This page mirrors the How Skill & Discipline Rating Works help modal in the Ranking page. Formulas may change over time.
Important notice
Rankings are for entertainment and community engagement. They use statistical approximations and may not perfectly reflect every aspect of skill. Le Mans Ultimate's official ranking remains definitive.
Driver swap exclusion
Driver swap races are excluded from all SR and DR calculations to keep stats fair for solo drives.
Skill Rating (SR) calculation
Your overall SR is a recency-weighted average of session scores, multiplied by a volume factor.
Per-session score components
1. Base points (field-relative)
- Top 10: fixed points (P1 = 100, P2 = 80, P3 = 60, … P10 = 20)
- P11+: scales by field percentile (P11 starts at 20, bottom 20% ≈ 5)
- DNF/DQ: Flat 5 points — no multipliers
2. Qualifying modifier
Qualifying receives 20% of race base points (×0.20).
3. Competition factor (grid size)
Normalized to a ~20-car grid using a square-root curve. Larger fields award more points. Races with 1–5 drivers are excluded.
4. Lap time multiplier (0.6×–1.4×)
Compared to reference "Alien" times from the OhneSpeed Spreadsheet:
- Faster than Alien pace (<97%): up to ×1.4
- At Alien pace (100%): ×1.3
- At 107% or slower: down to ×0.6
- Wet sessions: forced to ×1.0
- No reference time: defaults to ×1.0
5. Duration multiplier (races only)
Longer races yield more points (up to ×1.5 for 120+ minutes). Qualifying unaffected.
Recency-weighted average
| Sessions | Weight |
|---|---|
| Most recent 10 | ×1.5 |
| Sessions 11–40 | ×1.0 |
| Sessions 41+ | ×0.5 |
Qualifying has base ×0.20, then recency applies on top.
Volume factor
Applied to your overall weighted average (all sessions — races + qualifying):
- 0–100 sessions: suppresses low volume (×0.7 → ×1.0)
- 100–400 sessions: rewards veterans (up to ×1.2 max)
Final SR = recency-weighted average × volume factor
Discipline Rating (DR) calculation
DR starts at 70. You must finish to earn the base session bonus.
Earning DR
- +5.0 session bonus for completing
- +0% to +50% traffic density bonus (scales with grid, max at 35 cars)
- +1.0 clean race bonus (races only, lenient invalid-lap and incident limits that scale with race length)
Incident penalties
Scaled by impact force. Only incidents involving you count.
- Car-to-car contact: light / medium / hard / car-ending tiers
- Wall/barrier contact: light / medium / hard / car-ending tiers
- −0.25 per invalid lap
- −6.0 DNF
- −6.0 DQ
Qualifying modifier (DR)
All DR bonuses and penalties multiplied by ×0.20 in qualifying.
Recency (DR)
Same weighting as SR — recent sessions matter more; old incidents fade.
Protection (D tier, 0–50 DR)
Penalties diminish exponentially near 0 DR.
Diminishing returns (S+ tier, 250+ DR)
Bonuses become less effective above 250 DR.
Placement requirements
Per class, you need:
- 5 races completed
- 5 qualifying sessions completed
Until then: Unranked — no tier on community leaderboard.
Feedback
Want to discuss or improve the ranking system? Contact us. Formulas and thresholds may change as balance is refined.