Le Mans Ultimate Patch 2 Arrives: AI, Race Length, Assist Weights Updated

Le Mans Ultimate Patch 2 Arrives - AI, Race Length, Assist Weights Updated 02.jpg
It’s another significant update for Le Mans Ultimate, as Patch 2 includes many requested changes.

Images: Taken in-sim

The post-release update cadence for Le Mans Ultimate continues at a red-hot pace, with several key changes implemented today, 26th March 2024.

Following a series of hotfixes and then the first main patch two weeks ago, the second significant quality-of-life update is here, taking onboard community feedback.

Here is how the early access platform is progressing so far.

Le Mans Ultimate Toyota.jpg

Sebring Pitlane Change​

The official title of the 24 Hours of Le Mans and FIA World Endurance series has updated its Sebring pit entrance – instead of cutting the inside of Turn 15’s kerb, the entry delineation marker starts later, closer to Turn 16. This was the cause of much consternation in the real-world, seeing a last-minute change before the race event last season.

Increased Penalty Weight​

Speaking of furrowed brows, Le Mans Ultimate does have a long list of driver assists, trying to make the simulation more accessible, as an option. However, these are allowed within the ranked online multiplayer races and do seem to provide some sort of advantage, even for skilled drivers.

The platform has supposedly applied ballast weight when these are switched on, but some users (and OverTake members) have highlighted that the effect has not been strong enough. The weight now applied for those using assists has now been increased, let us know in the comments below after a few races if this works in the desired way.

In GTE, the weight penalty for using ABS is now 18kg for the lower level and 30kg for the higher preset. In LMP2, that is now 14kg and 23kg respectively and Hypercar 15kg and 25kg.

Le Mans Ultimate Patch 2 Arrives - AI, Race Length, Assist Weights Updated.jpg

AI and Energy Changes​

As we pointed out recently, you can have thrilling battles against AI-powered opponents within the sim, but they are prone to some strange quirks, especially pertaining to strategy during longer races.

While we will test again post-update to see if the idiosyncrasies remain, developer Studio 397 does claim to have remedied some areas.

Chiefly, it notes improved ‘lift and coast’ logic for the AI. Holistically, wet tyres are set to degrade at a quicker rate and virtual energy estimates have been revised. For sim racers, there are new fuel and NRG bars in the HUD.

The AI has been reprogrammed to boast ‘less contact’ during the first corner of a race, reduce aggression when overtaking in a braking zone and heightened avoidance abilities.

BoP and LOD​

During our initial testing of Le Mans Ultimate, we did note that it looked more detailed than its forebearer, rFactor 2, in particular with the car models for LMP2 and Hypercar which were made from the ground up. However, some textures were still lacking in finesse.

Patch 2 notes ‘updates to every vehicle’s LOD model’, so let’s see if these smaller elements have been refined. It specifically mentions, for instance, updated LMP2 LOD textures, missing Peugeot 9X8 cockpit LEDs, enhanced rain drops on the Toyota and ‘fixed’ Vanwall mirrors among others.

As is to be somewhat expected, the Balance of Performance has seen further tweaks – something all developers of titles with BoP-based formulae include are certain to tweak regularly.

For example, the Aston Martin GTE has seen 10 kg lopped off its Prodrive-built chassis, while the Corvette has put on 7.5 kg. In Hypercar, the Ferrari 499P has received a significant 40kg increase.

Le Mans Ultiamte Porsche Bahrain.jpg

Other key additions are set to be the ability to ‘fully’ customise session lengths, something that since launch only allowed set time options, more space out rolling starts, changes to grip levels and

The full patch notes are listed below and are seemingly extensive. It’s worth bearing in mind that while gargantuan, new features such as the anticipated asynchronous co-op mode and VR support are expected later.

Let us know your feedback about Le Mans Ultimate’s second ‘main’ update in the comments below, or on X: @OverTake_gg.

Le Mans Ultimate Patch 2 Changelog​

General and Code Updates​

  • Integrate crash reporting software to automatically collect crash reports
  • Fix crashes when no sound devices is available
  • Fixed an issue that would cause cars to collide if one of them teleported close to the other in an online session – disabled collision for teleporting cars if they end up in other cars
  • Fix for FFB oscillating during game freezes or change state
  • Fixed a bug to ensure the game is running at normal speed when exiting the pause menu
  • Quality of life changes for virtual fuel information display in the MFD and speedometer overlays (See UI for more details)
  • Fixed issues around fuel estimates at the start of a fast rolling race
  • Various fixes to AI fuel consumption
  • Fixed virtual energy usage – MGU deployment and higher gears will no longer drain energy faster
  • Fix for virtual fuel reporting as 100x the actual value when measured in KW in the pit menu.
  • AI toggle removed as not performing as this is not currently supported
  • Fixed some talent files failing to load
  • Reviewed Driving Aid Penalties implementation
  • Fixed Blue Flag in cockpit stating LMP incorrectly
  • Removed some unused cockpit LED options which were causing some crashes

