Le Mans Ultimate Patch 1 Introduces Long List Of Fixes

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After several hotfixes, Le Mans Ultimate Patch 1 is here about three weeks after the game’s Early Access release. Here is what the update contains.

Image credit: Studio 397

When it launched into Early Access, it was clear that the official WEC game would have to have work to be done. Le Mans Ultimate Patch 1 is the first big step in that direction after multiple hotfixes – the update for LMU is now available.

As expected, the list of fixes and adjustments is rather long – and they range from minor annoyances to bigger problems. The flag display placement in the Porsche 911 RSR-19 GTE falls into the latter category, with the display on the a-pillar blocking the view of left-hand apexes depending on seating position. Le Mans Ultimate Patch 1 has moved the little box out of the way.

Meanwhile, weather options should now save correctly, the UI has been tweaked (including the Triple Screens setup tool), and presets for Asetek wheels have been added to the input options.


Le Mans Ultimate Patch 1: Singleplayer & Online Fixes​

Furthermore, the online experience has been somewhat streamlined, with messages that should not appear in certain instances having been removed, players no longer being able to drive off the grid when they should not be able to, a countdown on the pre-race monitor, and more.

Singleplayer improvements include the AI now lining up per class even when not running a qualifying session. Thus far, the grid was mixed in an unrealistic manner that would cause chaos on race starts with GTE cars running up front and getting in the way of the prototype classes.

Find the full changelog for Le Mans Ultimate Patch 1 below – there is much more to be discovered!

Le Mans Ultimate Patch 1: Changelog​

General Updates​

  • Fixed a crash when TGM option is enabled, often affecting triple screen users due to the default key combination
  • Fixed a crash type when joining/leaving a multiplayer server
  • Fixed dynamic rain drops not rendering on car surface
  • Changed online race starts so that cars can no longer move on the grid
  • Added additional logging for some issues, including loading getting stuck at 48% and joining servers to help us diagnose potential fixes
  • LMDh cars now correctly switch to EV mode at the start of a pit stop
  • Removed foreign characters from controller names that caused errors reading the file
  • Removed the possibility of getting in an enteral loop of practice results in single-player
  • Adjusted default Post Effects setting to Low to improve performance across a wider variety of hardware
  • Weather settings now save and load correctly
  • Player is no longer able to use more tyres then they have available
  • Fixed low starting virtual energy causing pit stops to be requested when they shouldn’t be
  • Fixed an issue causing Head Physics to be locked to a maximum of 10%
  • Increased rate of windscreen cleaning at pit stops
  • Increased strength of terrain ambient occlusion, for occluded areas in overcast lighting.
  • Fixed some issues where shadows would not work correctly on TV cameras. Minor improvements to shadows in general.

UI​

  • Moved Tyre Manager and Setup menu option to the top navigation bar in race events for easier user access
  • Car wireframes have been removed and replaced with a top-down view of the car you are driving
  • Added virtual fuel and fuel capacity to setup screen
  • Fixed some areas of the game not translating to localised languages
  • Updated Triple Screen multiview tool graphics
  • Removed non-functional FFB settings
    • Special curb effect
    • Steer resistance effects
    • Car specific FFB

Input Devices​

  • Added Asetek wheel default presets
  • Fixed default steering angle on Moza profiles
  • Adjusted Moza R9 Wheel base preset – fixed inverted steering
  • Use Simultaneous Shift Up & Down Neutral Activation now off by default
  • Updated G920 profile with corrected FFB settings and updated default assignments
  • Fixed Steering Torque Sensitivity Description and updated allowed range to be 100% to 200%.

AI​

  • AI will now be placed on the grid in class order on events with no qualifying
  • AI now use proper race strategy in race only SP sessions
  • Improved AI tyre compound prediction at start of race

Online​

  • Users are now prevented from driving off during pre-race countdown
  • Added an error notification for registering for an event when it’s full after we have started servers – please register at least 6 minutes before a session to be guaranteed a space
  • Those who have not validated their email will now receive a message to do so when trying to go online
  • There is now a countdown to the race start in monitor
    • Also removed the scary retire message if you are on grid
  • Fixed an issue of previously registered drivers showing up in other event pages
  • Fixed sometimes being sent to the wrong event when leaving a practice server
  • On race monitor screen you can now see the info for all sessions on the left
  • Event cards no longer appear blank on first launch
  • Updates to the online profile should now sync across multiple machines
  • Fixed some track maps being inverted on event cards
  • Time remaining in a race now updates live when time scaled are events are run online
  • Safety car has been removed from being displayed as an available car on the event ticker
  • Weird numbers in chat near the end of an online race removed

