Le Mans Ultimate Update Includes BMW Art Car Livery (Updated With Patch Notes)

Le-Mans-Ultimate-Update-BMW-Art-Car.jpg
Images: Studio 397
The June update for Le Mans Ultimate adds a few new features, but also content - including a very short-notice livery: Players get to race the BMW M Hybrid V8 Art Car livery before it hits the track at the 2024 Le Mans 24 Hours.

UPDATE June 10, 13:20 UTC: The patch has been deployed, and the patch notes have been added the to the end of this article accordingly.

A replay mode, a radar, netcode improvements, 2024 Hypercar liveries, the BMW M Hybrid V8 - the Le Mans Ultimate June update ahead of the 2024 Le Mans 24 Hours is the first patch to not only focus on bug fixes - although some sim racers had hoped for more As the anticipation for the 92nd edition of the iconic endurance race at Circuit de La Sarthe rises, sim racers get to enjoy a last-minute surprise as well.

Since 1975, 19 BMW Art Cars, both road-going and racing vehicles, have seen the light of day. The M Hybrid V8 is the latest to join this list as the 20th entry, sporting a design created by American visual artist Julie Mehretu. The livery uses abstract lines and shapes combined with a screen door-like pattern and several striking colors.

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Design "only completed once the race is over"​

Interestingly, the livery is not finished yet, according to the artist. And that is despite it being on the #20 car already. Mehretu views the car as a "performative painting. I don't think of this car as something you would exhibit. I am thinking of it as something that will race in Le Mans. My Art Car was created in close collaboration with motorsport and engineering teams and is only completed once the race is over."

However, this approach did not afford Studio 397 more time for the creation of the rather complex livery for the virtual BMW M Hybrid V8. The design was only unveiled on May 21, meaning the LMU team had three weeks to get it into the game for the June 10 update.

"We are delighted to bring the latest BMW Art Car to Le Mans Ultimate", said Stephen Hood, CEO of Studio 397 and Motorsport Games. "The Art Cars from BMW are truly iconic for motorsport fans and the 2024 version is no different. I know sim racers around the world will be eager to get their hands on the car before it races at Le Mans this weekend and we are delighted to be the first platform to showcase this livery virtually, giving the community an extra special treat to whet the appetite ahead of the eagerly anticipated race start on Saturday."


Apart from the new content, the Le Mans Ultimate June update is quite extensive. A long list of fixes and smaller improvements accompanies the new car, liveries and features, such as motor mappings now working as intended, setups applying correctly online, or adjusted limites for seat position adjustments inside the cars.

You can find the full list of changes below.

Le Mans Ultimate June Patch Notes​

Known Issues​

We are seeking to urgently hotfix the following issues:

  • Full formation lap at Sebring automatically DQs the driver when they pass the pitlane before the race goes green.
  • When in two by two formation before speed limits are shown the UI does not tell the user when he is out of position and this results in penalties. The user should stay close to the red barrier in this situation to avoid penalties. Drivers should maintain a steady speed and be two by two during this phase.
It has been brought to our attention that following plugin “RaceHub_rF2_SMM_x64.dll“ from Asetek is currently causing crashes. We recommend disabling it until it is updated.

Please see our full list of Known Issues

New Features​

Replays​

Replay controls are now available in three sections of Le Mans Ultimate. You can access them during a race through the watch option on the monitor screens, by using the instant replay keybind (default “r”) while on the track in Race Weekend, and by loading into past sessions via the main menu.

Driver Labels​

Driver Labels have been introduced to displaying a driver’s name above the car. This feature offers customisation options in gameplay settings, allowing you to choose when the labels are shown – whether during Single Player, Multi Player, or Always. Additionally, you can easily toggle this feature on and off while on the track simply by pressing the Tab key.

Radar​

We have incorporated the highly requested proximity-based Radar into our HUD to offer users insights on possible hazards, blind spots, and challenging corners when navigating the track. This is optional and can be turned on and off in the settings menu.

  • Shows on track cars, and cars active in the pit lane
  • Only shows cars very close to the user
  • Shows yellow when a car is nearby, and red when alongside and close enough to be nearly colliding

Improved Race Starts​

Race start procedures have been reworked and improved to provide a clearer experience for our users. This includes a few new UI elements to help ensure the driver is in the correct location on the track and following the rules of the formation lap.

  • New HUD elements for instructions during formation laps
  • Improved penalty management:
    • Drive Through penalties for poor behaviour, however allows users to get back into position in the case of minor incidents
    • Disqualification for extremely poor behaviour
    • Disqualification for leaving the pits before red lights when not taking the start. This is due to the potential to make extreme amounts of time up.
  • Improved management of drivers not taking the start online.
  • Improved management of cars being slow or crashed, and allowing the field to pass them with out penalisation.
  • Management of crashed or exceptionally slow cars, and being allowed to pass them.
  • Disabled damage before the race starts
  • Green lights show on screen in the HUD
  • Audio prompts for going to the grid, and when the green flag is shown

Coach Dave Academy Setups​

We have now partnered with Coach Dave to help expand the setup options available for free to our users for Hypercars with more due in future.

