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Le Mans Ultimate - V1.2 Update

By Le Mans Ultimate

Summary

## Key takeaways - **Paul Ricard Joins ELMS Pack 2**: The second track joining the officially licensed Silverstone in pack two of the ELMS season pass is the French labyrinth circuit Paul Ricard. Tire wear will be a key component of racing at this venue as will not being bamboozled by the off track paint. [00:36], [00:58] - **Ginetta G61-LT LMP3 Debut**: Our second LMP3 car is from British manufacturer Ginetta. The G61-LT P325 Evo debuted this year in ELMS and was piloted by the DKR engineering team to ninth overall. [01:16], [01:29] - **Real Road Rubber Overhaul**: We've corrected the rubber accumulation to where the vehicle was driven, making the line a bit wider and giving more confidence offline. Rubber distribution between high and low speed corners has been normalized, and grip rebalanced across all circuits. [02:18], [02:48] - **Wheel Rim Heating Physics**: Wheel rim heating is a new feature where the rim has heat exchange with its surrounding environment, resulting in brake discs and tires having a direct impact on one another. This provides more consistent warming parameters, particularly in colder ambient temperatures. [03:26], [03:47] - **Contact Badges System**: New badges measure a player's contact ratio over their last 10 races, awarding rookie, good driver, trusted driver, or warning shown to others. Warning gives a chance to improve before automatic bans that ratchet up in severity. [05:16], [06:00] - **Easy Anti-Cheat Added**: We are adding Easy Anti-Cheat to block access to write to memory locations and crash the game if you interfere. You'll be unable to join servers without the service running. [08:43], [09:07]

Topics Covered

  • Rubber accumulates where tires run
  • Wheel rims exchange heat with brakes
  • Badges expose contact history
  • Live steward detects intentional wrecks

Full Transcript

Hello again. What a year. 2025 has been a big year and we're not done yet.

Although we're in December, our work isn't slowing down. We've still got time for one more giant update to Lemon Ultimate. This one is so big, you might

Ultimate. This one is so big, you might want to run this video at two times speed. Let's jump right into what you

speed. Let's jump right into what you can expect in version 1.2 coming live on PC on the 9th of December. Elms Pack 2.

The second track joining the officially licensed Silverstone in pack two of the Elms season pass is the French labyrinth circuit Paul Ricard or Lcaster.

Previously hosting F1 races but a permanent feature of the European Lemon series since its inception. This circuit

is fast and technical with a mix of corner types to test your skills. Tire

wear will be a key component of racing at this venue as will not being bamboozled by the off track paint. As

with Silverstone, we will be bringing additional layouts in future when we finish the ELMS season pass. But for

now, you can enjoy the ELMS configuration from 2025.

Our second LMP3 car is from British manufacturer Genetta. The G61LT

manufacturer Genetta. The G61LT P325 Evo debuted this year in Elms and was piloted by the DKR engineering team

to ninth overall. The car's stunning looks are paired with the same Toyota V6 engine as in its LMP3 rivals. Handling

is tuned to its specific chassis, arrow, and suspension specification. So, load

it up, jump in as soon as you can. Both

the Janetta and Paul Ricard are delivered automatically to all ELMS season pass holders and Race Control Pro Plus subscribers. It will also be

Plus subscribers. It will also be available for €9.99 or a close equivalent in your local currency.

Physics, real road, and tires. On the

subject of content, we've undergone a huge re-evaluation and implementation for a number of key physics features in our simulation engine. Real road is our track simulation. This simulates

track simulation. This simulates everything from road surface temperatures to rubber distribution and much more. In this area, we analyzed the

much more. In this area, we analyzed the width of the racing line and found the rubber would accumulate centrally to where the vehicle was driven, but not necessarily where the tires were running. So, we've corrected this, which

running. So, we've corrected this, which may make it feel like the line is a bit wider and give more confidence when venturing offline for a move or through multiclass traffic. The rubber

multiclass traffic. The rubber distribution between high and low speed corners has also been normalized, which means the high-speed braking zones no longer have less grip than low speed

ones. Additionally, we've rebalanced the

ones. Additionally, we've rebalanced the grip offered from rubber across all circuits, which should mean you feel more consistency across racetracks when racing on a preset rubbered surface. In

wet weather, we've implemented new parameters to properly scale grip on rubber surfaces. It is now less grippy,

rubber surfaces. It is now less grippy, which makes wet lines more realistic when ekking out those extra tents in drying conditions. Finally, how the

drying conditions. Finally, how the feature works online has been reworked, and you should now see a much greater degree of track rubber evolution on a dry circuit over time with multiple cars

laying down rubber.

