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

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?

Le Mans is not a exclusive license.
No matter LMU is the official sim.

All the things you mentioned are longtime fixed in rF2 imho.
Why wait, your allowance does not extend a few bucks ?
 
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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?
If you hated rF2 I guess I can safely say you will hate LMU and spare you the disappointment.
AMS2 doesn't have any license related to Le Mans. They have IMSA. That's not the same thing.
 
Quite like LM ultimate, but iR with rain system took my all time and joy ;) take care bros i vote for all sims ;) but with such progress it will die soon, no? I hope so!
 
If you hated rF2 I guess I can safely say you will hate LMU and spare you the disappointment.
AMS2 doesn't have any license related to Le Mans. They have IMSA. That's not the same thing.
They do have Le Mans and other WEC tracks, and IMSA features several shared cars. But yes, not the same thing.

Enough off-topic :)
 
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?
I think it's hard to draw a conclusion about LMU based on the experience with rF2 because they obviously share similarities but there are quite a few things different now. Especialy the UI and the conistent content quality (great visuals, sound, FFB and handling) wich makes LMU standout compared to rF2 when it comes to the user experience. That sometimes quite disturbing 1st use experience in rF2 because you didn't know why certain content combinations look worse than others is clearly a thing of the past. Aris liked it eventhough he started the stream with quite low GFX settings so that should give you an idea if it's a good or bad product.

I don't think loading times aren't as bad as in rF2, especialy when you use the sim online and aren't loading into Le Mans with 64 AI at ultra settings. It's not ACC or UE levels of loading times but it's good enough and you have a very crisp image. Best to try it out for yourself and refund it if you don't like it. I started with the RSR at Sebring at around 6 pm free pratice session sailing into darkness and that sold the product for me. It's like rF2 on steroids while they are revamping quite a few systems that weren't that nice within rF2. It won't get any cheaper than it is now. ;)
 
I hope Studio 397 finally salves the tire pressure and temperature issue, which is one of the most important aspects in real life racing. Which will not be an easy thing to salve, I am well aware of that. This is tire physics, and I think they will need to revamp it entirely.
Ongoing discussion in community forum

You're expecting ISI levels of tyre accuracy from S397...?

Don't do that... you'll end up disappointed...

Just be happy they've modelled the cold tyre ice feeling the real life drivers have and a warm tyre grip profile that isn't too forgiving... They could of easily made these cars kittens like they tried to with rF2 before community backlash brought them back into trying to provide a realistic tyre grip profile...
 
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?

They don't have the ACO license... They've got an IMSA license...

Which means no LMH cars like Ferrari, Toyota and Peugeot... No Isotta from 2024 either... They might be lucky to get the Aston Martin, but it's the 2nd tier LMDh cars that have to be run by privateer entries in WEC that they'll get...
 
Still the best Hypercars from a developer to date...

Need to fix the Porsche 963 so it's respectable for 2023... Slower than the LMH cars...

Glad they got rid of the ability to game the aids as much as people were...
 
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I love GT(-E) racing, this class is so much fun.
Especially Sebring rocks.

But i had 3 crashes with patch #3... and performance-issues on Bahrain

ACC drives boring and like on rails, compare to LMU

Graphics and lighting are really decent in LMU, not like ACC cartoon-graphics.

Cant wait to see the first 24h race streams on LeMans etc. with this game!
 
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But i had 3 crashes with patch #3...

ACC drives boring and like on rails, compare to LMU

Try new userdata, DX Config.
Set LMU max frame rate to whatever you know for certainty it can maintain.
Use default medium graphics settings.
Still crashes ? No ?
Use default high ..test
My bug came from using windowed G-Sync
Then I caught, not implemented if NV profile does not exist, doh.
Added Lemans, all good.


Agree and that is why their AI also drive boring and like on rails ;)
Goes the same for couple other engines I could mention.
 
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D
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.
Man you really need to get a calculator and tap in 90+36 press the = and see what happens, your family must be proud..
 
If FFB level is X at 100% and internally reduced by 36% you need to add about 56% from the new level to get back to the same X FFB level, this assuming the displayed level in-game stays at 100%.
1=0.64x1.56
 
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Man you really need to get a calculator and tap in 90+36 press the = and see what happens, your family must be proud..
Well that's your problem, you're not using a proper calculator. Here's how it's done on a real calculator.

90 (enter) 0.36 * 90 +

or for simplicity

90 (enter) 1.36 *

Leaving 122.4 on the stack which is the correct answer if you take 90 and increase it by 36%

Edited to add that @Jens Roos has the actual correct answer, in the post above mine, to the value that the FFB will need to be increased by to maintain parity with the previous FFB values.
 
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If FFB level is X at 100% and internally reduced by 36% you need to add about 56% from the new level to get back to the same X FFB level, this assuming the displayed level in-game stays at 100%.
1=0.64x1.56
Correct. So for original set to 90 it should even be: 90 + 56% = ~140.
 
I love GT(-E) racing, this class is so much fun.
Especially Sebring rocks.

But i had 3 crashes with patch #3... and performance-issues on Bahrain

ACC drives boring and like on rails, compare to LMU

Graphics and lighting are really decent in LMU, not like ACC cartoon-graphics.

Cant wait to see the first 24h race streams on LeMans etc. with this game!
If you have MSI Afterburner + RivaTuner Statistics Server in the background, disable them. There's a workaround to make them not crash the game, but for a confirmation whether they were the cause of the crashes, disabling is better.
 
I think it's hard to draw a conclusion about LMU based on the experience with rF2 because they obviously share similarities but there are quite a few things different now
Exactly, even though the base is the same, the concept is very different. LMU, offers a very compelling package, (so does RF2), but the difference is huge, as in RF2, if you want to have a 2023 FIA world endurance simulation, it is going to be a lot of work gathering all the ingredients and it will probably not be as encompassing as with LMU.
S397 offers a turn key operation, since it is EA, it needs to be polish, but it is already the best offer to experience the 2023 FIA world endurance championship.
Anyone interested in that, should already have it on their hard drive.
If not interested, move on, plenty of fish in the sea.
 

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