Le Mans Ultimate: How To Get Competitive AI Racing (Updated)

Le Mans Ultimate AI racing guide.jpg
Image: Motorsport Games
In the last year, Le Mans Ultimate AI has improved tenfold, but there are still some things to keep an eye out for. Here is how to get the best AI racing in LMU.

Updated March 8, 2025, original article published March 20, 2024

Since its launch, there have been two key ways of enjoying Le Mans Ultimate: Organised online racing via the Race Control system, later joined by hosted sessions and online championships, or offline events versus the AI in Race Weekend mode. Whilst the former is proving the most popular, with regular high split counts, the more sedate offline experience has matured into itself.

That is no more true than following the most recent update which, alongside the arrival of three new GT3 cars, included several tweaks to AI behaviour, notably when it comes to strategy. This means that players must think about their approach to each race far more.


However, there are still some frustrating quirks to the early access game’s AI racing experience. Here are some key tips on not only competing versus the AI, but also making for more enjoyable offline races in LMU.

Preparing An LMU AI Race Weekend​

Before getting on-track, it is important to set your race weekend up correctly. No, we are not talking about the start times, time progression and race length, nor are we hinting at weather. Instead, it is vital to setup a decent-length practice and qualifying session prior to the race.

Much like its predecessor, rFactor 2, Le Mans Ultimate's AI relies on practice to learn everything it needs to know going into the race. This includes strategy, difficulty-related times and passing opportunities. Without at least 30 minutes of practice, you will find strange behaviour in longer races impacting the quality of your enjoyment.

Do not worry if you find the AI to set blistering times at the start of a practice session, this is just the computer figuring out what the set difficulty means in lap times. Follow them through a session, on similar fuel loads and you will find that your rivals will soon match your pace, provided you set it to the correct difficulty. We recommend between 95 and 100% for most mortal drivers.

Le Mans Ultimate AI is good already.jpg

Le Mans Ultimate AI already works well enough for a fun experience. Image: Studio 397

If you do not want to wait through a full practice session, simply hit the "X" button on your keyboard to accelerate time and let the AI figure itself out.

Finally, qualifying is just as important as the race as LMU's random grids tend to make for, shall we say, interesting race starts. For the best results, set a 10-minute private qualifying session that will make it quick to run through.

AI Tyre Strategy In Le Mans Ultimate​

Le Mans Ultimate is the official game to the World Endurance Championship. And one major aspect of endurance racing is pit strategy. Which compound to use, how much fuel to take on and how long can you make a set of tyres last – these are all key factors to winning an endurance event.

At launch, the AI seemed to forget this and instead approach each stint like a new race with a fresh set of tyres. Following the February Update, this is no longer the case as the AI will only change tyres when they deem it necessary, though that has led into a new issue.

Tyres in Le Mans Ultimate.jpg

Make sure to understand how the AI uses its tyres for a competitive race in LMU. Image: Motorsport Games

It seems that the AI has a set wear figure - between 40% and 20% - pushing it to swapping out a tyre. Though unlike the real world where a team would swap either a full set of four or one side of the car, the AI will only change the tyres that reach that figure. As such, you will often find opponents completing the first double stint, but then swapping out a single tyre each stop from there on.

To race this fairly, double stint your tyres and take full sets when you do need tyres. Your position will ebb and flow, but it should allow you to fight fairly from start to finish.

Moreover, as part of the recent update was the ability to limit tyre sets even in offline races. Though we would advise not utilising this feature as, when the AI reaches said limit, it will go back to taking fresh tyres at every stop. There appears to be no planning before a race.

Sure, that sounds like an easy bug to work around as the player can simply do the same. But bound by different rules, that simply is not an option to the player. And so you will see yourself gaining 12 seconds at every stop when you choose not to change sets.


Finally, ever since the game launched on 20 February 2024, Le Mans Ultimate AI has struggled with the concept of multiple tyre compounds showing little experimentation outside of practice sessions. As such, we recommend only ever fitting the softest compound to your car, mirroring the AI's behaviour.

AI Over-Fuelling​

Tyre strategy is certainly the most contentious part of battling the AI in LMU. There are many compromises to keep in mind and if you ever attempt to be clever, you will find yourself miles ahead of the field.

