Le Mans Ultimate: How To Get Competitive AI Racing

Le Mans Ultimate AI racing guide.jpg
According to many, racing the AI can be hit or miss in Le Mans Ultimate. But with these few tips, your experience is sure to be full of hits – in the good way.

Since its launch, there is no doubt that Le Mans Ultimate‘s online Race Control service has proven popular. Players are desperate to rise through the ranks to compete in special events and multi class races.

But as something of a spiritual successor to GTR2, focusing on a full sportscar season, LMU must also be a fantastic offline simulator. With an immersive driving experience and rFactor 2 AI performing well in traffic, the new title is certainly on its way there.


However, there are some frustrating quirks to the early access game’s AI racing experience. Here are some tips on how to improve competition.

Follow AI Strategy in Le Mans Ultimate​

Le Mans Ultimate is the official game to the World Endurance Championship. And one major aspect of endurance racing is pit strategy. Which compound to use, how much fuel to take on and how long can you make a set of tyres last – these are all key factors to winning an endurance event.

In LMU, the AI seems to forget this fact. Instead, Hypercar competitors seemingly pit whenever they want to, never attempt to double stint tyres and spend as much time calculating fuel as an iRacing rookie in a fixed series.

Le Mans Ultimate AI is good already.jpg

Le Mans Ultimate AI already works well enough for a fun experience. Image credit: Studio 397

With that in mind, it is a good idea to mimic this lack of intelligent strategy when racing the computer. Sure, you will not want to pit at 60% Energy remaining in the Ferrari 499P. But when it comes to tyres and fuel filling in the pits, they are small sacrifices to make. Here is what you will want to do.
  • Only ever run the softest compound in Hypercar and GTE races
  • Always change tyres at the pit stop, never try to double-stint
  • Fill the tank to the brim, rather than planning distance to the end of the race
With these concessions in mind, racing the LMP2 class is certainly the easiest to make for high competition. With all cars being equal, running the Oreca 07, stint lengths are very similar. Furthermore, just one dry tyre compound is available to use. The GTE class is also fairly balanced on strategy with cars pitting around the same time.

Racecraft to Look Out For​

Across social media, sim racers are bound to notice the complaints of overly-aggressive AI in racing situations on Le Mans Ultimate. From being in lower classes and getting rear-ended on the brakes to side-by-side contact through corners fighting for position, the bots can be unforgiving.


The first thing one should do if feeling bullied by the LMU AI is to turn down the Aggression setting in the Difficulty page. In general, the standard 50% does appear to be a good setting, though incidents do still occur. You can either put that down to realistic mistakes, or prefer a contact-free event and turn the setting down further.

If you do find yourself in the wringer a little too often, there are some signs of car body language that can help to avoid incidents.

Firstly, the most frequent contact in intra-class battles seems to be cars behind making contact mid-turn when the player tries to cut across and pull off and undercut. In this case, one would suggest refraining from aggressive moves when the pack is still quite tight. In fact, early-race moves in endurance racing are rare and only really happen on straights.

Secondly and as aforementioned, the AI does seem to misjudge approach speeds on the brakes into slow corners. But they do seem to be cleaner when the player, in a slower class, goes for a slightly defensive line. Somehow, they recognise the player better like this.


Plenty of Improvement Needed​

Overall, a full release should not require quite so many concessions from the player when trying to have a fun online race. However, Le Mans Ultimate is still in Early Access with the developers constantly releasing updates for the game.

Whilst the most recent patches have focused on ironing out bugs and introducing minor fixes, future updates are set to bring new features, better gameplay and overall improvements. So hopefully in a few months’ time, this guide will be redundant. But until then, do enjoy some strategy-less endurance racing offline.

What tricks do you have for improving AI racing in Le Mans Ultimate? Tell us on Twitter at @OverTake_gg or in the comments down below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

Honestly, it really bugs me how the AI in AMS2, AMS2, RF2, LMU, etc., can't at least use all the fuel available and only refuel the necessary to finish the race. It seems quite simple. I am not asking for genius moves, even double stint could be overlooked. But the fuel... come on...
I agree. For an endurance racing game to not have some form of logic to its fuel strategy isn't a great look. Then again, the racing part is really fun. Don't know if many games that sees ai manage to fight through traffic like this.
 
It's amazing how many hoops you have to jump through to enjoy SP racing these days...

This is still better than some SP focussed titles for the AI... At least they're on believable physics when you race against them...

One day we might get strategies in these games that are more lifelike, but the closest we get is the F1 series and then crickets...
 
Premium
Let's not candy coat the AI in LMU. They really suck. The only way that I've found to keep from being rammed by AI in a corner is to pass as early as you can on long straights, then stay off of the racing line turn entry to mid corner. The Hypercars are especially bad at this. The more traffic, the worse they are. So you might have to sit back and watch the carnage during the early laps rather than take a carbon fiber enema.

Edit: it's really a great sim otherwise. The cars, tracks, physics, and sounds are all class leading.
 
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ALL THE THINGS THAT ARE GOOD IN LMU,WAS IN RFACTOR2,WE PAY 30EUROS,FOR LESS THAN A MOD.IN A GOOD SIMULATION, A HALF OF THE GAME MUST BE THE REPLAY,THIS HELP DRIVERS TO BET AGAINST OTHER DRIVERS(IA AND PEOPLE)FOR WHEN
 
Honestly, it really bugs me how the AI in AMS1, AMS2, RF2, LMU, etc., can't at least use all the fuel available and only refuel the necessary to finish the race. It seems quite simple. I am not asking for genius moves, even double stint could be overlooked. But the fuel... come on...
I agree – that is a big oversight in LMU that I hope is patched soon.

