Le Mans Ultimate Hotfix Reverses Some FFB Changes

Le Mans Ultimate Hotfix Reverses Some FFB Changes.jpg
The first hotfix for ‘Patch 3’ undoes some of the force feedback changes following driver rebuttals.

The third significant update for Le Mans Ultimate in its early access phase arrived earlier this week, and two days later a hotfix has arrived.

Among the changes, the removal of a crash when using Thrustmaster sim racing equipment, an error that meant lap times were not recorded in the race results file and the damage pit menu not displaying when it should have reportedly been zapped.

An exploit at the Sebring track related to lap times and an errant advert and Monza have also been addressed.

Le Mans Ultimate Porsche GTE FFB.jpg


But perhaps more pertinently, the force feedback tweaks continue.

The stated aim of Patch 3 was to ‘standardise’ force feedback strength across different cars and classes – but as we witnessed with your feedback under the news article, several users were a little less than enamoured by these changes, making some cars feel too ‘light’.

There was even a vociferous debate concerning how to calculate percentages.

The most driven car in the sim, the LMP2 Oreca, plus the entire GTE class have now received an increase in base-level FFB boost.

"Reverting changes made in Patch 3 for FFB Levels too low on LMP2 and GTE," reads the update.

The full changelog is below. But now, the key question is, how are you finding the FFB post Patch 3 Hotfix 1? Let us know in the comments below, or on X: @OverTake_gg.

Le Mans Ultimate Patch 3, Hotfix 1 changelog​

  • Fixed Crashes on exiting the game, caused by Thrustmaster & Changing video driver to another monitor
  • Fixed repair damage pit menu option not always showing
  • Fixed laptimes not recording in race results file
  • Force Feedback (FFB)
    • FFB improvements to prevent cutting out intermittently mid corners.
    • Added logging to help investigate further issues
    • Reverting changes made in Patch 3 for FFB Levels too low on LMP2 and GTE
      • Aston Martin Vantage GTE
      • Corvette C8R GTE
      • Ferrari 488 GTE
      • Oreca 07 LMP2
      • Porsche 911 RSR GTE
  • Sebring International Raceway
    • Rolled back ability to start timed laps straight out of the pits due to race exploit.
  • Autodromo Nazionale Monza
    • Fixed advertising material error on concrete wall at pit entrance
About author
Thomas Harrison-Lord
A freelance sim racing, motorsport and automotive journalist. Credits include Autosport Magazine, Motorsport.com, RaceDepartment, Overtake, Traxion and TheSixthAxis.

Comments

What was the idea behind the FFB changes in Patch 3 if they already reverse it in the first hotfix? I just changed the levels in-game and now I have to revert them back to pre-Patch 3 levels?
 
Im gunna post the same thing I posted in the LMU forums after I came home to this update today:

Well I was over the moon with Patch #3, so damded happy I made this video explaing why
Exellent I thought, much better balance across the cars ((some cars heavier or lighter steering than others as you'd expect, but not what it was previously which was (at least between say the Aston GTE and Toyota HY) like the difference between a 10 tonne truck with broken power steering and a flower), all I had to do was raise the FFB strength a bit to compensate for the 36% decrease in strength of the GTE's & LMP2, and they were right back at the desired weight of steering AND now I don't have to alter that FFB amount when I get into a Hypercar, as they feel right now aswell! Where as before you'd get out of the GTE and then if you were going to get into the Hypercar, you'd have to raise the FFB by about 30% to get a decent feel.

So I got home to day to find this hotfix, and as it was downloading I read the patch notes, and my mood suddenly crashed! Oh no I thought, surely not.
Well I just fired up LMU and shut it down again, cause I found out did'nt I, its really true! Can't believe it! Infact Im properly hacked off! I can't even wright what I think of this hotfix (I can't even call it a fix, its a break, not a fix) on here because i'd run out of ***************'s to type.

The absoloute best thing about patch 3# has just been revoked! Here's my most honest and passionate feedback I can give you. This hotfix can go F*** itself
 
"several users were a little less than enamoured by these changes, making some cars feel too ‘light’."
This is ridiculess, the same users were probably complaining that the Hypercars were "Too light" before Patch 3, and they'd be right! So they lowered the GTE's & LMPs and increase Hypercars FFB, so they were more inline with each other (still all different weights but not a million miles apart). So then all you do is increase the overall FFB to get the GTE's and LMPs back to the weight they felt like before, but also with Patch 3, then the Hypercars felt pretty much right to...
All folks were complaining about was the fact they had to have a higher number in their FFB than before... Well its an arbitrary number for gods sake! If it gets the same result what does it matter if you call it 71 or 123????
If it means not having to change the FFB every time you swap between one car class to another, who cares what the number settles on!
 
If it means not having to change the FFB every time you swap between one car class to another, who cares what the number settles on!
People were scared of going above 100%, like this is some end of the world and they would immediately start clipping, like the clipping is a function of some arbitrary number and not a real force pushed to the wheel.

What's more surprising is that S397 got so scared by these people they they succumbed to their fears...