Feature Improvements​

Netcode​

We have been diligently working in substantial refactoring of our Netcode. Although this may not be immediately noticeable to our users, it will lay a more robust groundwork for our development team to incorporate upcoming features and fixes.

General Fixes and Improvements​

General​

  • Added the ability to “Fill Grid”, this will run with a higher number of entries in classes with the most unique cars possible.
    • Hypercar class will run with 2023 Le Mans grid, + unique hyper cars from 2024 (BMW, 12 Porsche, 83 Ferrari)
    • LMP2 & GTE classes will load 2023 Le Mans grid with this setting
    • Game will balance enabled classes evenly for the size of the track
  • Improvements to car select screen
    • Added the ability to select cars by year
    • Condensed car select icons to only show for the current car
  • Added Thrustmaster LCD Support
  • Added a time out on opening mas files, so that if they become corrupted, the game does not stay forever stalled
  • Various crash, performance and micro freeze fixes

Gameplay​

  • Disabled blue flag penalisation by default
  • Added ability to adjust what position cars are on track to enable blue flag at pit exit. This ensures the light is accurate at Spa pit exit, and also the user can not drive until the field has passed.
  • Fix for timing to work correctly on first lap out of the pits when paddock is not near the start finish line
  • Fixed issues with fixed setups not applying correctly online
  • Fixed an issue where a player’s car would not rotate in the pit box if there was another immediately behind
  • Disabled automatic fuel suggestion after pitting which would result in Hypercars having their fuel ratio incorrectly changed
  • Adjusted grids on fast rolling starts so they are more spread out
  • Scaled down the strength of steering help so that what was previously low, is now high.

Graphics / Visuals​

  • Onboard cameras will now show interior correctly of cars, so you can see mirrors and the wheel display
  • Fixed mirrors being white at night when disabled
  • Fix for path based cameras jumping around on switching to them first frame
  • Fix for a car joining the server changing your view when looking behind
  • Fixed issues swapping from borderless to windowed.

Physics​

  • Added physics calculations for front wing stall
  • Added tyre slip curve developments
  • Ensure LMDh always have SOC when in pits
  • Disabled damage when in the pit box (other cars hitting you, will not damage you – but will damage them).
  • Fixed an issue with motor maps not working as intended

AI​

  • Fixed sudden AI crashes at times, such as when crossing the start line on race starts
  • Fixed AI above 100% not being as fast as they should

UI / HUD​

  • Fixed an issue with being able to exceed 100% in a player’s profile for various stats (e.g. DNFs)
  • Fixed order of cycling of MFD
  • Fixed negative sector times showing on MFD
  • Improved Cockpit Readout options, with the ability to align and force units.
  • Disabled translations on cockpit displays.
  • Fixed motor map and regen levels not displaying
  • Refined Driver Name abbreviations in UI and HUD
  • Fix for time zones showing wrong start time in event schedule
  • Various UI fixes

Car Updates June 2024​

Hypercars​

Rebuilt tyres using latest updates. This improves the accuracy of the carcass stiffness as the tyre heat is generated. Also includes a better way to simulate (incorporate masses) from the inner liner. Tyre warmup has also been very slightly increased as part of the changes.

Implemented new code feature which allows contact pressure sensitivity to be altered at different sliding speeds and temperatures. The result is the tyre produces better feedback. The tyre also ‘grips up’ with a different characteristic particularly as the tyres warm.

Oreca LMP2​

Updated tyres using the latest updates. This improves the accuracy of the tyre’s carcass stiffness as heat is generated. Also includes a better way to simulate from the inner liner (by incorporating masses). Built to a higher level of detail to be more in-line with hypercar tyres meaning stiffnesses and contact patch profiles are more accurate. The tyre has a tighter overall ‘lateral / longitundinal’ spring rate due to a small change in construction, which helps reduce the optimum slip angle to be more accurate.

We have also activated the feature already present in hypercar tyres that ensure the slip curve has more realistic drop-off beyond the peak.

Finally, we implemented a new code feature which allows contact pressure sensitivity to be altered at different sliding speeds and temperatures. The result is the tyre produces better feedback. The tyre also ‘grips up’ with a different characteristic particularly as the tyres warm.

GTE​

Applied latest tyre model slip curve developments which were previously only on Hypercars, ensuring a more accurate drop-off beyond the peak slip angle. Additionally low temperature tyre performance has been slightly reduced, ensuring more caution must be taken on cold tyres.

