Speed and Length: A Guide to Time Scaling Endurance Races

Time Scaled Endurance Races Guide.jpg
Image: Reiza Studios
Fancy racing a 24 Hour race but don't have the time for it? Here is your guide to the best time acceleration and race lengths you need to run accurate endurance races.

Automobilista 2, iRacing, Le Mans Ultimate, Assetto Corsa Competizione, and many more. Sim racing in 2024 loves a game that enables endurance racing. Sportscar content is rushing its way into titles and many new releases even focus on the discipline.

But seeing races last up to a full day in length, running one's own endurance race, especially offline, can be a daunting process. Mid-race saving in certain games definitely helps reach the end of a mammoth duration, but gaming has a special feature allowing players to speed up time. Yes, you can technically drive for just a minute all whilst witnessing every second of a title's day-night cycle.

But numbers and maths are not something many will want to tackle when setting up a single player session, so we are here to help. In this guide, you will find every race duration possible to the full minute with its associated time progression acceleration value for all major endurance race lengths run in the real world.

There are many different race lengths to complete in endurance racing.

There are many different race lengths to complete in endurance racing. Image: FIA WEC PressSite

Time-Scaled 24-Hour Races​

The 24-hour race distance is no doubt the Holy Grail of endurance racing. Le Mans, Daytona, Nürburgring and Spa are certainly some of the most famous events on the annual calendar and some that drivers dream of one day winning.

But there is a reason for the full-day's infamy - it takes a full day to complete. In the real world, this means swapping between a multiple drivers. But when racing offline, chances are you will not have a pair of buddies waiting in the garage. So to run your own Le Mans 24 Hours, we would recommend speeding up the process in-game with Time Acceleration.
  • 2X Time Acceleration for 12 Hours
  • 3X Time Acceleration for 8 Hours
  • 4X Time Acceleration for 6 Hours
  • 5X Time Acceleration for 4 Hours, 48 Minutes
  • 6X Time Acceleration for 4 Hours
  • 8X Time Acceleration for 3 Hours
  • 10X Time Acceleration for 2 Hours, 24 Minutes
  • 12X Time Acceleration for 2 Hours
  • 15X Time Acceleration for 1 Hour, 36 Minutes
  • 16X Time Acceleration for 1 Hour, 30 Minutes
  • 18X Time Acceleration for 1 Hour, 20 Minutes
  • 20X Time Acceleration for 1 Hour, 12 Minutes
  • 24X Time Acceleration for 1 Hour
  • 30X Time Acceleration for 48 Minutes
  • 60X Time Acceleration for 24 Minutes

In many games, your race distance to the minute is difficult, bordering on the impossible depending on their UI system. In this case, opting for a full-hour like the 3-hour at 8X Time Progression may well be the best route for an intense yet reasonable race length.

Manageable 12-Hour Enduros​

If the 24-hour race is infamous among sportscar enthusiasts, the 12-hour distance is not far behind. Sebring's 12 Hours and the Bathurst 12 are wicked events that always offer up some of the best racing of the year. But yet again, completing a 12-hour race solo is quite the task. Here are all the durations and time progressions you need.
  • 2X Time Acceleration for 6 Hours
  • 3X Time Acceleration for 4 Hours
  • 4X Time Acceleration for 3 Hours
  • 5X Time Acceleration for 2 Hours, 24 Minutes
  • 6X Time Acceleration for 2 Hours
  • 8X Time Acceleration for 1 Hour, 30 Minutes
  • 9X Time Acceleration for 1 Hour, 20 Minutes
  • 10X Time Acceleration for 1 Hour, 12 Minutes
  • 12X Time Acceleration for 1 Hour
  • 15X Time Acceleration for 48 Minutes
  • 16X Time Acceleration for 45 Minutes
  • 18X Time Acceleration for 40 Minutes
  • 20X Time Acceleration for 36 Minutes
  • 30X Time Acceleration for 24 Minutes
  • 60X Time Acceleration for 12 Minutes

Whilst a race ending on the hour is pleasing to those bugged by numbers, endurance racing is all about strategy. As most car classes will last pretty much an hour per stint, setting a strange race distance such as the 2 hours and 24 minutes of 5X Acceleration will make for a more complex and entertaining finish, forcing you to think throughout the race.

10-Hour Races With Time Acceleration​

The 10-hour race distance is perhaps one of the least common on the worldwide stage. In general practice, series use the duration to match up with certain distances. For example, the FIA World Endurance Championship ran a 1,812km event at Qatar this year with a 10-hour time limit. Elsewhere, IMSA's Road Atlanta finale, or Petit Le Mans, is perhaps the most famous event to the length.
  • 2X Time Acceleration for 5 Hours
  • 3X Time Acceleration for 3 Hours, 20 Minutes
  • 4X Time Acceleration for 2 Hours, 30 Minutes
  • 5X Time Acceleration for 2 Hours
  • 6X Time Acceleration for 1 Hour, 40 Minutes
  • 8X Time Acceleration for 1 Hour, 15 Minutes
  • 10X Time Acceleration for 1 Hour
  • 12X Time Acceleration for 50 Minutes
  • 15X Time Acceleration for 40 Minutes
  • 20X Time Acceleration for 30 Minutes
  • 30X Time Acceleration for 20 Minutes
  • 60X Time Acceleration for 10 Minutes

The lower we go on this list towards shorter race lengths, the fewer options we have for durations above a typical stint length. For the full endurance experience of pitstops, we would recommend implementing additional fuel burn values when dropping below an hour of racing.