But it is safe to say that your computer opponents handle fuel strategy in a far more realistic way. Just like in the real world, the AI will brim the tank at every stint until it gets to the final splash when it will calculate how much fuel it needs. However, at this point it is very conservative, over-fuelling by around 10% consistently.

Match LMU AI in over-fuelling by 10%.

Match LMU AI in over-fuelling by 10%. Image: Motorsport Games

So to keep things interesting until the line, make sure to do the same if you do not want an unfair advantage come the end of the race.

Top Le Mans Ultimate AI Racing Tips​

This may sound like a lot to keep in mind when out on-track battling tooth and nail, but for the most part, the Le Mans Ultimate AI is extremely immersive and when on-track, you should be able to race them just as you would a real person. That is whilst keeping in mind their simplified physics and so the player will always come off worse in contact.

But here is a list of everything to compromise on when racing the AI in LMU.
  • Work out the correct AI difficulty for you (95-100% should work fine)
  • Do not limit tyre sets
  • Run at least 30 minutes of practice
  • Run a qualifying session to the end
  • Double stint your tyres at minimum
  • Only use the softest tyre compound available
  • Add 10% Virtual Energy to your final stop

How much do you enjoy AI racing in Le Mans Ultimate? Let us know in the comments below and join the discussion in our LMU forum!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

Honestly, it really bugs me how the AI in AMS2, AMS2, RF2, LMU, etc., can't at least use all the fuel available and only refuel the necessary to finish the race. It seems quite simple. I am not asking for genius moves, even double stint could be overlooked. But the fuel... come on...
I agree. For an endurance racing game to not have some form of logic to its fuel strategy isn't a great look. Then again, the racing part is really fun. Don't know if many games that sees ai manage to fight through traffic like this.
 
It's amazing how many hoops you have to jump through to enjoy SP racing these days...

This is still better than some SP focussed titles for the AI... At least they're on believable physics when you race against them...

One day we might get strategies in these games that are more lifelike, but the closest we get is the F1 series and then crickets...
 
Let's not candy coat the AI in LMU. They really suck. The only way that I've found to keep from being rammed by AI in a corner is to pass as early as you can on long straights, then stay off of the racing line turn entry to mid corner. The Hypercars are especially bad at this. The more traffic, the worse they are. So you might have to sit back and watch the carnage during the early laps rather than take a carbon fiber enema.

Edit: it's really a great sim otherwise. The cars, tracks, physics, and sounds are all class leading.
 
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ALL THE THINGS THAT ARE GOOD IN LMU,WAS IN RFACTOR2,WE PAY 30EUROS,FOR LESS THAN A MOD.IN A GOOD SIMULATION, A HALF OF THE GAME MUST BE THE REPLAY,THIS HELP DRIVERS TO BET AGAINST OTHER DRIVERS(IA AND PEOPLE)FOR WHEN
 
the more light that i can say of s397 is that they are not honest,excuse me for the bad english
i am basque
 
Honestly, it really bugs me how the AI in AMS1, AMS2, RF2, LMU, etc., can't at least use all the fuel available and only refuel the necessary to finish the race. It seems quite simple. I am not asking for genius moves, even double stint could be overlooked. But the fuel... come on...
I agree – that is a big oversight in LMU that I hope is patched soon.

Even in AMS1 with default Reiza content, though? That surprises me – it's usually quite well calibrated, in my experience.
 
The current LMU AI has its issues (especially the aggressiveness at race start... damn) but there are also things that are genuinely impressive. The main thing being that the Hypercar AI can navigate traffic fluidly at a similar pace to the player. That is a legit innovation – something seen in no modern sim to date (leaving aside ancient sims like Indycar Racing II).

As someone highly familiar with how isiMotor AI works, I'll say this. There are a lot of major user experience improvements that can come from seemingly small tweaks to numbers in car/track text files within the game. Getting just the right value can make a huge difference. RaceDepartment GTR 2 tweakers like Shovas and jgf know this all too well.

I can only hope that Studio 397 eventually take the time and effort to dial in these parameters as well as possible for LMU. Perhaps with community testing to save effort and gather more information? That'd be nice. :)
 
The current LMU AI has its issues (especially the aggressiveness at race start... damn) but there are also things that are genuinely impressive. The main thing being that the Hypercar AI can navigate traffic fluidly at a similar pace to the player. That is a legit innovation – something seen in no modern sim to date (leaving aside ancient sims like Indycar Racing II).