There's also a huge new feature in this release for the car physics, wheel rim heating. To some, this detail of physics

heating. To some, this detail of physics modeling might sound small, but this has been a vital missing link in our tire modeling. The rim now has heat exchange

modeling. The rim now has heat exchange with its surrounding environment, resulting in brake discs and tires having a direct impact on one another.

The result is that we have more consistent warming parameters and improved behavior, particularly in colder ambient temperatures. This new

feature is now available on all cars other than the hypercar category. We

will have an update to this class coming in January. Texture streaming. We're

in January. Texture streaming. We're

happy to say that in this release, we've invested a lot of time and effort into performance optimization. Texture

performance optimization. Texture streaming will essentially allow you to run higher quality textures even if you are VRAMm limited because the textures will dynamically improve the closer you

get to the object. This improvement will mostly benefit users with lower to mid-tier graphics cards. You should now be able to run at a higher graphics settings, but all players are likely to

see an increase in frame rate stability.

Not only that, but it means that we can increase the level of detail for your car in driver swap events when taking control, and it is no longer determined by your opponent vehicle settings. This

feature is a great example of early console compatibility work being brought back into the PC product to improve performance for all users. badges and

live steward. As I mentioned in my last video, we have been listening to your thoughts, comments, and concerns about the state of driving standards and have made it a big focus for this release.

Whilst we're proud of our industry-leading net code, some of you are racing a little too close together, so we've pulled together some of our first wave of online features to combat

that. Firstly, we're adding new badges

that. Firstly, we're adding new badges to all users. This is a measure of a player's contact ratio over their last 10 races adjusted for the severity of contact and awards a badge that is shown

to other players in your event. Although

it uses some of the same inputs, it is a different metric to safety rank. So

allows us to monitor a different method of determining a player's online conduct simultaneously with our current safety rank upon its release. For your first 10 races, you'll receive a rookie badge

whilst we gather data. After that, we'll give you one of three badges. Good

driver, trusted driver, or warning. Good

and trusted drivers are the kind of people we want to see in our lobbies.

Warning, on the other hand, will give you a chance to improve your contact ratio before automatically banning you.

If you get banned, you'll return to a probation state with a unique badge during a re-evaluation period. Automatic

bands ratchet up in severity, so each time it triggers, the band gets longer until you get permanently ejected. One

of the main values to badges is that it should give you a quick update on the players you're racing around and their history. Knowing someone is new to the

history. Knowing someone is new to the sim should be useful, and we hope you'll give them the time and space to learn.

We hope it will also encourage you to reach the top levels of good and trusted by being someone that avoids contact and situations that create contact when racing. We will also be experimenting

racing. We will also be experimenting with matchmaking using badges, particularly in beginner lobbies, using this badge criteria first, then by driver rank. We're looking to help

driver rank. We're looking to help players find better races more consistently. We have also designed this

consistently. We have also designed this badge system to add new badges in future that are yet to be determined. They

could be for winning races or championships, for example. For now, we have created a few badges we manually add to our staff and some recognize realworld drivers and content creators.

They'll be able to select their badges on the profile page, but only if they are at a good or trusted level. Heads

up, we have already started tracking this metric in race control for a few weeks now. So, some of you will already

weeks now. So, some of you will already be given appropriate badges when you log in on the 9th of December. Live steward

is a new pioneering method we're using to automatically assess incidents in races. Starting only with what we

races. Starting only with what we believe to be intentional wrecks with a very high degree of confidence, this system will monitor races and deal with players that break the rules. For now,

we are just going to be recording them on our backend systems in race control for monitoring and training before allowing it to take action in a live race. In future, we are intending to

race. In future, we are intending to bring more authority for the life steward to deal with incidents such as penalties for unsafe rejoin and penalties for contacts between cars, but

we will do that only when we're ready.

We hope that these new features underline our commitment to a safe online racing environment. We'll be

constantly monitoring and reviewing this area over the coming months. We don't

believe either of these new features will solve everything overnight, but every step in a positive direction is one we want to make. Anti-cheat.

One of the sad realities of modern gaming, especially once your game gets some traction, is it attracts people that don't respect the rules and spirit of racing. We have noticed and banned

of racing. We have noticed and banned some players, but need better, more scalable tools in the next phase of the product. To this end, we are adding Easy

product. To this end, we are adding Easy Antiche in this release, a tool that is used in other racing simulations. It

will make attacking the game for nefarious purposes much more challenging. We will stay vigilant on

challenging. We will stay vigilant on this topic. These players are not

this topic. These players are not welcome in our game, and we will continue ramping up efforts to rid our races of idiots. What does this change?

The highle answer is it blocks access to right to memory locations and will crash the game if you start interfering.

