance.forumotion.org/t1159-release-eec-gt3-base-mod-v3-0-31-01-15-updated-02-05-15
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What you just said makes no sense man.
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They are not the same mod, one is for gsce and the other for gtr2 silly!
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“The force feedback in GSCX isn’t as good as it is in R3E”
haha what the fuck
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Hmm was my thoughts too, not that rre is bad but no where near good as GSCX, only FFB that beats that is rf2.
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Live For Speed is still best FFB. GSCE is ok too though.
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Can’t say I agree that LFS has the best FFB. Feels a bit simplistic to me these days.
Pretty sure people’s varying opinions are mostly down to hardware.
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Nice job getting bodied in OVGWRC fag
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That’s what happens when you don’t play DiRT Rally for a month.
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>yfw liveries made for certain cars in BES 2012 can be ported over without any issues
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More content is always good.
I am sad to hear that it feels too stable. That hairpin should be causing problems at the very least, it feels like it’s designed to punish aggressive throttle application.
It’s possible that the 12c will be the most stable of all the cars in those particular conditions. Maybe an attempt at expressing the unique suspension geometry.
Almost certainly wishful thinking on my part.
Much more probable that all cars are going to feel too stable.
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No they are not all “stable” you actually have to take use of the aids like in real life to be able to properly drive some of the cars, like the gtr.
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Well, James is running a ton of rear wing and 15% diff power. I’d be surprised if it wasn’t stable. But all the cars seems to act and behave differently based on reports. So who knows.
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“But all the cars seems to act and behave differently based on reports.”
Now that’s what I like to hear. If they can just continue polishing the differences to align with the real counterparts, then this can be a great mod.
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Good point,
that 15% diff in particular would make it more stable in the rough hairpin.
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I took all the wing out and it feels the same.
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“I took all the wing out and it feels the same.”
That’s not good. Hopefully, we are looking at a bug of some sort.
Any reports on other cars and how they react to the rear wing deflection?
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Wing reports are accurate. Currently running 0 rear wing and it feels the exact same, just a quicker top speed. Although to be honest, I’ve heard actual GT3 teams might be using minimal angle of attack in the real world as well.
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Everyone has an opinion on whats realist or not.
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I can´t ignore the impression that a lot of these models are ripped from other games. Seeing how long single scratch made cars take these days for the quality we already are used to, no way that this amount of cars has been done without taking the dirty way.
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There’s no question about it. Not all of them because not everything could be ripped but the templates for Shift don’t still work on several cars for nothing.
Looks like they did their own 2011 modification of the Z4 which hopefully sucks less than the BES2012 one that some paint schemes wouldn’t even fit on.
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I think you fotgot to include a line that says something like “my apologies to the guys at EEC who I had a go at the other day, it turns out you’ve actually done a great job”.
Regardless of the models’ origins (all are originally converted but with A LOT of additional work done) or how much the physics have been tweaked, to have a selection of cars this varied looking and feeling great in a pack together is a great achievement that several people over there have worked hard on for a long time.
They’re also producing excellent packs of liveries that should be out for all major championships at some point in the not-too-distant future too.
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For instance, the base Porsche was originally from Shift 2 but has been completely rebuilt up to the specifications that it ran from 2013 onwards. I won’t name them all here, but there’s a team of about 15 people (including some from IMT) who have put a lot of effort and work into these and its good to see it come to fruition.
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