Le Mans Ultimate Hands-On: A Work-In-Progress Sim


Le Mans Ultimate initially launches via Early Access with fewer features, and a lower, price, than its final version. Here's what we've experienced so far.

Words by Thomas Harrison-Lord with contributions from Michel Wolk and Yannik Haustein

All images taken by RaceDepartment in-game

The hybrid systems are primed, the tyres are stone cold and Eduardo Freitas is ready to ask you to start your engine laconically. The new official simulation game of the 24 Hours of Le Mans and the FIA World Endurance Championship releases today in early access, at last.

Here’s what we’ve learnt so far about Le Mans Ultimate – the good, the could-be-good and the not-quite-finished…

A quick word before we delve into the feedback. This title is an Early Access PC release. What you are about to read is not a ‘review’ but opinions on its current state. This platform is openly not finished and is set to evolve through the year.

Therefore, the opinions here are ‘in progress’, and we will revisit Le Mans Ultimate
to check in at a later date.

Off to a flying start​

If you think that the driving experience is the most important element of a simulator, then good news, Le Mans Ultimate does too.

When it is on form, you’ll be clinging on to your steering wheel over Sebring’s bumps like a Ninja Warrior competitor on the mega wall. This is savage.

Make no mistake – while there is a suite of driving aids, a slick main menu and what feels like an ever-so-slightly softened initial turn-in phase, this title is not an accessible driving game. There will be times, especially with the Hypercars, when you will want to curl up into a ball and cry.

This is especially pertinent the first time you hit the track in any of the top-class cars on anything but oven-warm tyres. Like the real-world series it replicates, tyre blankets are omitted. Exiting the pits, you are almost guaranteed to miss the first corner, then spin at the second.

Le Mans Ultimate Le Mans race start


Four laps later, you will still be trying to turn those rubber icons from blue to green, without creating a flat spot. Perhaps this is a little overdone, as the starting tyre pressures seem to be extraordinarily low, yet it does feel (what we imagine to be) authentically challenging.

Included is the 2023 FIA WEC season – seven tracks, four GTE cars, one LMP2 and then seven in the top Hypercar class, which is a mix of LMH and LMDh machinery. You will no doubt want to jump into the Le Mans-winning Ferrari 499P or de-winged Peugeot 9X8 first, but we recommend at least trying the LMP2 first.

That way you can attune yourself to the tyre model and crucially, the platform itself which is filled with idiosyncrasies.

These cars can swap ends on you, and the representation of a brake-by-wire system takes some getting used to. As it should, too. These are complex beasts.

Once you are up to speed, how the cars handle the track imperfections is mighty, from the spark-inducing Blanchimont to the way they straddle kerbs at Monza. Watching a slow-motion replay reaffirms our belief that there isn’t a more lifelike representation of these car’s highly tuned chassis elsewhere in sim racing.

Le Mans Ultimate Hands-On - Work-In-Progress


This is amplified by the sounds, which are uncanny. When we first saw the gameplay trailer for the 499P, we thought that maybe it was some real-world sound dubbed over some game footage – but mercifully, it is not.

The mix of turbocharged V6s and electrical harvest systems is intoxicating. But even the LMP2 sounds incredibly authentic. The Cadillac, for example, even runs on electricity at slow speeds before its V8 bursts into life like a firework.

The detailed cockpits also add to the heady mix of aural pleasure and supreme suspension, with dynamic time of day and weather providing the platform for some epic endurance events. We suspect that the latter feature will come into its own during longer online races.

What’s in the box​

Speaking of which, right now there are only two modes, with more on the way soon including an asynchronous co-op option. Race Weekend is the single-player experience currently, with single or multi-class events, formation laps that ape the real-world races and race lengths up to 24 hours in length.

Of note, in our experience after playing with both the overall AI level and the aggression setting, lapping cars does not seem to cause the AI any notable issues. Nor do they seem to make any rash moves even when they are clearly faster than the player, similar to an endurance mindset. They will occasionally bump into the rear of your car, though.

Le Mans Ultimate Online Stats


Multiplayer racing online is supported from early access day one, with the RaceControl ranking system native right away. You must increase your driver and safety rating through strong results and clean racing. At the end of each race, you can see if you moved up or down in detail and scroll through your entire history of race results.

Based on our early races last week, this is not to be overlooked. We have had close, clean, battles and when there has been some slight contact, the netcode allows for solid collisions. You have the confidence to go side-by-side with someone around a corner.

How this holds up when the sim racing fraternity floods the servers come later today remains to be seen.

Initially, in the beginner tiers, you will be limited to shorter races. During the early-early access hands-on period this past weekend, there were two fixed set-up events on cycle. Stepping up to intermediate and advanced levels unlocks ranked multi-class and Hypercar races.

In Active Development​

The online section of Le Mans Ultimate has the possibility to be the main reason to keep coming back for more during this development period. Points ranking across a series would be a welcome addition at some point. The main downside is an inability to host a server presently and therefore no online driver swaps or leagues – yet.

Further down the line, in theory, it could be used to hold special events and the Le Mans Virtual Series is set for a return “in the near term” according to the company’s CEO.

