《勒芒终极版》公布V1.2更新,包含大量新功能及更多欧洲勒芒系列赛内容

0 点赞
Le Mans Ultimate
转载

全新的ELMS内容将随《ELMS扩展包2》DLC一同推出,其中包含另一辆新车和新赛道。本次更新包含大量功能改进,例如“真实路面”系统全面升级、轮辋加热、纹理流传输、反作弊系统实装以及轮胎模型优化。此外,还将推出团队在线锦标赛、工程师模式和在线车手徽章系统。 2025年对于《勒芒终极赛》来说意义重大,而我们的工作远未结束!尽管已至12月,节日氛围渐浓,但我们的开发脚步并未放缓,我们仍有时间为《勒芒终极赛》带来又一次重大更新。 让我们直接了解12月9日将在PC端上线的1.2版本内容。ELMS 扩展包 2 第二条赛道——ELMS 赛季通行证扩展包 2 中除了官方授权的银石赛道外,还有法国的“迷宫”——保罗·里卡德赛道(又称勒卡斯特莱)。

Previously hosting F1 races but a permanent feature of 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 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’ve finished the ELMS season pass but for now players can enjoy the ELMS configuration from 2025. 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 9th overall. The car’s stunning looks are paired with the same Toyota V6 engine as in it’s LMP3 rivals. Handling is tuned to its specific chassis, as is aero and suspension specification. Both the Ginetta and Paul Ricard are delivered automatically to all ELMS Season Pass holders and RaceControl Pro+ subscribers. It will also be available separately for €9.99 / £8.99 / $11.99. Physics - RealRoad and Tyres 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. RealRoad is our track simulation - this simulates everything from road surface temperatures to rubber distribution and much more. In this area we analysed the width of the racing line and found the rubber would accumulate centrally to where the vehicle was driven but not necessarily where the tyres were 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 distribution between high and low speed corners has also been normalised which means the high speed braking zones no longer have less grip than low speed ones. Additionally, we’ve rebalanced the grip offered from rubber across all circuits which should mean players feel more consistency across race tracks when racing on a preset rubbered surface. In wet weather, we’ve implemented new parameters to properly scale grip on rubbered surfaces - it is now less grippy which makes “wet lines” more realistic when eeking out those extra tenths in trying conditions. Finally, how the feature works online has been reworked and players 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 modelling might sound small but this has been a vital missing link in our tyre modelling. The rim now has heat exchange with its surrounding environment resulting in brake disks and tyres having a direct impact on one another. The result is that we have more consistent warming parameters and improved behaviour 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 happy to say that in this release we’ve invested a lot of time and effort into performance optimisation. Texture streaming will essentially allow players to run higher quality textures even if they are VRAM limited because the textures will dynamically improve the closer they get to the object. This improvement will mostly benefit users with lower-to-mid tier graphics cards. players should now be able to run at 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 vehicles setting. 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 LiveSteward As mentioned in our last update video, we have been listening to the communities 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 netcode - some players are racing a little bit 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 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 players first 10 races they will receive a rookie badge whilst we gather data. After that we’ll give the driver 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… we’ll give them a chance to improve their contact ratio before automatically banning them. If a player gets banned, they’ll return to a “probation” state with a unique badge during a re-evaluation period. Automatic bans ratchet up in severity so each time it triggers the ban gets longer - until they get permanently ejected! One of the main values to badges is that it should give anyone racing online a quick update on the players racing around you and their history. Knowing someone is new to the sim should be useful and we hope players will give them the time and space to learn. We hope it will also encourage everyone 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 with matchmaking using badges, particularly in beginner lobbies. Using this badge criteria first then by Driver Rank. We’re looking to help players find better races more 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 recognised “real-world” drivers and content creators. They will 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 RaceControl for a few weeks now, so some players will already be given appropriate badges when logging in on 9th December. LiveSteward is a new pioneering method we’re using to automatically assess incidents in 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 RaceControl for monitoring and training before allowing it to take action in a live race. In future, we are intending to bring more authority for the LiveSteward 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 take. 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 some players but need better, more scalable, tools in the next phase of the product. To this end, we are adding “Easy Anti-Cheat” in this release, a tool that is used in other racing simulations. It will make attacking the game for nefarious purposes much more challenging. What does this change? The high-level answer is it blocks access to write to memory locations and will crash the game if players start interfering. Everyone will also be unable to join servers without the anti-cheat service running. To achieve this we had to rewrite some of our plugin system and whilst we have tested with the most popular plugins we have seen, we want our community to report issues seen 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 Anti-Cheat will install automatically with the update but if anyone ever needs to reinstall it, there’s a copy of the installer in the “support” folder. One additional point for players is, at least for now, they must launch the game through Steam rather than just opening the Le Mans Ultimate executable - don’t say we didn’t warn you! Team Online Championships Online Championships has been with us for a year now and it’s a really great format for those players 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 RaceControl Pro and Pro+ subscribers. We’re taking it to the next level with Team Championships coming online in this release so players can now battle for supremacy over multiple races to crown the champions. This system will be used in the upcoming Le Mans Virtual qualifiers - you’ll have to stay tuned in January to find out more but for now players can jump in from this update to get a head start on learning this process. Engineer Mode We know everyone has 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 complete data sharing system that will also be able to solve some other long standing data sync issues when joining a server that is already in progress. For those players that weren’t aware - engineer mode allows drivers to configure their team mate’s pit stops - the tyres, fuel, energy and who should be driving next for team races. This should allow a player’s teammate to concentrate on what they do best - driving and as consistently and as fast as possible. Not only that, but we’ve added in the ability to invite steam friends that own LMU to be your engineer for single driver Special Events and Online Championships. Additional Improvements What else can we 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 players will likely to see in hard racing.