How To Setup 8-Hour Races​

Another rarely seen endurance race length is the third-of-a-day. Internationally, the FIA WEC gets an 8-hour finale at Bahrain each year whilst this year's Indianapolis Intercontinental GT Challenge round will run for the full 480 minutes.
  • 2X Time Acceleration for 4 Hours
  • 3X Time Acceleration for 2 Hours, 40 Minutes
  • 4X Time Acceleration for 2 Hours
  • 5X Time Acceleration for 1 Hour, 36 Minutes
  • 6X Time Acceleration for 1 Hour, 20 Minutes
  • 8X Time Acceleration for 1 Hour
  • 10X Time Acceleration for 48 Minutes
  • 12X Time Acceleration for 40 Minutes
  • 15X Time Acceleration for 32 Minutes
  • 16X Time Acceleration for 30 Minutes
  • 20X Time Acceleration for 24 Minutes
  • 30X Time Acceleration for 16 Minutes
  • 60X Time Acceleration for 8 Minutes

As we approach the single-digits in hours raced, noticing time progression acceleration becomes harder and harder. Unless your race begins in the early morning hours or moves towards sunset, the main variation throughout a race will be in the track temperature.

6-Hour Races​

Across the FIA World Endurance Championship, 6-Hour races are highly common with the quarter-day duration forming the so-called 'standard' race length for the series. Main-season events such as Imola, Spa and Fuji all run to 6 hours, just like IMSA's Watkins Glen race and the GT World Challenge's Paul Ricard round up until last year.
  • 2X Time Acceleration for 3 Hours
  • 3X Time Acceleration for 2 Hours
  • 4X Time Acceleration for 1 Hour, 30 Minutes
  • 5X Time Acceleration for 1 Hour, 12 Minutes
  • 6X Time Acceleration for 1 Hour
  • 8X Time Acceleration for 45 Minutes
  • 9X Time Acceleration for 40 Minutes
  • 10X Time Acceleration for 36 Minutes
  • 12X Time Acceleration for 30 Minutes
  • 15X Time Acceleration for 24 Minutes
  • 18X Time Acceleration for 20 Minutes
  • 20X Time Acceleration for 18 Minutes
  • 30X Time Acceleration for 12 Minutes
  • 60X Time Acceleration for 6 Minutes

If you are looking to run a full season of your favourite endurance championship with a single time progression rate, might we suggest the 5X-mark. Sure, a 4-hour, 48-minute Le Mans, Spa or Daytona enduro will be tough to complete in one sitting. But as you move through shorter distances, you will still get more than a single stint at every race.

What is your favourite race length to run and what is your go-to game for racing endurance events? Let us know on Twitter @OverTake_gg or in the comments below!
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

This has to be one of the dumbest articles I've ever read. Wow!

What's next? "Here's how to wipe your behind after using the toilet"?
 
It becomes frustrating when you can't select the time multiplier yourself. IMO, the X3 is the perfect sweet spot: The longer races are still long, but not extremely long, while the shorter races like a 6 hour race also still feel like an endurance race. In sims like AMS 2 and Pc2, you can't select this value:thumbsdown:. You either have to go for the X2 if the duration is more important to you, or X4, which starts to feel short when you want to do a time scaled 6 hour race. Also, if you factor in the duration of stints, X4 also become problematic.:unsure:
 
I had no idea it was so hard in 2024 to use a bullet frame and a simple division table? (I hardly dare to mention my old docent and supervisor's head calculation capabilities at uni study during mid 90ies speaking hairy algebra equations and quirckly fluid modeling formulas and intermediate calculations, where not even my scientific pocket calculator could keep up tempo :thumbsdown::D)

Apart from that, it is a nice guide.

During the 00's and early 10's having my inner war with whether GTR2 or rF1 was best - as my counter collections for each sim grew to unimaginable sizes.

After participating in various 2-hour rF1 online endurance events , I really got hooked on historic offline endurance series. and here it fell out every time in GTR2's favor - with this title's's very nice 'Save' button, and especially with family increase where a 24 event sped up to 2 hours was secured for further continuation for another day.
 
I explain it in detail: if in f1 (f1 challenge 99-02) the race is 70 laps...and everything is normal...all cars go to 1 stop.
but: you can't run a 70-lap race...(something normal)...so you do a short race of (I don't know) 20 laps.... problem: the cars don't stop in the pits because they still "hold on" with the consumption and wear (fuel and tires)
solution: increase the consumption and wear, (in a private test) test up to how much can the car last on track... if it is ALMOST half... it is one stop... if it is ALMOST a third... it is 2 stops.
(one pit stop: two stints: start>pit>finish)
(two pit stops: THREE stints: start(first third)>pit>second third>second pit>third third and finish)
Exactly the reason why I prefer setting up offline endurance races not fully matching authentic race distance (or sped up reflecting exact venue), but on the contrary in advance use quite some preparation time to simulate the AI's pitstop patterns, and hereafter chose a reasonable race time. Often ending up in interesting battles at closing stages, even at e.g. a 195 mins sped up "round 24 hours" event.
 
Fuel and tyres also have dramatic effect on AI

Well in rF2 / LMU they do.

The rest have robots, no real time dynamic changes in handling with varying fuel loads or worn out tyre.
They just keep lapping the same, how mundane.
 
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