AI​

  • Improved AI ability to avoid other cars by both braking and turn in
  • AI are more careful in unclear situations (slow, unpredictable cars ahead)
  • Fixed an error in strategy causing fuel logging to fail along with wrong conditions being used for strategy calculations. This fixes various situations in which AI would behave incorrectly.
  • Improved AI full grid turn 1 situations – less contact, cars no longer occasionally come to a full stop
  • AI can predict better whether it is safe to lift before corners in order to carry more momentum for lapping another car on exit
  • AI can now pick closing gaps on flat out sections of the circuit and predicts whether the car ahead leaves space or not – should help in not-quite-straight situations that otherwise never have enough space in one go to overtake around a specific side
  • Lapped cars no longer immediately attempt to re-overtake when they get the chance
  • Much less aggressive overtaking attempts, so AI don’t get out of shape as much anymore
  • AI no longer brake at the last possible moment when there is a car ahead, instead in situations that require it they’ll be more careful
  • AI now try to carry a little bit more speed into braking zones when overtaking and lapping
  • Improved lift and brake logic to avoid getting too close to other cars
  • AI tyre wear is now hidden from player on HUD

UI​

  • Boot sequence and registration
    • Video is now skippable
    • First time user difficulty select now better matches in-game settings
    • Email validation is now less strict allowing “+” and other similar valid email characters
    • Temporarily removed names being registered with symbols as it was causing backend issues. This will be returned when we have made the required changed
  • Race weekend
    • Any session length can now be set
    • Updated available class UI to be more clear
    • Changing grid position option now loops from max to low again.
  • Virtual Energy and Fuel
    • Garage
      • Fuel capacity changed to fuel ratio
      • Fuel carried shows the amount of fuel you will have when leaving the pit
    • HUD
      • Virtual energy shows the number of laps you will have with it
      • Replaced Fuel Capacity with Fuel Ratio for Hypercars
      • The strategy section now shows the amount of fuel you will have after the next pit stop
      • Speedo shows Fuel and NRG more clearly
      • Updated fuel and energy usage on HUD to show to two decimal points.
      • Removed option for relative refuelling and added fuel units (l or gal) to Pit Menu
  • Online
    • “Special Event” cards show correct countdowns
    • Added a notification for when your race results are ready
    • Added a notification for when there is a server problem and the event is canceled
    • Weather forecast should now be correct
    • Updated available class UI to be clearer
    • Loading into the race no longer has the standings on the screen until everything is loaded
  • Race
    • AI-only cars now show their manufacturer logo in standing
  • General
    • Added localisation and descriptions to more setting options
    • Changing difficulty settings no longer changes your preset name in graphics preset name to custom

Circuits​

  • Bahrain International Circuit
    • Fixed fast rolling starts reporting left lane as right and vice versa
    • Minor adjustments to road surface grip properties
    • Updated rolex gantry fixing some minor issues
    • Updated camera files fixing some switch issues over the start finish and other updates
  • Fuji Raceway
    • Minor adjustments to road surface grip properties
    • Updated rolex gantry fixing some minor issues
    • Minor ambient occlusion fixes on some assets
  • Circuit de la Sarthe (Le Mans)
    • Minor adjustments to road surface grip properties
    • Adjusted AI block path into turn 1
  • Autodromo Nazionale Monza
    • Minor adjustments to road surface grip properties
    • AI adjustments to improve multi class racing
    • Track limits – minor fix on main straight
  • Algarve International Circuit (Portimāo)
    • Minor adjustments to road surface grip properties
    • Minor grandstand fix
    • Updated rolex gantry fixing some minor issues
    • Fixed floating pit props
  • Sebring International Raceway
    • Improved paddock area night lighting
    • Updated paddock tents and pit props
    • Updated pit lane entry with entry used in 2023 race
    • Fixed timing to work on first lap out of the pitlane
    • Tweaked grip levels, including increased grip at Sunset Bend
  • Spa Francorchamps
    • Updated camera file
    • Improved fix for AI avoiding clipping wall on pit entry
    • Increased separation for left and right AI paths so cars are less close together on fast rolling starts

