Le Mans Ultimate’s Patch 3: Performance, FFB and Energy Balances

Le Mans Ultimate’s Patch 3 - Balances Performance, FFB and Energy 02.jpg
A long list of tweaks, changes and refinements has been published, as Le Mans Ultimate receives its third major update.

Images: Motorsport Games

Three weeks since ‘Patch 2’, and ‘Patch 3’ has landed for Le Mans Ultimate, with hotfixes in between.

Available now for those who own the PC early access simulation, today’s update is yet another long list of tweaks, changes and updates.

Perhaps a key takeaway from this update is that of balance – both in the performance of the cars relative to each other, but also force feedback settings and energy levels.

A suit of fuel and electricity changes have been made to the Hypercar class, imperative when trying to simulate endurance events. Now, fuel and energy estimates are claimed to have been revised, alongside the virtual energy now being concurrent with refuelling and fuel itself entering the tank at a quicker rate.

Le Mans Ultimate’s Patch 3 - Balances Performance, FFB and Energy.jpg


Then, each car has had a specific fuel consumption change. For example, the Toyota’s fuel consumption is now claimed to have increased ‘around’ 33 per cent, the Vanwall’s 12 per cent.

When switching between cars, steering wheel peripheral force feedback should now be ‘standardised’. Previously, some cars even within the same class have felt lighter, or heavier (to generalise). In theory, the difference should not be quite as stark.

On-track comparative performance has once again been updated, with BOP tweaks across GTE seeing the Corvette, Ferrari and Porsche increasing in weight.

In Hypercar, the Ferrari, Toyota and Porsche have put on 10kg, while the Peugeot has lost 2.5kg.

Further Assist Tweaks, Track Updates​


Following the last patch adding further ballast for those who use assists, it is now no longer possible to assign keys to toggle them on and off to bypass the penalty weight.

Your view out of the cockpit should be a little different in some cars, with altered seat movement amounts, and in the case of the Vanwall, a re-centred driving view.

Le Mans Ultimate Porsche vs Vanwall.jpg


When racing in the ‘Online’ ranked mode, your assigned split will now be displayed in the race results and the monitor screen, where you will now also find game chat.

Some tracks have been tweaked too, such as adding a kerb to Fuji’s Turn 5, revised kerbs at Algarve’s Turn 3 and Turn 5, the AI now avoiding the Spa pitwall when exiting in an LMP2 and updated advertising hoardings across multiple locations.

As has been the trend since February early access release, this latest patch does not add any ‘major’ features, such as TrackIR support, VR, co-op, server rentals etc., all of which are expected to be released later. The sim is also going on tour, starting this coming weekend.

The full changelog is below for your perusal. Let us know in the comments below what you make of the force feedback tweaks, or via X: @OverTake_gg.

Le Mans Ultimate Patch 3 Changelog​

General and Code Updates​

  • Fixed a crash when whilst joining an online-session
  • Fixed allowed seat movement ranges not loading from cars
  • Changed force feedback (FFB) per car to standardise forces across all vehicles - note: you may need to change your strength settings if you only drive one particular car or class
  • Car Rain Effects Issues
    • Various minor improvements and fixes in general to rain effects on cars
    • Fixed rain ripples not appearing on car bodies
  • Added max frame rate setting
  • Removed driving assist keybinds so you can no longer adjust assists whilst driving and must do so from the pitlane or pause menu to prevent abuse of assists
  • Improved robustness of alt-tab to ensure the game correctly takes and looses focus
  • Fixed an issue with unsupported characters in game chat causing results to not be processed
  • Virtual Energy usage is now logged in XML Result files
  • Possible crash fix when joining online practice servers
  • “Stop/Go” and “Damage” pit menu options are now hidden when not applicable.
  • Updated Gamepad and Keyboard default profiles with improved steering settings and adjusted default gamepad keys
  • Fixed other car headlights not disabling in private sessions