Even in AMS1 with default Reiza content, though? That surprises me – it's usually quite well calibrated, in my experience.
 
The current LMU AI has its issues (especially the aggressiveness at race start... damn) but there are also things that are genuinely impressive. The main thing being that the Hypercar AI can navigate traffic fluidly at a similar pace to the player. That is a legit innovation – something seen in no modern sim to date (leaving aside ancient sims like Indycar Racing II).

As someone highly familiar with how isiMotor AI works, I'll say this. There are a lot of major user experience improvements that can come from seemingly small tweaks to numbers in car/track text files within the game. Getting just the right value can make a huge difference. RaceDepartment GTR 2 tweakers like Shovas and jgf know this all too well.

I can only hope that Studio 397 eventually take the time and effort to dial in these parameters as well as possible for LMU. Perhaps with community testing to save effort and gather more information? That'd be nice. :)
 
The current LMU AI has its issues (especially the aggressiveness at race start... damn) but there are also things that are genuinely impressive. The main thing being that the Hypercar AI can navigate traffic fluidly at a similar pace to the player. That is a legit innovation – something seen in no modern sim to date (leaving aside ancient sims like Indycar Racing II).

As someone highly familiar with how isiMotor AI works, I'll say this. There are a lot of major user experience improvements that can come from seemingly small tweaks to numbers in car/track text files within the game. Getting just the right value can make a huge difference. RaceDepartment GTR 2 tweakers like Shovas and jgf know this all too well.

I can only hope that Studio 397 eventually take the time and effort to dial in these parameters as well as possible for LMU. Perhaps with community testing to save effort and gather more information? That'd be nice. :)

Completely agree with this...

Most of the issues I see people complaining about are just simple user errors... Like not running a practice session before doing any qualy or race sessions or tweaking a couple of text files to get what they want... I know it's meant to be more accessible for the common man, but this is still a sophisticated engine being worked on by nerds... There will be disconnect over what is accessible...

The way the classes interact is pure multiclass racing bliss... No humans needed...
 
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I agree – that is a big oversight in LMU that I hope is patched soon.

Even in AMS1 with default Reiza content, though? That surprises me – it's usually quite well calibrated, in my experience.
AMS1 was ok-ish with certain cars, but only if you set the session for unlimited tyres IIRC... confusing, and took me a while to fin it out.
 
the "ass-ramming" bug is a holdover from the same thing in rf2, is known to devs and in the roster to be fixed in "patch 2".. "soon"...
1711004093649.png
 
Sometimes I have the feeling that people have either too high expectations or fiddle too much with stuff. Simply runa short practice session and a short qualifying and AI will sort itself better and setup a proper fuel strategy. For the average offline racing this works pretty much 95 % of times. I had mixed experience so far with the amount of carnage in offline races. It can be very clean but also a bit chaotic - same as in online racing. For people who search for AI trains there are other alternatives out there. But I have no idea why people allways come up with the idea that you have to tweak ini files to get a good experience. I haven't tweaked a single ini.file to improve my experience with LMU yet. The good thing is there are still more updates to come ... can't say that for other titles. :)
 
Premium
If I refer to this, the AI Hypercar are behaving in a very realistic way.
Exactly like in the reality. You can do what you want, AI will kill you.

Let's be serious for a moment.
AI with different classes has never been easy.
Racing with just one class of car is okay, but racing with GTE / LMP2 / Hypercar is a mess.
No way to survive in a braking zone. Almost 100% dive bombing from the Hypercar. The theory is that we are suppose to take our line, and the hypercar have to deal with that.
The reality is that the Hypercar are just ignoring the smaller classes.

I have a pretty good experienc at 50% agression and 88% (so far) difficulty.
The AI are damn quick in qualification.

I prefer the AI in AMS2 and ACC.
(less experience with Rfactor 2 and Raceroom)
 
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ALL THE THINGS THAT ARE GOOD IN LMU,WAS IN RFACTOR2,WE PAY 30EUROS,FOR LESS THAN A MOD.IN A GOOD SIMULATION, A HALF OF THE GAME MUST BE THE REPLAY,THIS HELP DRIVERS TO BET AGAINST OTHER DRIVERS(IA AND PEOPLE)FOR WHEN
A super sleek looking official mod with laser scanned tracks and cars of the highest quality, and that looks and drives great.
6 tracks, 7 hyper cars, 4GTE and a LMP2 and bunch of true to live liveries.
That's 18 pieces of content plus a dedicated sim and a online system.
For 30 euro's... that's almost free.

Now please give me a link to a mod that even comes close to this.
Without installing a bunch of crap from all over the internet before it runs.
 
the "ass-ramming" bug is a holdover from the same thing in rf2, is known to devs and in the roster to be fixed in "patch 2".. "soon"... View attachment 740128
Since this is an early access title, which means features will be missing and bugs will exist, I think this sort of response from a 397 employee is 100% reasonable. Now let's hope the ramming issue is resolved once the game reaches 1.0 and exits early access!
 
Failing to tweak text files are simple user errors?

What a world we live in.

Everyone is driven mad by their bias..
Having to sometimes tweak a text file to fix a bug or resolve something listed in a "known issues" document... not unreasonable in an early access title. Remember, expectations in an early access period need to be moderated a lot!

However, if you need to tweak text files to have a decent experience after the game has launched in version 1.0? That's fully deserving of criticism, IMO.
 

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