First Patch Of Update #2 Hits Le Mans Ultimate

LMU Cover Image.jpg
Le Mans Ultimate's LMP2's. Images: Studio 397
After all the uncertainty surrounding Le Mans Ultimate's future over the last two weeks, the first patch for Update #2 has debuted in the sim with a healthy list of fixes and changes.

This new patch fixes an impressive number of community-reported issues with Le Mans Ultimate's AI. The AI is strong compared to other sim racing titles in competition, but these new changes will help players in their single-player experiences within Le Mans Ultimate even further. The full patch notes are available on the official Le Mans Ultimate Website - you can also find them below by category.



AI​

  • Fixed various AI aggression issues
  • Various updates to AI drop-back decision logic
  • Updated skating animation to occur if any of the two boxes ahead are occupied
  • Fixes for AI approaching pit boxes
  • Fixes for AI drafting behaviour
  • Fixes for some situations when AI are too conservative.
  • Improved detection of overtakeable braking zones
  • Small tweaks to AI behaviour in safety situations.
  • Tweaked AI files to reduce chances of AI trying to undertake cars entering the pitlane at Bahrain, Monza, Fuji, Portimao
  • Fixed formation lap skips causing AI to go off track
  • Fixed AI that cancels lift and coast failing to pit in time and running out of fuel

A lot of code-related changes have been implemented that allow the AI to have a more natural and fluid racing experience, especially around braking and pitstops. These changes, whilst appearing fairly small, should improve the immersion of Le Mans Ultimate.

HY. Bahrain.jpg

Hypercar class, Bahrain.

Vehicle Changes​

Whilst a small section of the patch, the vehicle updates mostly consist of manufacture information updates, like for the Alpine A424 LMDh's rev ranges and the Isotta Fraschini's RPM bar.

The recommended tyre temperatures for the Ferrari 488 GTE and Oreca 07 LMP2 class have also been adjusted to show a more realistic figure for players to race with.
  • Alpine A424 LMDh
    • Updated Alpine rev ranges with updated information from the manufacturer
    • Flipped traction control readouts on Alpine HUD
    • Fixed LOD issue
  • Isotta Fraschini Tipo-6 LMH-C
    • Corrected RPM bar
  • Ferrari 488 GTE
    • Corrected incorrect recommended tyre temperatures
  • Oreca 07 LMP2
    • Corrected incorrect recommended tyre temperatures
    • Updated some LMP2 liveries
    • Fixed LOD issue

LMP2, Spa.jpg

LMP2 Class, Spa.

Circuit of the Americas (COTA)​

Ahead of this weekend's Formula One race at COTA, Studio 397 have also shown the American circuit some love with updated grip levels as well as adjusting the AI's racing line and remedying some of the unnecessary bumps along the back straight.
  • Updated night lighting colours on the tower
  • Updated AI lines to reduce the chance of first place getting ahead on a rolling start
  • Updated AI line through T7 and regenerated grip
  • Fixed some minor bumps near the unused DRS line on the back straight
  • Reviewed grip levels and increased by around 1%

What do you think about the new patch for Le Mans Ultimate? Let us know down in the comments below and join the discussion in our LMU forum!
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Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

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Premium
i didnt test this sim yet to be honest but i hope a hug discounts this november to buy it and test it to see if this sim a good or no
it is a good sim. I'm having a lot of fun. It feels very refined but obviously the concern is the amount of content however I find a lot of replayability especially for the LMP2 class. Each patch fix feels like the game is heading into the right direction. Don't think about it I'd definitely get the game and the Imola DLC.
 
I wish my PC could handle running it on settings so it looked like these screenshots, good grief.
at certain times of day it looks hands down the best from all sims out there, also better than Forza or GT.
but if you take the whole lighting engine away and strictly look at the track textures, vegetation etc then its not that great, definitely behind ACC and AMS2. But as an overall image its very coherent and thats key to me when i judge visuals. Its no good if you have great textures but **** shaders or a bad lighting engine (like Forza for example). So i'd say LMU has "solid" looking tracks, but combined with their shader work and lighting it can look stunning. Also great car models and already very good looking replays for an early access. They do need to work on that night lighting more though. Light sources need to pop more, we need more contrast, like in ACC.
Also the rain spray needs some work, the spray is clipping into the surface, looks really bad at times. They should go full volumetric instead of 2d sprites and detach it from the ground. They also need to add actual gras and maybe do something about those trees. The rotating trees, i guess they do the job but once you see it you can't unsee it.
 
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at certain times of day it looks hands down the best from all sims out there, also better than Forza or GT.
but if you take the whole lighting engine away and strictly look at the track textures, vegetation etc then its not that great, definitely behind ACC and AMS2. But as an overall image its very coherent and thats key to me when i judge visuals. Its no good if you have great textures but **** shaders or a bad lighting engine (like Forza for example). So i'd say LMU has "solid" looking tracks, but combined with their shader work and lighting it can look stunning. Also great car models and already very good looking replays for an early access. They do need to work on that night lighting more though. Light sources need to pop more, we need more contrast, like in ACC.
Also the rain spray needs some work, the spray is clipping into the surface, looks really bad at times. They should go full volumetric instead of 2d sprites and detach it from the ground. They also need to add actual gras and maybe do something about those trees. The rotating trees, i guess they do the job but once you see it you can't unsee it.
in the simulator the most important thing is the vegetation textures. OMG.
 
This team is under pressure to perform...

And in ways it shows... But that's what the EA tag is for... Patience... I'll worry more when it's in year 5 or in year 20 with the same complaints...
 
Premium
When
at certain times of day it looks hands down the best from all sims out there, also better than Forza or GT.
but if you take the whole lighting engine away and strictly look at the track textures, vegetation etc then its not that great, definitely behind ACC and AMS2. But as an overall image its very coherent and thats key to me when i judge visuals. Its no good if you have great textures but **** shaders or a bad lighting engine (like Forza for example). So i'd say LMU has "solid" looking tracks, but combined with their shader work and lighting it can look stunning. Also great car models and already very good looking replays for an early access. They do need to work on that night lighting more though. Light sources need to pop more, we need more contrast, like in ACC.
Also the rain spray needs some work, the spray is clipping into the surface, looks really bad at times. They should go full volumetric instead of 2d sprites and detach it from the ground. They also need to add actual gras and maybe do something about those trees. The rotating trees, i guess they do the job but once you see it you can't unsee it.
I always felt like that with RF2. At its best, say, Donington in the morning light racing BTCC, it could be the best out there visually. But it was wildly inconsistent and could look like a steaming pile of poo on a different combo. AMS2/ACC are much more consistent in their look. LMU is better than RF2, but still has a few oddities ( the marshals ) that take away from the immersion sometimes.
 

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