UI and HUD​

  • Quick Race
    • Addressed incorrect naming conventions for Race Tracks and Car class appearing before car name.
  • Race Weekend
    • Fixed an issue where some car logos aren’t displaying on the standing screen
    • Updated inconsistent naming for track and cars names
  • Online
    • Added your split to the monitor and to race results
    • Fixed issue where player can join race event after completing the Practice session before being returned to daily race menu
    • Added game chat to the monitor screen
    • A widget has been added to the nav bar showing the events you are registered for
  • Profile
    • Fixed issue where DQ'd users are being shown as DNF
  • HUD
    • Corrected HUD label for Fuel during pitstops with Hypercars
    • Fixed Cockpit HUD rendering some icons beneath text when they should not (such as “Low Fuel” displays)
    • Fixed driver overlay HUD hiding during end-of-race period
    • Addressed alignment issues with Ultrawide monitor after adjusting HUD Scale
    • Removed options that should not appear on MFD
    • Updated disqualification messages to be more clear
  • Settings
    • Fixed issues with inverted FFB settings
    • Removed redundant “Transparent Trainer” and “Lead Time” settings
    • Addressed issue with settings cycling setting to Maximum of minimum
    • Removed keybindings for Assists
  • UI & Localisation Updates
    • Fixed the styling for saving a setup
    • added units to some settings
    • Fixed issue with missing descriptions for Car Class
    • Fixed issue with Qualify laps per session setting removed, it’s now always unlimited
    • Fix Player Compound Displaying As Wet On Race Start

Tracks​

  • Bahrain International Circuit
    • Fixed material settings on terrain puddle decals
    • Fixed some assets not being rendered in mirrors
  • Fuji Raceway
    • Added missing curb at T5
    • Corrected driving surface properties for pit building floor
    • Fixed material settings on terrain puddle decals
    • Minor camera updates
  • Circuit de la Sarthe (Le Mans)
    • Fixed some z fighting on roadlines at pit entry
    • Improved and optimised material properties on advertisements
    • Fixed material settings on terrain puddle decals
  • Autodromo Nazionale Monza
    • Fixed material settings on terrain puddle decals
    • Fixed some collidable assets not being rendered in mirrors
    • Fixed some advertisement detail types
    • Updated Rolex gantry asset
    • Minor camera updates
  • Algarve International Circuit (Portimāo)
    • Updated/Corrected Curbs at T3 and T5
    • Updated Track Limits boundaries
    • Fixed material settings on terrain puddle decals
    • Minor camera updates
  • Sebring International Raceway
    • Improved and optimised material properties on advertisements
    • Added missing no rain zone in paddock
    • Fixed some collidable assets not being rendered in mirrors
    • Fixed various issues with objects not lighting correctly at night
    • Fixed material settings on terrain puddle decals
    • Added details to Sunset Bridge often used for driving references
    • Tweaked tent colours in paddock
  • Spa Francorchamps
    • Fix for some AI (LMP2) hitting pit wall when leaving garages
    • Fixed missing collision mesh at final turn run off
    • Fixed some assets not being rendered in mirrors
    • Fixed material settings on terrain puddle decals
    • Minor camera updates

Cars​

  • General
    • Updated seat movement amount
    • Car Rain Effects Issues
      • Various minor improvements and fixes in general to rain effects on cars
      • Fixed rain ripples not appearing on car bodies
    • Balanced FFB between cars

GTE​

  • Aston Martin Vantage GTE
    • Normalised FFB. Strength reduced ~36%
    • Updated default setups
    • Fixed an issue with #777 D’Station material
    • Fixed livery issue on #98 team
    • Fixed wet windshield textures
    • Fixed windshield wear not showing on inside
    • Fixed headlights not reflecting
  • Corvette C8.R GTE
    • Normalised FFB: reduced ~ 36%
    • BoP: +20kg weight penalty
    • Updated default setups
    • Fixed wet windshield textures
    • Fixed windshield wear not showing
    • Reduced AI corner cutting
  • Ferrari 488 GTE
    • Normalised FFB: reduced ~ 36%
    • BoP: +20kg weight penalty for Le Mans and +25kg for non-LM tracks
    • Updated default setups
    • Fixed wet windshield textures
    • Fixed decals on windows
    • Fixed Kessel exterior windows not showing tear off stickers
  • Porsche 911 RSR GTE
    • Normalised FFB: reduced ~ 36%
    • BoP +20kg weight penalty
    • Updated default setups
    • Fixed wet windshield textures
    • Fixed wheel pivots
    • Fixed brake lights not reflecting in puddles
    • Fixed doubled headlight glass
    • Fixed #56 Rexy WEC livery
    • Fixed some issues with the rim and rim blur

LMP2​

  • Oreca 07 LMP2
    • Normalised FFB. Reduced ~ 36%
    • Updated default setups
    • Fixed wet windshield textures
    • Fixed main body AO map
    • Fixed position lights being on all the time
    • Fixed floating mesh when rear wing is detached
    • Updated seat movement amounts