Circuits​

  • Bahrain International Circuit
    • Removed rain from default weather
    • Fixed undercar shadows not applying to terrain decals
    • AI: minor updates, keep AI off curbs at penultimate turn.
    • Fixed some track limits errors
  • Fuji Raceway
    • Improved Mt Fuji material
    • Updated advertisements
    • Removed rain from default weather
    • Fixed undercar shadows not applying to terrain decals
    • Fixed incorrect brake markers at T1
    • Fixed floating props in pit garages
    • Minor terrain material updates
    • AI: Major review improved main driving line
    • Fixed some track limits errors
  • Circuit de la Sarthe (Le Mans)
    • Fixed undercar shadows not applying to terrain decals
    • AI: Minor revisions
    • Fixed some track limits errors
    • Prevented dust effects on some surfaces which should not have them
  • Autodromo Nazionale Monza
    • Moved Pit Box 5 which was in empty garage to occupied garage
    • Added missing TV screen on pitwall platform
    • Updated pit entry/out signs to standard WEC assets
    • Fixed undercar shadows not applying to terrain decals
    • AI: Minor revisions, stop AI overdriving at 2 Variante.
    • Fixed some track limits errors (Parabolica and slightly more lenient at Turn 1)
    • Small fixes to roadlines
  • Algarve International Circuit (Portimão)
    • Fixed undercar shadows not applying to terrain decals
    • AI: Fixed slow downs onto main straight
    • AI: Minor revisions
    • Fixed some track limits errors
  • Sebring International Raceway
    • Removed invisible collision barriers at main pit lane entry and IMSA pitlane entry
    • Fixed undercar shadows not applying to terrain decals
    • AI: Improved pit path
    • AI: Minor tweaks, stop AI over-driving some corners
    • Minor tweaks to track limits
  • Spa Francorchamps
    • Minor track limit revisions including T1 review
    • AI: Fixed AI clipping pit wall on initial entry

Vehicles​

GTE​

  • Aston Martin Vantage GTE
    • Removed push decal from door
    • Fixed number plates on 55 and 98 THOR WEC
    • Optimised shadow objects
    • Fixed missing mirrors in cockpit
    • Fixed hole in floor
    • Fixed headlights not reflecting in puddles
    • Updated headlight glow
    • Updated flag display
    • Corrected fuel estimate, was too low
    • Added gear change restrictions, so going from N to R cannot be activated above 5km/h and going from N to 1st cannot be activated above 80km/h
  • Corvette C8.R GTE
    • Fixed issue with brake calipers
    • Added windscreen wear
    • Added rain light
    • Flag display settings
    • Fixed headlights not reflecting in puddles
    • Optimised shadow objects
    • Removed KM/H from HUD
    • Corrected fuel estimate, was too low
    • Add gear change restrictions, so going from N to R cannot be activated above 5km/h and going from N to 1st cannot be activated above 80km/h
  • Ferrari 488 GTE EVO
    • Optimised shadow mesh
    • Fixed issue with brake calipers
    • Fixed missing rear wing end plate
    • Added rain light
    • Add gear change restrictions, so going from N to R cannot be activated above 5km/h and going from N to 1st cannot be activated above 80km/h
    • Added 12.5kg of weight penalty for non Le Mans tracks
  • Porsche 911 RSR-19 GTE
    • Fixed gap in centre mirror that could be seen on onboard cameras
    • Fixed mesh issue below driver side door
    • Fixed position lights not showing on certain LODs
    • Fixed headlights not showing in puddles
    • Made rain light a lot brighter
    • Fixed issue with brake calipers
    • Flag display settings
    • Adjusted cockpit camera position
    • Moved flag display higher up
    • Optimised all driver related meshes
    • Increased headlight glow brightness
    • Added custom colours to headlights
    • Corrected fuel estimate, was too low
    • Add gear change restrictions, so going from N to R cannot be activated above 5km/h and going from N to 1st cannot be activated above 80km/h

LMP2​

  • Oreca 07 LMP2
    • Optimised shadow mesh
    • Fixed rain tire textures not showing
    • Fixed headlights not showing in puddles
    • Fixed brake lights not showing
    • Updated flag display
    • Corrected fuel estimate, was too low
    • Change gearbox downshift protection rpm threshold down to 8300rpm

