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

Yeah, why support the studio and the developers….?

Stupid decisions.

What a stupid post. Spend your money the way you want and I'll spend my money the way I want. Every other racing sim on the planet has Track IR support. I'm waiting for it to be enabled here. You're ignored. Clown
 
Last edited:
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.
I totaly agree with this. I think it get's often overlooked and LMU get's often labeled as a simple rF2 reskin, but you don't get the content within LMU with that attention to detail anywhere else in sim racing. It starts with quite simple stuff like the Oreca having metric and imperial units for front and rear ARBs and ends with how well the whole sound system matches the great physics and visuals. If you are interested in Hypercars for example there is no way around LMU. It's the only current sim that has the hybrid system implemented properly for those cars. Mastering the hybrid system is something that will keep you busy. I have 40 hours in the game and haven't even scratched the surface yet. Once you start to discover all the little details it's obvious that it isn't just a simple copy and paste from rF2. AI is also an area where it really stands out.
 
Premium
Just fired up LMU for the first time in a few weeks and was looking forward to trying out the new balanced FFB and tweaks to the seat adjustment. For me, these are the two most important features in any sim. The fact that you cannot save both these parameters per car in LMU is a joke! Do the devs not realise or not care that FFB strength and driving view are down to personal preference?

I first jumped in the 963 and managed to get the view dialled in very nicely and with the FFB strength at 140% (which the game seemed to have set itself to since this latest patch) it felt pretty good. When I loaded up the 499P I found the seat far too high even at the minimum setting and I found the FFB was a bit too strong for my taste. The same for the Oreca..... a bit too strong and not enough minimum seat height adjustment. In the C8R I was able to adjust the view to my liking but the FFB was far too strong for me. I jumped back into the 963 and then had to set FFB and fiddle with seat adjustments to get it back to where I like it.

At this point I gave up. What on Earth made the devs think that all this was a good idea? Had a quick look on the LMU forum to see if there was much noise about this but couldn't see much apart from the odd comment which was quickly dismissed by the fanboy brigade. Was going to post my little rant there, but what's the point? I'll post it here instead!
 

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