Hypercar​

  • General
    • Fixed wet windshield textures
    • Fixed fuel consumption estimate
    • Fixed virtual energy consumption estimate
    • Fixed Virtual Energy refill not being concurrent with refuelling
    • Set higher refuel rate to make sure physical fuel always goes in fast enough during pit stops.
    • Recalculated brake disc inertia, adjust brake pad friction around 'cold' temperatures
  • Cadillac V.Series R LMDh
    • Normalised FFB: reduced ~0.7%
    • Updated default setups
    • Increased fuel consumption by about 24%
    • Fixed carbon on main livery material
    • Fixed headlights not reflecting
    • Updated cameras
    • Updated windshield dirt textures
  • Ferrari 499P LMH
    • BoP: +10kg weight penalty
    • FFB normalised: increased ~2.5%
    • Updated default setups
    • Adjusted fuel consumption to about +35%
    • Added track map (look up…)
    • Updated cameras
    • Updated rim blur
    • Fixed front differential settings going out of intended range
  • Glickenhaus SCG 007 LMH
    • FFB normalised: Increased ~14.2%
    • Updated default setups
    • Increased fuel consumption by about 24%
    • Fixed headlights not reflecting
    • Updated seat movement amounts
    • Updated cameras
  • Peugeot 9X8 LMH
    • BoP: -2.5kg weight penalty
    • FFB normalised: increased ~8.4%
    • Adjusted fuel consumption to about +25%
    • Updated default setups
    • Fixed TC/ABS lights
    • Fixed LOD issues on external cockpit instance
    • Fixed rear lights not always being on
    • Updated HUD brightness
    • Moved fuel displays to the left a small amount on HUD
    • Updated cameras
    • Fixed front differential settings going out of intended range
  • Porsche 963 LMDh
    • FFB normalised: decreased ~12%
    • BOP: +10kg weight penalty
    • Updated default setups
    • Increased fuel consumption by about +32%
    • Fixed Pit BoP docking time
    • Slightly adjusted mirror position
  • Toyota GR010 LMH
    • FFB normalised: increased ~9%
    • BoP: +10kg weight penalty
    • Adjust fuel consumption by about +33%
    • Updated default setups
    • Fixed front differential settings going out of intended range
    • Fixed wet windshield textures
    • Updated seat movement amounts
    • Updated cameras
  • Vanwall Vandervell 680 LMH
    • FFB normalised: increased ~5.7%
    • Increased fuel consumption by about +12%
    • Updated default setups
    • Fixed wrong Pit BoP docking time
    • Centered driving view
    • Updated seat movement amounts
    • Fixed windshield wear texture
    • Updated cameras
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

D
FFB is awful now you have to increase the ffb on the LMP2 by 36% which for me takes it upto 126% now total thats just stupid to have that need, they have made it so weak now.
 
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Premium
I was fully invested in LMU but I'm slowly starting to go back to ACC as the weeks roll on. Tried the update but the game crashed on me after 2 laps at Monza. Hopefully the bug fixing continues (seems they are pushing out fixes quickly) and we get access to host our own club races as that's what I'm most interested in.
 
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VR works for me, and it really is beautiful (btw, it looks better then ACC). Only menus have to be controled from the monitor, and there is not that menu while in car, but ok, its better then nothing, until they fully implement VR.
Here is how you can use VR atm.
If you use SteamVR (also with OpenXR) you can use Desktop+, a free app that you can install from Steam, so you can have the desktop and all the various LFM menus on VR.

Works ONLY WITH STEAMVR!!!
 
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VR works for me, and it really is beautiful (btw, it looks better then ACC). Only menus have to be controled from the monitor, and there is not that menu while in car, but ok, its better then nothing, until they fully implement VR.
Here is how you can use VR atm.
Thanks, yes I tried it, to me it looks terrible because of the shimmering/aliasing, MSAA doesn't work and I'm used to 4xMSAA. I also don't play ACC, it's just to ugly in VR indeed.

That's why I wait for the official implementation with online support and MSAA. So that it looks as good as the other titles.
 
FFB is awful now you have to increase the ffb on the LMP2 by 36% which for me takes it upto 126% now total thats just stupid to have that need, they have made it so weak now.
What is your issue with an arbitrary number (126%, 34% or even 534%) when the FFB you achieve is the same?

EDIT: also 90 + 36% is actually ~122, not 126.
 
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VR works for me, and it really is beautiful (btw, it looks better then ACC). Only menus have to be controled from the monitor, and there is not that menu while in car, but ok, its better then nothing, until they fully implement VR.
Here is how you can use VR atm.
I really liked in rf2 that the menus etc were not in VR. Gives your eyes a break while waiting for race to start, doing setup etc. Unlike ACC and AMS2.
 