Finally, we implemented a new code feature which allows contact pressure sensitivity to be altered at different sliding speeds and temperatures. The result is the tyre produces better feedback. The tyre also ‘grips up’ with a different characteristic particularly as the tyres warm.

Vehicles – Detailed Notes​

Hypercars​

General​

  • Added 2024 teams
  • Added track-specific tyre compound restrictions
  • Added 2024 tyres styling to 2024 teams
  • Use real world per-track BoP as a new base for ongoing BoP update
  • Adjusted air reference conditions for engine power curve
  • Adjustments to aero sensitivity to ride heights
  • Adjustments to engine throttle map
  • Adjustments to TC maps
  • Updates to default setups
  • Added Coach Dave Academy setups
  • New collision sound values
  • Changed throttle input behaviour for sample playback

BMW M-Hybrid LMDh​

  • Initial release

Cadillac V-LMDh​

  • Fixed small body mesh smoothing issue
  • Darkened steering wheel hud a little

Ferrari 499P LMH​

  • Updated seat movement limits
  • Updated RPM LEDs to match optimal shift point

Glickenhaus SGC 007 LMH​

  • Adjusted driver LODs
  • Updated seat movement limits
  • Reversed engine mixture map order, so 0 (the lowest) is now for Safety Car
  • Adjusted engine power curve between idle and 4000rpm

Peugeot 9X8 LMH​

  • Re-enabled driver lods
  • Updated seat movement limits
  • Added 2024 teams (Qatar only)

Porsche 963 LMDh​

  • Adjusted driver LODs
  • Updated seat movement limits
  • Fixed front collision points being too forward

Toyota GR010 LMH​

  • Updated seat movement limits
  • Added 2024 teams

Vanwall Vandervell LMH​

  • Updated seat movement limits
  • Fixed spelling mistake in low detail chassis lod out
  • Reversed engine mixture map order, so 0 (the lowest) is now for Safety Car

LMP2​

Oreca 07 LMP2​

  • Updated seat movement limits
  • Minor swingman cam fix
  • Changed how we display differential settings in garage (a word instead of a sign)
  • Updated to latest tyre
  • Reduced AI wet front tyre wear
  • Updated Default Setups
  • Adjusted diffuser’s sensitivity to ride heights
  • New collision sound values
  • Changed throttle input behavior for sample playback

GTE​

General​

  • New V.07 Tyre Model
  • Added new front wing sensitivity curve
  • Allow the ability to take no fuel during pitstops
  • Updated Default Setups
  • New collision sound values
  • Changed throttle input behaviour for sample playback

Aston Martin Vantage GTE​

  • Fixed rain drops not showing on side windows
  • Fixed body showing dirt all the time
  • BOP adjustment: +2% engine at LM, -10kg at LM
  • BOP adjustment: +5L fuel capacity at non-LM tracks
  • Added front wing stall effects

Corvette C8.R GTE​

  • Updated seat movement limits
  • BOP adjustment: +1% engine at LM
  • BOP adjustment: +12.5kg at non-LM tracks,: +4L fuel capacity at non-LM tracks

Ferrari 488 GTE v1.23​

  • Fixed number plate clipping at higher lods
  • BOP adjustment: +10kg at LM, +3L fuel capacity at LM
  • BOP adjustment: +12.5kg at non-LM tracks, +4L fuel capacity at non-LM tracks
  • Added new front wing sensitivity curve
  • Minor update to refuelling time at LM
  • Onboard at 60 mph bad sample loop fixed

Porsche 911 RSR GTE v1.23​

  • Updated seat movement limits
  • Fixed spelling mistake with driver LOD
  • BOP adjustment: +10kg at LM, +2L fuel capacity at LM
  • BOP adjustment: +12.5kg at non-LM tracks
  • Added new front wing sensitivity curve

Circuits​

All Tracks​

  • Updated fast rolling start location, recommended lines and fast rolling start grid spacing.

Spa Francorchamps​

  • Updated Pit Exit Blue Light on track location (keeps pit exit closed for longer on race start)

What do you make of the BMW M Hybrid V8 Art Car livery addition to the Le Mans Ultimate June 10 update? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Nice!

Those art cars are the worst to paint... UV mappers never quite think enough about how the livery painter has to paint their car...

Hoping there's going to be a nice set of bug fixes with this update... Still waiting on private servers, the hold up is probably the driver swaps whilst they try and figure out what's causing that rF2 driver swap FFB bug...
 
Premium
It will be interesting to see what they have on display and trial at Le Mans this week.
If this is their public offering for EA then I wouldn't be too surprised to see other enhancements to announce at the event.
If they have DLC to be released in July then I'd expect that to feature this week at Le Mans.
In their shoes I'd like to be holding something back for a surprise announcement on Saturday/Sunday.
 