You'll also be unable to join servers without the antiche service running. To

achieve this, we had to rewrite some of our plug-in system. And whilst we have tested with the most popular plugins we have seen, we want you to report issues you see via support tickets. We've

completed a lot of automated testing in this area and found it to introduce no stability or performance issues. Easy

Antiche will install automatically with the update, but if you ever need to reinstall it, there's a copy of the installer in the support folder. One

additional point I do want to make to players is at least for now, you must launch the game through Steam rather than just opening the Lemon Ultimate

executable. Don't say we didn't warn

executable. Don't say we didn't warn you. Team Online Championships.

you. Team Online Championships.

Online championships has been with us for a year now, and it's a really great format for those of you that want to take their racing more seriously with points given based on results versus the

strength of opposition and human reviewed protests for racing incidents.

It's a great place to race for Race Control Pro and Pro Plus subscribers.

We're taking it to the next level with Team Championships coming online in this release. So you can now battle for

release. So you can now battle for supremacy over multiple races to crown the champions. This system will be used

the champions. This system will be used in the upcoming Leom virtual qualifiers.

You'll have to stay tuned in January to find out more, but you can jump in from this update to get a head start on learning this process. Engineer mode. On

the subject of engineers, we know you've been waiting for some time, and we're sincerely sorry for the delay, but we're happy to share that engineer mode will be available in this release. We took

this time to write a more complex data sharing system that will also be able to solve some of the other long-standing data sync issues when joining a server that is already in progress. For those

of you that weren't aware, engineer mode allows you to configure your teammates's pit stops, the tires, fuel energy, and who should be driving next for team races. This should allow your teammate

races. This should allow your teammate to concentrate on what they do best, driving as fast and as consistently as possible. Not only that, but we've added

possible. Not only that, but we've added in the ability to invite your Steam friends that are also in a team with you to be your engineer for single driver

special events and online championships.

You're welcome. Additional improvements.

What else can I tell you? We've made

changes to the visual damage to make it more realistic, more of a trading paint effect that more accurately portrays the type of effect you're likely to see in

hard racing. And guess what?

hard racing. And guess what?

tires have been revisited once again.

This time for LMP2, LMP3, and all GT3 cars. It essentially makes temperature

cars. It essentially makes temperature peaks less aggressive. So, it'll be slightly smoother drop off in grip. This

will allow for more control and less onoff behavior that was often felt before, especially if the overall tire was already running quite hot. Time

penalties have been added. These now add more nuance to our penalty system. Time

penalties can be added to your next stop or to the end of the race automatically rather than the much larger penalty of a drive-thru being a minimum. You'll see

these used in various places such as with illegal passes or race start procedure. There's also a brand new

procedure. There's also a brand new telemetry system under the hood designed for use internally to validate our physics direction. We're releasing it

physics direction. We're releasing it publicly because we're nice like that.

You will be able to record natively in-game which exports to duck DB. This

can be converted to other formats as you wish. We'll be providing full

wish. We'll be providing full documentation on guide.lammonultimate.com.

guide.lammonultimate.com.

Whilst LMU includes wonderful Japanese cars from Toyota and Lexus as well as Fuji Speedway, we've not yet been able to support the native Japanese language

in game until now, coming in version 1.2. For custom liveries, we've added

1.2. For custom liveries, we've added new material presets and also changed the ordering of the car select screen to showcase the custom liveries you have access to first, so that you don't need

to dig them out from the bottom of the pile. Finally, we've made some quite

pile. Finally, we've made some quite large changes to the end of race procedure to refine the experience. In

offline mode, no longer does the simulation immediately stop. You can

continue as you wish before returning to the garage. For online, you can still

the garage. For online, you can still escape back to the pit lane immediately after crossing the start finish line in a race session, but no longer get automatically returned after 30 seconds.

It's up to you when you return within reason. As always, I've barely touched

reason. As always, I've barely touched the surface of the myriad of improvements and fixes we've brought to this release for you to enjoy over the holiday season. So, do make sure you

holiday season. So, do make sure you read the full release notes when made available. What's next? As you know,

available. What's next? As you know, we're still hard at work on a career mode. We've dedicated some of this

mode. We've dedicated some of this release period to work on the simulation when your teammate is driving to make that feel dynamic and interesting. Keep

an eye on our Christmas holiday communications. We might have some

communications. We might have some presents for you. For the next release, we have Circuit to Barcelona, Cataloonia, and the Dukane D09 LMP3 coming to complete the Elms season pass.

I'll let you speculate after that.

Wherever you are in the world, whatever your plans are this December and beyond, we hope you enjoy this update. Enjoy the

holiday season and get racing with us on Lemon Ultimate as much as you can. See

you on the track.

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