轮胎系统再次进行了调整——本次针对LMP2、LMP3以及所有GT3组别赛车。调整主要是降低了轮胎温度峰值的剧烈程度,使得抓地力的衰减过程更为平缓。这将提升车辆的可控性,减少以往常见的抓地力骤增骤减现象——尤其当轮胎整体温度已经较高时。 新增了时间罚时机制,为现有罚则体系增添了更多细微差别。时间罚时可自动叠加至下一次进站或比赛结束,而非之前以通过维修区为最低标准的大幅罚时。玩家将在非法超车或起跑程序违规等多种情况下遇到此类罚时。 此外,游戏还在底层更新了全新的遥测系统。该内容最初是为内部验证物理方向而设计的,我们决定将其公开发布,因为我们就是这么贴心……玩家将能够在游戏内原生录制并导出为“duckdb”格式,他们可以根据需要将其转换为其他格式。我们将在guide.lemansultimate.com上提供完整文档。 虽然《勒芒终极》包含了来自丰田和雷克萨斯的出色日系车型以及富士 Speedway赛道,但直到即将推出的1.2版本,我们才得以支持游戏内原生日语。 对于自定义涂装,我们添加了新的材质预设,并且调整了车辆选择界面的排序,优先展示玩家可用的自定义涂装,这样就无需从列表底部费力查找了。最后,我们对赛后流程进行了相当大的调整,以优化体验。在离线模式下,模拟不再立即停止,车手可以在返回车库前继续自由驾驶。在线模式中,比赛会话中冲过终点线后立即返回维修区仍是一个选项,但玩家不会再在30秒后被自动送回——何时返回将由玩家自行决定(在合理范围内)。 一如既往,本次更新中我们所做的无数改进和修复远不止这些,供大家在假期期间体验——因此请务必在完整更新说明发布后阅读。 接下来是什么? 众所周知,我们仍在全力开发生涯模式。在本次更新周期中,我们投入了部分精力优化队友驾驶时的模拟体验,力求使其更具动态感和趣味性——请关注我们圣诞节期间的公告……我们或许会为大家准备一些惊喜…… 下一个版本将推出巴塞罗那-加泰罗尼亚赛道和Duquiene D09 LMP3赛车,以完善ELMS赛季通行证内容……在此之后,就请大家尽情猜测后续更新吧。 工作室留言 Motorsport Games首席执行官兼397工作室负责人Stephen Hood表示:“我们非常自豪能以这样一次包含精彩新内容和功能更新的版本强势结束本年度。希望大家喜欢这次更新,并享受假期时光。”