Vehicles​

GTE​

  • General
    • Updated weight penalties for using ABS assist: 18kg for Low level and 30kg for High level
    • Changed pitstop restrictions, so that driver change and refuelling are concurrent, tyre change, repairs and brakes are not
    • Minor correction to fuel density
    • Updated LODs
    • Fixed some cameras
    • Set view pitch to 0.0
    • Changed setup default engine mixture to Race (was Race lean before)
  • Aston Martin V8 Vantage GTE
    • BoP: 10kg reduction in weight penalty to both Le Mans and non-LM specification
    • Added emissive on the wheel
    • Added LEDs to cockpit
    • Added rain light
    • Small tweak to random delay for tyre change
  • Corvette C8R GTE
    • BoP: 7.5kg increase in weight penalty to non-Le Mans and 20kg for Le Mans specification
    • Added rain light
    • Fixed windows so they clear water
    • Headlights now reflect in puddles
    • Fixed hole around rear wing
    • Fixed issues with seat belt
  • Ferrari 488 GTE
    • Fixes to stop AI from track cutting
    • BoP: 7.5kg increase in weight penalty to non-Le Mans and 20kg to Le Mans specification.
  • Porsche 911 RSR GTE
    • Headlights now reflect in puddles

LMP2​

  • Oreca 07 LMP2
    • Added weight penalties for using ABS assist: 14kg for Low level and 23kg for High level
    • Changed pitstop restrictions, so that driver change and refuelling are concurrent, tyre change, repairs and brakes are not. Small tweak to random delay for tyre change
    • Tweak to how much time it takes to adjust/replace front splitter body part
    • Minor correction to fuel density
    • Fixed some cameras
    • Updated rim textures
    • Updated LODs
    • Fixed issues with LOD textures
    • Increased wiper effect texture resolution
    • Lowered AI grip on wet tires by ~4%

Hypercar​

  • General
    • Added weight penalties for using ABS assist: 15kg for Low level and 25kg for High level
    • Tweaked wet tires to give more cooling on damp tracks, and made them degrade more when they’re overheated
    • Changed pitstop restrictions, so that driver change and refuelling are concurrent, tyre change, repairs and brakes are not. Small tweak to random delay for tyre change
    • Tweak to how much time it takes to adjust/replace front splitter body part
    • Corrections to virtual energy estimates
    • Minor correction to fuel density
    • Fixed some cameras
    • Updated LODs
  • Cadillac V.Series R LMDh
    • Set view pitch to 0.0
    • Reduced AI cutting
    • Minor correction to fuel density
  • Ferrari 499P LMH
    • BoP: 40kg increase in weight penalty
    • Fixed window distortion in rain
    • Fixed gaps in cockpit when using onboard cameras
    • Fixed available range of settings for rear differential preload
    • Fixed available range of settings for rear differential preload
    • Reduced AI cutting
  • Glickenhaus SCG 007 LMH
    • Set view pitch to 0.0
    • Reduced AI cutting
    • Fixed available range of settings for rear differential preload
  • Peugeot 9X8 LMH
    • BoP: 10kg increase in weight penalty
    • Fixed missing LEDs in cockpit
    • Fixed available range of settings for rear differential preload
  • Porsche 963 LMDh
    • Made #75 pit light a bit darker
    • Fixed windscreen static wear texture
  • Toyota GR010 LMH
    • BoP: 30kg increase in weight penalty
    • Fixed rain drops on body and windows
    • Fixed available range of settings for rear differential preload
  • Vanwall Vandervell 680 LMH
    • Fixed smoothing issues on body
    • Fixed mirrors in cockpit view
    • Removed wing adjust from pit menu
    • Added replace brakes to pit menu
    • Removed brake map from pit menu
    • Fixed error in talent file
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

Premium
I could not run the le mans circuit. with all cars. Terrible stutters, even with everything on low. Then I found out I could deselect categories and with just hypercars the game was suddenly fantastic.
OMG i forgot that (to deselect other categorys) and fought myself maxed out with full grid @Lemans and about 30fps -40fps throught the first minutes :confused:

Thank you for pointing at it. :)

Edit :

I didn’t noticed the patch so far …. Is this correct the minimum LeMans race length is still 1h and 12 minutes ??
 
Last edited:
Premium
I truly have a love-hate relationship with this game. With my setup, quite above the minimum recommended requirements, I could not run the le mans circuit. with all cars. Terrible stutters, even with everything on low. Then I found out I could deselect categories and with just hypercars the game was suddenly fantastic. So this game is CRYING OUT for selecting a max.no. of cars!

BUT, a few minutes later the car would not move when I floored the throttle. Tried everything, even re-installed the game, set up the wheel and pedals from scratch. Simply no solution. Message: freemove disabled...? Nice. So, given I have to wait 5min each time for the race meeting to load, I am back in hate mode...
I read somewhere online about this only this morning, possibly on reddit or the LMU forum. There is a fix for this "freemove disabled" bug!
 