Loving the update to the FFB, plus has sorted out a problem with the AUTO setting on my Fanatec CSW 2.5 (auto now works properly. This is not in the patchnotes).
Now I don't have to change my FFB strength when swapping from GTE to Hypercar, each car has different weights of FFB but its much less extreme now.
Beofre going from the Aston GTE to the Toyota Hypercar was like going from wrestling Mike Tyson to wrestling a flower, much better now!

Has not sorted out one problem with the FFB at very low speed though, most evident in the Cadillac Hypercar. (Basically at under 27mph when the wheel is at a certain extent of degree its almost like it inverts).

If you go to 7:41 in this video I'll show you what I mean. Now I've never driven a hyper car, but I've also not driven a car that does this! Seems to be a GMotor 2.5 thing as it also happens (to less severity than the Cadillac in LMU) with the Formula E cars in RF2.
 
Has not sorted out one problem with the FFB at very low speed though, most evident in the Cadillac Hypercar. (Basically at under 27mph when the wheel is at a certain extent of degree its almost like it inverts).
Hypercars
  • Cadillac V-LMdH
    • Note: Due to suspension geometry of this car, it has a tendency to pull steering towards the direction of steering
  • Ferrari 499P LMH
    • Note: Due to suspension geometry of this car, it has a tendency to pull steering towards the direction of steering
This is your "inverted" FFB right there.
 
Yes they are known issues since over a month ago. I was hoping this patch might have fixed them, looks like we'll have to wait a bit longer for that evidently
I'm not sure this is an issue that will ever get fixed at all as I would read that it's not an issue with the game but rather the car itself. E.g. it behaves like that IRL. It's just listed there so people know it is to be expected.
 
Premium
No mention of continuous TC/ABS on constantly with any press of any pedal no matter how gently pushed… SIMHUB have disabled both TC/ABS for LMU due to this issue until it’s fixed… a real shame (it seems like it was a bug introduced with one of the more recent patches :( )
 
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I'm not sure this is an issue that will ever get fixed at all as I would read that it's not an issue with the game but rather the car itself. E.g. it behaves like that IRL. It's just listed there so people know it is to be expected.
No I think these are sim issues, as they come inder this header:
"The following issues have been flagged by the Studio 397 team and will be issued publicly alongside the game release. These are already being worked upon and will be resolved as soon as possible following release and will be communicated across the Le Mans Ultimate social media channels, Discord and forum"
 
No I think these are sim issues, as they come inder this header:
"The following issues have been flagged by the Studio 397 team and will be issued publicly alongside the game release. These are already being worked upon and will be resolved as soon as possible following release and will be communicated across the Le Mans Ultimate social media channels, Discord and forum"
Yes, for most of the entries on that list I agree. But I think those two made there for different reasons. The same thing with geometry was happening for some rF2 cars (as you noticed) and it was always said that it's realistic for those cars. I guess we'll see whether they "fix" that but I would guess those two might stay there forever.
 

Just gave this workaround a try so I could play in VR, I was pleasantly surprised with my first couple of hours experimenting with LMU in practice sessions (I just though why not, with the game so cheap atm in early access?) - I’m not going to criticise all of the many little buggy issues because it isn’t meant to be played in VR yet (!) but I felt enough positives to have some fun - can definitely see the potential for the future…

If they DO iron everything out, optimise VR, add the 2024 cars & tracks then annually add more & more content, this could be a magical sim!
 

Just gave this workaround a try so I could play in VR, I was pleasantly surprised with my first couple of hours experimenting with LMU in practice sessions (I just though why not, with the game so cheap atm in early access?) - I’m not going to criticise all of the many little buggy issues because it isn’t meant to be played in VR yet (!) but I felt enough positives to have some fun - can definitely see the potential for the future…

If they DO iron everything out, optimise VR, add the 2024 cars & tracks then annually add more & more content, this could be a magical sim!
I agree, I think this sim needs VR! These kind of cars have a very limited natural FOV from the cockpit IRL, so in a sim, they would certainly benifit from VR (I suppose of you have space for tripples they would be ok aswell, I just don't have the space)
 
Question: As someone who HATED RF2 for numerous reasons (load times, ugly UI, ugly track textures, etc...) are there any changes that I will like LMU? Or should I wait to be more polished or just wait for AMS2 to release their own Le Mans cars since they now have the license?
 

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