Since the launch of version 1.0 of Le Mans Ultimate, it has become one of the most beloved simulators in the community, thanks to the incredible work that Studio-397 is doing with the official WEC simulator. Here are the official changes translated into Spanish for this new version 1.2, now available.
New ELMS content arrives in the ELMS Pack 2 DLC with another car and circuit
Extensive list of feature updates including new version of RealRoad, tyre warming, texture streaming, anti-cheat implementation and tyre model improvements. Launch of Team Online Championships, Engineer Mode and Driver Badges for Online.
ELMS Pack 2
The second circuit — joining the officially licensed Silverstone included in ELMS Season Pass Pack 2 — is the French maze: Circuit Paul Ricard (or Le Castellet).
Formerly home to F1 races but a permanent fixture in the European Le Mans Series since its inception, this circuit is fast and technical, with a mix of corner types to test your skills. Tyre wear will be a key factor on this track, as will not being fooled by the painted off-track areas.
As with Silverstone, we will bring additional configurations in the future once we have completed the ELMS Season Pass, but for now players can enjoy the 2025 ELMS configuration.
Our second LMP3 car comes from British manufacturer Ginetta. The G61-LT-P325-EVO made its debut this year in the ELMS and was driven by the DKR Engineering team to a 9th place overall finish. Its spectacular aesthetics are combined with the same Toyota V6 engine as its LMP3 rivals. The handling is specifically tuned to its chassis, as are the aero and suspension specifications.
Both the Ginetta and Paul Ricard are automatically delivered to all ELMS Season Pass holders and RaceControl Pro+ subscribers. They will also be available separately for £9.99 / $11.99.
Physics – RealRoad and Tires
In terms of content, we have carried out a major re-evaluation and implementation of several key physics features in our simulation engine.
RealRoad is our track simulation: it reproduces everything from asphalt temperatures to rubber distribution and much more. In this area, we analysed the width of the racing line and discovered that rubber was accumulating in the central area where the vehicle was travelling, but not necessarily where the tyres were touching the track. This has now been corrected, which could make the racing line feel a little wider and give more confidence when going offline to overtake or when managing multi-category traffic. The distribution of rubber between fast and slow corners has also been normalised, so that fast braking zones will no longer have less grip than slow ones.
In addition, we have readjusted the grip offered by the rubber on all circuits, which should make players feel more consistency between tracks when running on surfaces with pre-set rubber.
In wet conditions, we have implemented new parameters to properly scale grip in rubberised areas: it is now less adhesive, making wet lines more realistic when you try to shave tenths of a second off your time in difficult conditions.
Finally, online gameplay has been rewritten, and players should now see much greater track evolution in dry conditions with multiple cars leaving rubber on the track.
There is also a huge new feature in physics: rim heating. For some, this may seem minor, but it was a missing link in our tyre modelling. The rim now exchanges heat with its surroundings, so that the brake discs and tyres directly influence each other. The result: more consistent heating and improved performance, especially in cold ambient temperatures. This feature is available on all cars except the hypercar category, which will receive an update in January.
Texture Streaming
We are pleased to say that we have invested a lot of time in performance optimisation in this version. Texture streaming allows players to use higher quality textures even if they have limited VRAM, as textures improve dynamically the closer the player is to the object.
This improvement will mainly benefit users with low- to mid-range graphics cards. They should now be able to use higher graphics settings, and all players will see greater frame rate stability.
Furthermore, we can now increase the level of detail of your car in driver swaps when taking control, no longer determined by the opponent's vehicle settings.
This feature is a great example of early console compatibility work that is now coming back to the PC product to improve performance for everyone.
Badges and LiveSteward
As we mentioned in our latest update video, we have been listening to thoughts, comments, and concerns about the level of cleanliness in driving, and we have made it a priority for this release. Although we are proud of our industry-leading netcode, some players are running a little TOO close, so we have put together our first batch of online features to combat this.
First, we added new badges for all users. This system measures a player's contact ratio in their last 10 races, adjusted for severity, and awards a badge visible to other players in the event. Although it uses some similar inputs, it is distinct from the Safety Rank and allows us to monitor another method of online behaviour simultaneously.
During the first 10 races, players receive a rookie badge while we collect data. After that, they will be awarded one of three badges:
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Good driver
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Trusted driver
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Warning
The good and trusted are the kind of people we want in our rooms. The warning ones... we give them a chance to improve their contact ratio before being automatically banned. If a player is banned, they return to a state of probation with a special badge during re-evaluation. Automatic bans escalate in severity, becoming longer each time... until the player is permanently banned.
You can read about these and many more improvements in full at the following link: Official LMU v1.2 changelog
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