Premium
Sorry it took a while to get back to you. Happy to give you what I have although as we know Force Feedback can be a matter of personal taste so it may or may not help. Basically I decided to do less with Fanalab tuning menu and more in game. Make sure you have latest Fanatec drivers and Fanalab update also. I'm using Fanatec Driver 455 (new one may be available) and Fanalab V.2.01.28
My settings in Fanalab (or on the wheel) are as follows: Sen - Auto, FFB 100% FFS- Linear, NDP-off, NFR-off, NIN-off, INT-off, FEI- 100, FOR-100%, SPR-100%, DPR-100%

In the Game: Settings-Controls-Force Feed Back: FFB-On, Invert-OFF, Steering Torque-20, FFB Strength 45% for HyperCar and 40% for GTE and LMP2 , Smoothing-0, Min Torque 0%, Collision Strength - 50%, Steering Torque Sensitivity- 100%, Constant Force- Off

In Game: Settings-Controls-Calibrate: Calibrate each control by using the down arrow to the right of each control. I use Heusinkveld Ultimate pedals and calibrate each one to give me a little give on the min. side and put my brake sensitivity at
Thanks for sharing but not working at all for me. interesting to see you use Linear instead of peak, first time i see anybody uses Linear.
My fanalab settings are: (but not satisfying)
SEN AUTO
FFB to your liking i use 70
SCALE PEAK
NDP 20
NFR OFF
NIN OFF
INT OFF
FEI 100

These doesn’t matter:
FOR 100
SPR 100
DPR 100

INGAME
TORQUE 24
SMOOTHING 2

Rest the same like you.
 
Last edited:
I read somewhere online about this only this morning, possibly on reddit or the LMU forum. There is a fix for this "freemove disabled" bug!
Thanks a lot, no no it was me all along, I had somehow disabled the autoclutch and the car was indeed stalling! Sorry to mislead everybody! Feel pretty embarassed!
 
OMG i forgot that (to deselect other categorys) and fought myself maxed out with full grid @Lemans and about 30fps -40fps throught the first minutes :confused:

Thank you for pointing at it. :)

Edit :

I didn’t noticed the patch so far …. Is this correct the minimum LeMans race length is still 1h and 12 minutes ??
I think so, not sure tho'!
 
OMG i forgot that (to deselect other categorys) and fought myself maxed out with full grid @Lemans and about 30fps -40fps throught the first minutes :confused:

Thank you for pointing at it. :)

Edit :

I didn’t noticed the patch so far …. Is this correct the minimum LeMans race length is still 1h and 12 minutes ??
Yeah its easily overlooked, it made a massive difference, I tried everything but my oldish system just could not run 60 cars across all categories at Le Mans, now with around 20 gte's its running superbly. Ok, my graphics are also in low settings but even with rain I get 70fps at the start of race, with all three categories it was in the 30s. And the cars were "shaking" big time, terrible it was. So, the sooner one can select say 8 hypercars, 8 lmp2s and 8 gte's the better.
 
They went and made Porsche and Penske happy... Now the Porka is the fastest hypercar in 2023... All because of the BOP crybabies... :sick:

Hopefully this is just an early test for the 2024 cars where Toyota is slow like it is now...

BOP never works, there's always a car that's too fast... If the ACO and IMSA can't do it and Kunos fails with their GT3s time and time again... S397 needs to realize that pleasing the BOP crowd, which if the polls here are anything to go by, are a minority, is fools gold...
 
They went and made Porsche and Penske happy... Now the Porka is the fastest hypercar in 2023... All because of the BOP crybabies... :sick:

Hopefully this is just an early test for the 2024 cars where Toyota is slow like it is now...

BOP never works, there's always a car that's too fast... If the ACO and IMSA can't do it and Kunos fails with their GT3s time and time again... S397 needs to realize that pleasing the BOP crowd, which if the polls here are anything to go by, are a minority, is fools gold...
BOP annoys me enough in real life, its not motor racing
 
I had a 40min run full ai grid at Le Mans today. I was in the 9x8 and at p12 when we reached the GTE to start lapping.
We were a train of LMHs and I struggled to keep the pace of the others when we fought ourselves through the GTs. That was crazy. It was important to pass the slower classes at good places and I hopped the ai Hypercars got some bad luck with it to capitalize a bit since they were so competitive. Very very impressive. That's definitely on iR level.

I also find the ai way better in interaction and awareness when the driver is close. Clear step up. Nice to see how effective and quick S397 understood to improve the ai. I fancy the idea to try a 2 or 3 hours race to figure out how this is going to work.
 

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