Hypercar​

  • Cadillac V-Series.R LMDh
    • Updated flag display
    • Fixed left and right mirrors not being adjustable
    • Fixed headlights not showing in puddles
    • Added extra 10mm of range for rear 3rd packer settings
  • Ferrari 499P LMH
    • Fixed gap in centre mirror that could be seen on onboard cameras
    • Fixed rim blur
    • Fixed strange shadows on track in cockpit view
    • Fixed headlights not showing in puddles
    • Fixed typo in default setups
  • Glickenhaus SCG 007 LMH
    • Fixed two objects poking out of cockpit, were visible from external views
    • Fixed font so “R” shows in non english languages
    • Fixed rear camera being too bright
    • Fixed headlights not showing in puddles
    • Fixed headlight glow not showing
    • Updated flag display
    • Exterior on-throttle sample sound update and slightly increased volume
  • Peugeot 9X8 LMH
    • Fixed rim animation
    • Updated wiper animation and textures
    • Updated LOD uvw maps
    • Flag display settings
    • Centred camera
    • Optimised shadow mesh
    • Made headlights reflect in puddles
    • Changed default setups
  • Porsche 963 LMDh
    • Updated rim material
    • Fixed low body LOD
    • Fixed setting change title and text
    • Removed arrows from detail mesh
    • Added blue pit light for car #5
    • Added red pit light for car #75
    • Adjusted emissives labels
    • Optimised shadow mesh
    • Updated rim smoothing
    • Added rain light
    • Updated flag display
    • Made headlights reflect in puddles
    • Added extra 10mm of range for rear 3rd packer settings
    • Small onboard engine sound sample bugfix
  • Toyota GR010 LMH
    • Updated cockpit materials
    • Fixed number plate clipping on certain LOD levels
    • Fixed issue with brake calipers
    • Flag display settings
    • Fixed cockpit view position
    • Moved flag display up
    • Made headlights reflect in puddles
    • Lowered HUD and flag display glow
    • Changed default setups
    • RCD class filter correction
    • Reduced onboard MGU volume
  • Vanwall Vandervell 680 LMH
    • Added rainlight
    • Updated collision mesh
    • Updated wiper animation
    • Fixed brake light
    • Updated flag display
    • Updated brakes textures and meshes, updated current LODs and added missing LODs
    • Optimised shadow mesh
    • Optimised LODs
    • Added interior glow mesh
    • Made headlights reflect in puddles

What are your thoughts on Le Mans Ultimate Patch 1 and its changes? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

I’m wondering if putting in an option to switch off the video on race menus might be a good idea. I too had terrible menu lag on race weekends.

had to drop the settings to 1080P to get decent FPS and the menus are perfectly fine now.

so my guess is the streaming video in the background could be causing it. The ability to simply switch it off would be fine by me.

so far really enjoying the racing. Each update is an improvement.
 
With VR Quest 2: online events still stop loading at 55% makes it impossible to play. Thought they would fix it. :-(
 
King of Endurance...

That's LMU's Early Access claim to fame... And it's a fitting one...

All it needs is fully functional VR and private servers and it will be THE sim of choice for anyone looking to do an endurance race... And both are on the way...

It's laggy UI is problematic, but given the hoops you have to jump through in the other titles, it's a minor complaint...

rF2 will still have it's place as the modding on there is really good for Endurance, and it has all it's bells and whistles that the other challengers lack... And iRacing will of course still have it's captive audience...

But outside of those 2 titles the other sims will lose a lot of their current endurance racers...
 
I’m wondering if putting in an option to switch off the video on race menus might be a good idea. I too had terrible menu lag on race weekends.

had to drop the settings to 1080P to get decent FPS and the menus are perfectly fine now.

so my guess is the streaming video in the background could be causing it. The ability to simply switch it off would be fine by me.

so far really enjoying the racing. Each update is an improvement.

There's an settings.json option already to turn that off ;)

I think it's record replay... So you'll lose the ability to watch your replays...
 
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King of Endurance...

That's LMU's Early Access claim to fame... And it's a fitting one...

All it needs is fully functional VR and private servers and it will be THE sim of choice for anyone looking to do an endurance race... And both are on the way...

Holy cow, no idea where or when you took the wrong turn to fanboyism but clearly you are joking :roflmao::roflmao:

There isn't even a driver swap feature yet and you call it the king of endurance .... They have basically fixed none of the original rF2 issues in terms of UI / menus / and especially usability. All these nonsensical F-button bindings etc. are so early 2000s and we are in 2024 now, mind you.

King .. my azz :roflmao::roflmao::roflmao::roflmao:
 
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There's an settings.json option already to turn that off ;)

I think it's record replay... So you'll lose the ability to watch your replays...
I think you completely misunderstood him. He meant the video/animations that play in the background of the menus, that he suspects might contribute to the UI/menu lag. it has nothing to do with replays and I highly doubt there is a json option to turn that off.
 
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Holy cow, no idea where or when you took the wrong turn to fanboyism but clearly you are joking :roflmao::roflmao:

There isn't even a driver swap feature yet and you call it the king of endurance .... They have basically fixed none of the original rF2 issues in terms of UI / menus / and especially usability. All these nonsensical F1 button bindings etc. are so early 2000s and we are in 2024 now, mind you.

King .. my azz :roflmao::roflmao::roflmao::roflmao:

This engine is the best engine for endurance racing, been that way for years, I've never denied my fan status of the engine... S397 and MSGS had a bad few years so I'm not fans of them... The engine however should of been bought by Reiza...