EDIT: what gets me the most is that S397 couldn't have predicted this outrage and they actually lowered the FFB of GTE/LMP2 instead of increasing the FFB of HY. They would have achieved the same results without the outrage. They could have also shifted the FFB by the 36%/56% of all cars in the hotfix. Keeping the scared people happy but still maintaining the FFB balance.
 
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Why they ditched per car FFB settings I don't understand. So far it feels like they are spending a huge amount of time faffing about, back and forth with FFB levels in order to balance FFB across every car in the game.

Would be better to see some features being added: TrackIR, VR, more race weekend options, etc.
 
Was excited and quickly lost enthusiasm...LMU has exactly the same taste as RF2, very good when working, very hard to set up. Like the nascar game they just replace the assets when necessary and reuse existing for example those blueish track elements. Then improve the UI visual and make it slower in the same time as it's like a website interface. The UI is just a simplified and better parametered RF2 version. The same FFB but with better built in set up parameters, the same buggy graphic but with better access to sliders. Oh dear those antialiasing parameters are performance hog for half decent results...Very poor performance compared to the other sim using the same PC spec. I don't think the updates will fix that over the years. Devs seem not able to solve the core issue of this RF2 engine, only know how to tweak parameters and add new content and slow UI. And the worst thing, those rf2ish 10 mn loading time, oh dear most of people have less than a hour per day to play sim why would they loose half of their time on loading time. Remember what I say as I will come back here one day...same cause will give same effect, this sim will amaze community at first then will make it loose patience over the years or even months. The result will be a pool of "hate it or love it" people which is the hardest situation to overcome for a studio like what happened tp AMS2, RF2,etc...As this studio need money, they can't afford loosing players with technical bugs and low performance.
 
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Why they ditched per car FFB settings I don't understand. So far it feels like they are spending a huge amount of time faffing about, back and forth with FFB levels in order to balance FFB across every car in the game.

Would be better to see some features being added: TrackIR, VR, more race weekend options, etc.
Because as I said earlier, once it touch deep engine change they don't know what to do. They just try to improve the sim at UI level. LMU is just a Rf2 with a better skin and a better physic paremeters. They know how to make cars and track for sure but that seem to be all. I have the impression that s397 is may be a similar team like RSS or VRC, a content oriented team but not dev oriented.
 
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As I said in previous article about Patch 3: FFB should come purely from the physics engine. FFB Scaling down should be based on the strength of user’s wheelbase or their preference.
 
Because as I said earlier, once it touch deep engine change they don't know what to do. They just try to improve the sim at UI level. LMU is just a Rf2 with a better skin and a better physic paremeters. They know how to make cars and track for sure but that seem to be all. I have the impression that s397 is may be a similar team like RSS or VRC, a content oriented team but not dev oriented.
Ok, and who are you to judge the abilties of the different people working at S397? If even people from other studios acknowledge that there has been put serious effort and knowhow into LMU, then how does it come that a random dude on the internet claims to know it better? :rolleyes:
 
Ok, and who are you to judge the abilties of the different people working at S397? If even people from other studios acknowledge that there has been put serious effort and knowhow into LMU, then how does it come that a random dude on the internet claims to know it better? :rolleyes:
Just by seeing what they have done with Rf2 for years, then Nascar 21, then this LMU...there is a clear pattern...same way of doing things, same repetitive errors , etc
 
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Just by seeing what they have done with Rf2 for years, then Nascar 21, then this LMU...there is a clear pattern...same way of doing things, same repetitive errors , etc
And wich are the patterns in LMU that we have in rF2 and Nascar 21 that make it so hard to live with? I know you will throw around a bunch of stuff now, but the thing is ... while leaving Nascar Ignition aside, rF2 is pretty stable - certainly not less stable than other titles on the market at this point - wich indicates that they have been rebuilding some systems for LMU. Otherwise they just would have copy and pasted stuff and it would simply work out of the box wich it doesn't. Hence the EA phase.

New stuff needs time, so why shouldn't we give them the same amount of time that we give other developers? S397 has been growing rF2 into something much better than how it was left off by ISI. They completely revamped the whole rF2 engine, from the sounds to the visuals to the physics - it's actually a completely different game than what it was in 2015/16. The AI in rF2 and LMU still whipes the floor with most of the AI that you find in other titles out there and I am sure alot of people would be glad to recieve the same online MP system that we have in rF2 and LMU now for free in their favorite sim titles, with netcode that is a genre benchmark. Have I mentioned that this team of amateurs is the only team that managed to atleast somewhat get the hybrid system of hypercars right? That you consider this as nothing more than some lazy modding effort just shows the typical ignorance of people who heard something about MSG titles on the internet.

Nascar21 wasn't build by the same team that is developing LMU now, so I have no idea from where you take your wisdom of seeing patterns. How anyone would come from Nascar21 to draw a conclusion about LMU is pretty funny to say the least, because both titles have actually zero in common - not even a freaking Nascar.
 
Clear Pattern ? lol

Seriously, after 12 years if you can't get your head around ISIMotor2.5 you want to give up.
Spend your free time more productively, go complain about another sim instead.

IT IS WHAT IT IS ..what part of that does anyone not understand :D
 
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