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

When you read:
  • Tweak to how much time it takes to adjust/replace front splitter body part
as being part of a patch in a simulator, you realize the level of details and accuracy S397 is aiming at and how much veracity is achievable in this series dedicated simulator.
Quite a sharp departure from the ubiquitous sandbox game.
I hope they do well and that this is the way of the future of simulation.
 
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Premium
I like to see the game progress and bugs getting fixed. Yay for setting the camera pitch to 0.0 :)

I hope they can some day implement whatever S397 did for rF2 to cut down on track loading times.
 
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Commendable pace and focus from the S397 team. Glad to see them digging deep into the weeds on all fronts while also assumably continuing work on major portions of the sim. The brute force command line VR preview has me very excited for official implementation, hopefully in the not-too-distant future. A satisfyingly difficult sim with an apparently very dedicated team behind the wheel.
 
Just waiting for TrackIR integration and then it will be a buy for me.
I've seen a TIR plugin in the files, let me check if it works.
Code:
TrackIR_LMU_Plugin.dll

EDIT:
Nope, it doesn't (patch #2). The game doesn't even register with the driver (no blue light). Even though the plugin is there and is supposedly enabled.

CustomPluginVariables.JSON:
Code:
{
  "TrackIR_LMU_Plugin.dll":{
    " Enabled":1
  }
}
 
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Premium
Always a good day when a large update Patch comes out for a Sim....looking forward to trying it out.
  • AI are more careful in unclear situations (slow, unpredictable cars ahead)
This was definitely me as the AI where like bullies...LOL:roflmao:
 
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I like to see the game progress and bugs getting fixed. Yay for setting the camera pitch to 0.0 :)

I hope they can some day implement whatever S397 did for rF2 to cut down on track loading times.
The loading times are very dependend on the amount of cars that are loading in to the session and at wich gfx settings you are running the sim. Loading Le Mans maxed out with 64 AI cars is propably the worst case, wich loads something like 8 gig vram. I noticed that I even load into Le Mans reasonably quick during online gameplay since I updated my gfx driver. Had to do that has I had the loading bug when it stops at 48 %. But it's getting smoother and smoother now. Had a 30 minute intermediate race around Sebring today wich was butter smooth. Easy to register, to hop into and get going without any practice or what so ever. People around me were also very well matched.
 
Premium
Guys the loading times are the smallest problem. Some of you remember the times we played Commodore 64 with datassette :geek: chill out while loading, mayke your tee, open a beer, go for a piss, check your phone ^^
possibilities are endless :p:D

For nostalgia's sake, perhaps Studio 397 should include the whirring and grinding of an activated floppy disk drive during the track loading sequence....

As for the latest update, I have nothing but praise for the pace of development that Studio 397 is providing. Any simracers still sitting on the fence, wondering whether this $33 bargain is worth the asking price, are missing out.
 
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"Updated weight penalties for using ABS assist"
Is this just for multiplayer etc. or for offline, single player as well?
If so the game is punishing someone for using an aid to make their game easier which is utter nonsense.
people were litteraly faster using low ABS (brake later, better wear) when IRL cars don't have any so it makes complete sense, players using assists (that are not available in the car in real life) shouldn't be able to brake later and be generally quicker than those not using them (on a same skill level obviously)
 
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Premium
I've already done 60+ races and am enjoying the online racing even with the occasional butthead. Mostly the races are good and some are exceptional while most are pretty evenly matched. Took me a while to come to grips with the Fanatec DD2 settings but now I have made it simple and it works wonderfully. After this patch some things are definitely better except for trying to join a practice server which is still a difficult slog for me. Might just be me or my computer or whatever but I'm sure they are working on it. Definitely worth the money and some great on line racing anytime of day. Give it a try and don't sweat the few crazies that you run into on track (most of them crash out by the 2nd lap anyway). Take the outside run at the first few corners so you can bail out if you have to and it helps. Thanks to Studio 397 for keeping up the hard work!
 
Fantastic to see all these small AI tweaks. BoP improvements won't hurt the AI racing experience, too.

Excited to try out the patch soon. Will be paying close attention to verify how much the patch fixes the pre-existing issues it claims to solve. Fingers crossed!
 
Premium
I've already done 60+ races and am enjoying the online racing even with the occasional butthead. Mostly the races are good and some are exceptional while most are pretty evenly matched. Took me a while to come to grips with the Fanatec DD2 settings but now I have made it simple and it works wonderfully. After this patch some things are definitely better except for trying to join a practice server which is still a difficult slog for me. Might just be me or my computer or whatever but I'm sure they are working on it. Definitely worth the money and some great on line racing anytime of day. Give it a try and don't sweat the few crazies that you run into on track (most of them crash out by the 2nd lap anyway). Take the outside run at the first few corners so you can bail out if you have to and it helps. Thanks to Studio 397 for keeping up the hard work!
Can you please share your FFB settings for DD2 I also don’t get it where I want.
In base and game.

I like the game but i have to less tyre feel and when the car starts sliding its uncontrollably. More steering angle at understeer transforms in an uncontrollable oversteer.
 
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