As someone highly familiar with how isiMotor AI works, I'll say this. There are a lot of major user experience improvements that can come from seemingly small tweaks to numbers in car/track text files within the game. Getting just the right value can make a huge difference. RaceDepartment GTR 2 tweakers like Shovas and jgf know this all too well.

I can only hope that Studio 397 eventually take the time and effort to dial in these parameters as well as possible for LMU. Perhaps with community testing to save effort and gather more information? That'd be nice. :)

Completely agree with this...

Most of the issues I see people complaining about are just simple user errors... Like not running a practice session before doing any qualy or race sessions or tweaking a couple of text files to get what they want... I know it's meant to be more accessible for the common man, but this is still a sophisticated engine being worked on by nerds... There will be disconnect over what is accessible...

The way the classes interact is pure multiclass racing bliss... No humans needed...
 
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I agree – that is a big oversight in LMU that I hope is patched soon.

Even in AMS1 with default Reiza content, though? That surprises me – it's usually quite well calibrated, in my experience.
AMS1 was ok-ish with certain cars, but only if you set the session for unlimited tyres IIRC... confusing, and took me a while to fin it out.
 
Sometimes I have the feeling that people have either too high expectations or fiddle too much with stuff. Simply runa short practice session and a short qualifying and AI will sort itself better and setup a proper fuel strategy. For the average offline racing this works pretty much 95 % of times. I had mixed experience so far with the amount of carnage in offline races. It can be very clean but also a bit chaotic - same as in online racing. For people who search for AI trains there are other alternatives out there. But I have no idea why people allways come up with the idea that you have to tweak ini files to get a good experience. I haven't tweaked a single ini.file to improve my experience with LMU yet. The good thing is there are still more updates to come ... can't say that for other titles. :)
 
Premium
If I refer to this, the AI Hypercar are behaving in a very realistic way.
Exactly like in the reality. You can do what you want, AI will kill you.

Let's be serious for a moment.
AI with different classes has never been easy.
Racing with just one class of car is okay, but racing with GTE / LMP2 / Hypercar is a mess.
No way to survive in a braking zone. Almost 100% dive bombing from the Hypercar. The theory is that we are suppose to take our line, and the hypercar have to deal with that.
The reality is that the Hypercar are just ignoring the smaller classes.

I have a pretty good experienc at 50% agression and 88% (so far) difficulty.
The AI are damn quick in qualification.

I prefer the AI in AMS2 and ACC.
(less experience with Rfactor 2 and Raceroom)
 
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Premium
ALL THE THINGS THAT ARE GOOD IN LMU,WAS IN RFACTOR2,WE PAY 30EUROS,FOR LESS THAN A MOD.IN A GOOD SIMULATION, A HALF OF THE GAME MUST BE THE REPLAY,THIS HELP DRIVERS TO BET AGAINST OTHER DRIVERS(IA AND PEOPLE)FOR WHEN
A super sleek looking official mod with laser scanned tracks and cars of the highest quality, and that looks and drives great.
6 tracks, 7 hyper cars, 4GTE and a LMP2 and bunch of true to live liveries.
That's 18 pieces of content plus a dedicated sim and a online system.
For 30 euro's... that's almost free.

Now please give me a link to a mod that even comes close to this.
Without installing a bunch of crap from all over the internet before it runs.
 
the "ass-ramming" bug is a holdover from the same thing in rf2, is known to devs and in the roster to be fixed in "patch 2".. "soon"... View attachment 740128
Since this is an early access title, which means features will be missing and bugs will exist, I think this sort of response from a 397 employee is 100% reasonable. Now let's hope the ramming issue is resolved once the game reaches 1.0 and exits early access!
 
Failing to tweak text files are simple user errors?

What a world we live in.

Everyone is driven mad by their bias..
Having to sometimes tweak a text file to fix a bug or resolve something listed in a "known issues" document... not unreasonable in an early access title. Remember, expectations in an early access period need to be moderated a lot!

However, if you need to tweak text files to have a decent experience after the game has launched in version 1.0? That's fully deserving of criticism, IMO.
 

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