Premium
@ muzikant , i thought the same so purchased. i like it, but have always preferred the physics of AC over RF2. i have found (for me), i prefer the better hypercar mods on AC over LMU, but if LMU ran as good as AC on my PC, then i would spend more time on LMU as the tyre useage is more realistic.
 
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@ muzikant , i thought the same so purchased. i like it, but have always preferred the physics of AC over RF2. i have found (for me), i prefer the better hypercar mods on AC over LMU, but if LMU ran as good as AC on my PC, then i would spend more time on LMU as the tyre useage is more realistic.
The amount of information processing done in the background is quite a bit higher in rF2 and LMU.
The turning tires do 1400hz, polling the contact patch with the road on multiple points (from what i remember).
You can feel a 1-2 cm bump in rF2 very clearly, but you need a puthole for AC to get the same sensation.
So that's why you might feel more at home in AC, it's a bit more relaxed in the feedback department.
Might even be that the truth is in the middle, and rF2 is overreacting a bit.
 
The amount of information processing done in the background is quite a bit higher in rF2 and LMU.
The turning tires do 1400hz, polling the contact patch with the road on multiple points (from what i remember).
You can feel a 1-2 cm bump in rF2 very clearly, but you need a puthole for AC to get the same sensation.
So that's why you might feel more at home in AC, it's a bit more relaxed in the feedback department.
Might even be that the truth is in the middle, and rF2 is overreacting a bit.
Thank you for this great post, stating facts, explaining the differences. Such a relief from the usual, AC is the best, RF2 is the best.
They are both an interpretation of what real driving/racing is. Depending on what car and on what track, one might be closer than the other, in any case, personal preferences mixed with what hardware we are using will trump any difference. We have access to both and can decide which we prefer.
Thank you again for your great post.
 
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Changelog sounds promising - can't wait to test out the new tyre model !

"- Added Thrustmaster LCD Support"

Anybody knows what this means? TFT-Display support for my SF1000 wheel?
Or only shift-LED support?
 
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Premium
  • Updated seat movement limits
Thank you!

Edit: Perhaps I'm missing something but the range of seat movement seems to be the just same as it was before :( Annoyingly when I first entered the game in the 499 the seat height in relation to the wheel seemed about right but as soon as I attempted to fine tune it, the seat jumped to a much higher position and I could not adjust it far enough down again. Great if you like to drive with the wheel on your lap :O_o:
 
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I just bought it on steam. Very curious if I will like this?

That's a lucky dip depending on who you ask.
Personally I have no issue running it or any race length offline including full 24 hours.
The AI simply leave rF2 in it's wake.
24 hour Lemans in rF2 is bit of a shambles.
LMU it looks and feels real immersion wise.
Well for mine if you want to run WEC there is no other way besides ?
So even with missing features it feels more complete then rF2
Less hiccups, barely any lag out of long sessions, where rF2 can be horrendous.
Load times are not good but for me this as insignificant as rF2, go make a fresh cuppa, problem solved.
LMU you not diving around quick racing so you may only load one track once a session.

I have high hopes for Christmas, few more improvements and features I be happy.

Still things niggle me as with ISIMotor2.5 but mundane things no one cares about.
Why are cars rolling resistance so high for instance ?
Not a single person has ever answered me like they don't notice it........for like a decade ! :roflmao:
in LMU in neutral car can just roll forward or back in pits like its been pushed.

If I can do Lemans, save and load 24 hours then my prayers been answered, all I ever wanted for rF2
was to save 24 hour Nords, now Lemans.
 
I have spent less than an hour with the new update, so this post is really incomplete, but I am quite happy with the updates so far.
ESPECIALLY:
The inclusion of Coach Dave Setups. I have already conquered a braking gremlin that prevented me from stitching more than two laps together at Le Mans without spinning out under braking. Radar is not a big 'thing' for me, but it was heavily asked for.
I have yet to explore the replays, the tires somehow feel just a little bit better. I can puff smoke ever so slightly from the front tires and not immediately get that mini flat spot vibration.
@Durge Driven Rolling resistance probably goes back to the original transition from SCGT to the EA F1 series. The early F1 cars would spin their tires to molten lava the moment you tried a standing start...and if you slid/drifted through a corner...you would have to nearly crawl through the following turn due to the tires still being wildly overheated. So, to help moderate those issues, I think they made inertia and rolling resistance and tire heating over-corrected.
 
Post patch, the handling seems far better on the Toyota compared to the last time I ran the game some months ago. It feels much more predictable and analog, and less likely to swap ends under braking or just slide off the track in the first 3 laps. Seems like a good step in the right direction.

I'll put the game back into hyper-sleep until some more QoL additions arrive to make it worth playing for me, but glad to see things are improving.
 
Bought it day one, still haven't installed it. I will give them more time to become a product. I am patient.
 

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