Driver swaps are all part of the same online system they are upgrading for the private servers... The UI and menus are **** because they tried to listen to the "modernise the UI" crowd and couldn't optimise it... But that's a minor issue compared to the problems with the other titles...

No joke here, what's going to be better? rF2 is the only thing that comes close for good endurance racing (honestly surpasses it for now)... And outside of the high quality mods for rF2 and AC nothing gives you the full WEC experience, which is the king of real life endurance...

iRacing and AMS2 have netcode and physics issues that leave them behind... Especially in the tyres and Hybrid...

AC or ACC...? They're good games, but neither should be taken seriously for endurance purposes... Mix them together with the physics from AC's best mods and the way ACC handles everything else and it'd be a great option, but separately they are both lacking... And both have terrible AI...

Complaining about the amount of button bindings is the real joke here... They need more button bindings...

As you need all of the current buttons for proper simulation of Hybrid... Without proper simulation of Hybrid it's a Forza level experience... If LMU had come out with AMS2 style tyres and the iRacing/AMS2 way of doing hybrid I'd be hating on S397/MSGS for doing another Ignition... Hypercar is complex to drive it should be complex to simulate driving them...

Instead they've gone and given us the best Hypercar experience possible with great LMP2s and GTEs on a upgraded rF2 sim, which is all I wanted from MSGS for Ignition, LMU, Indycar and BTCC, 1 out of 4 isn't great, but I'll take it...

And for me the on track experience is that good that the other devs need to spend some time in LMU to learn what they need to improve on in their own work... Getting to the track is the hard part...
 
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I think you completely misunderstood him. He meant the video that plays in the background of the menus, that he suspects might contribute to the UI/menu lag. it has nothing to do with replays and I highly doubt there is a json option to turn that off.

I thought they meant for the set up screen issues... That's the most annoying thing in this title for me... Slow set up changes...

The menus overall need to be toned down and be less resource intensive as it's connected to most of the CTDs... They've tried too hard to make a nice slick modern UI and failed...
 
Ok this patch is a step forward - they need about 5 of these patches to have a "release" IMO but as it is the game is already very enjoyable. Now if could just reach a decent SR to participate in the multiclass. I have been careful but some suicidal rejoins can just not be avoided. Maybe I need to stop on the track to let every car rejoin.... At least i dont lose SR anymore by cars rolling backwards on the grid.
 
We can still not choose the no of AI from each class. It's such a basic functionality. I fear it will never come since it's missing in original rfactor 2 as well
 
What they should have done is to take the physics and build a new & modern game around it. Instead they chose to fiddle with the existing game. Terrible decision.
But don't get me wrong, I ain't calling it a bad game. It's simply a slightly polished rF2 in 2024 .....
 
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What they should have done is to take the physics and build a new & modern game around it. Instead they chose to fiddle with the existing game. Terrible decision.
But don't get me wrong, I ain't calling it a bad game. It's simply a slightly polished rF2 in 2024 .....
Your proposition sounds good, but honestly there's much more room for errors compared to what they did. I would take the rF2 graphics engine over UE4/5 with TAA no doubts in their currents state for racing simulators. Making a brand new engine was unfeasible under these circumstances (and image what that would have looked like in terms of polish with "forced" 50+ AI cars).
 
Hypercars are complex to drive. But this is not the same as 10% of grip in cold tyres and not force feedback like the setting is off without any gain.

Also, seems the AI have always tyres in optimun conditions. They are faster than us in practice sessions and slower in racing.
 
With VR Quest 2: online events still stop loading at 55% makes it impossible to play. Thought they would fix it. :-(
VR is not officially supported and internally not fully implemented.
So why should they fix something, that is not there ?
Maybe your problem is one of the causes, why they didn't release VR ready till now
 
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Premium
What they should have done is to take the physics and build a new & modern game around it. Instead they chose to fiddle with the existing game. Terrible decision.
But don't get me wrong, I ain't calling it a bad game. It's simply a slightly polished rF2 in 2024 .....
I think the issue with the older sims is, it's not real easy to just patch the physics into a new graphic engine. Hence why ACC didn't feel like AC or AMS didn't just patch their physics engine into a modern graphics engine. I do think you are right and that is the best way fwd. Marcel mentioned something in a thread, about how in one of the older sims (rf1 or ams I believe) it passes some physics info on the graphics thread. I think its not easy to unravel this type of thing and have it work the same.
 
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Thanks for sharing ! I have the same type and position, using 34 vertical
You are welcome ! I was actually using 34 for the longest time but a friend helped me do the calculations and said it should be at 36 and he was right, it looks much more natural at 36 vertical, while the horizontal in other sim racing titles at 76 looks perfect too.
 

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