Le Mans Ultimate Porsche Night 02


For those into single-player racing instead, we’d love to see more than just a race weekend. This is crying out for a dedicated time trial mode with online leaderboards and the ability to run a season-long championship. We are hopeful something will arrive in the fullness of time.

Perhaps a bigger miss for some is the lack of virtual reality support, although, again, this is stated to be in active development. Ultra-wide and triple screens do work right now at least. Mind you, the in-game tool to adjust triples pops up using the old rFactor2 hotkey, but it is not yet functional.

It’s An rFactor 2 Thing​

While Le Mans Ultimate has a slick intro video and smooth top-level user experience, sometimes trying to set up important elements is like eating water with a fork.

If you are familiar with the lionised simulator rFactor 2, now over a decade old, the doyen of tyre physics lends its technology to Le Mans Ultimate – albeit built upon with noticeably enhanced visuals, the aforementioned sounds and driving assists.

It also lends a sub-menu system emblematic of a laser-focused sim outfit possibly not aware of what newcomers may require. We’re sure Michi Hoyer can navigate it with his eyes closed (love you, Michi), but quirks that were previously dismissed as just “rFactor 2 things” can be frustrating when paired with a more generalist ‘Le Mans’ moniker.

Cadillac Fuji Gameplay


You can add a virtual rear-view mirror to aid visibility, but the platform doesn’t let you know how. Nor does it list it in the assists or graphics menu. Instead, you press ‘3’ on the keyboard during gameplay for it to appear.

Now, if you are already familiar with rFactor 2, this is identical. But coming from a different game or sim, this can be befuddling.

The option to turn off the cockpit camera shake is under the steering wheel settings menu. Because of course it is…

The aforementioned Eduardo Freitas is in all the trailers, but he’s not in the sim as it stands. The in-game spotter doesn’t appear to do anything except call your lap times and the green flag at the start of the race so far – zero help with tyre temps or when to switch compounds.

Single-player races can be up to a day long, but because the main replay system from rFactor 2 is missing presently, the resume from replay function is also absent, meaning you cannot ‘save’ your progress through a race.

You can, however, let the AI take over control mid-event by hitting ‘I’ on the keyboard – but again, you’d be hard-pressed to tell unless you are an existing Studio 397 fan or delve into support forums.

Le Mans Ultimate Toyota Spa


Traction control is not listed in assists either, only modifiable via the in-race MFD. Which is realistic, and not a complaint. But perhaps in the assists menu, you explain that for newcomers?

There will be a cohort of ardent sim racing fans who will claim that this handholding is not necessary – but if Le Mans Ultimate is trying to appeal to users of other sims, they may be repelled by the set-up process.

We don’t think the driving needs dumbing down in any way, just some small explainers would help – how about during the lengthy loading screens?

Mind you, speaking of dumbing down, during corner turn-in the steering feels a little loose and indistinct in the first quarter, but that may be realistic as these cars have some negative camber and your front tyres need contact to apply more force. You can still tell that there is a lot of rFactor 2 under the hood though, so don’t worry.

The Ugly​

Then, we are afraid, must talk about the instabilities. Once again, this is early access and most of these are listed as known issues – but at the same time, we cannot report on what it may become, but rather what it’s like right now.

If you have Windows 11, the in-race setup menus are glacially slow, to the point of being unusable unless you switch on VSync.

If you skip qualifying the grid order is randomised, including all three classes, which can result in a GTE car in pole position ahead of Hypercars. Pandemonium ensues.

The AI often cannot handle formation laps, either crashing into each other or driving through the pace car.

We have experienced crashes so hard that the .exe file deletes itself, and then when Steam tried to re-download it, Windows Defender blocked it as a virus. Creating an exception avoids the block, top tip, and we are sure the game will be registered with Microsoft soon. But, obviously, the crashes are the main pain point.

Le Mans Ultimate safety car


There is a neat touch that when using a Fanatec wheel a little ‘LM’ appears in the digital read-out. Not so neat is the game forgetting steering wheel settings each time you boot it or being sometimes prominently out of alignment.

It also forgets the race length between qualifying and the race itself, defaulting to its own agenda. It decides that you should race for six hours instead of 90 minutes and it rarely remembers your race or weather settings the next time you come to them.

The list is seemingly endless. We also appreciate that these are what the RaceDepartment team has experienced on our particular hardware, yours may be different.

It is hard to imagine, though, that until recently, this was not going to be an Early Access release. Thank goodness it is…

Progress To Be Made​

Le Mans Ultimate then – when you are hurtling down the Mulsanne straight at night in a Toyota Hypercar on your own, it can be a spectacular, transcendent, experience.

But, as it stands, it can be frustrating to just get it to work and that’s a real bummer. Early Access somewhat inoculates the criticisms, but only to an extent.

We hope this is a mere bump in the road – the potential is there, but it is not realised yet. We’ll be watching the progress closely…

Have you purchased the early access version of Le Mans Ultimate? Let us know how you are getting on in the comments below or discuss in our forum.
About author
Thomas Harrison-Lord
A freelance sim racing, motorsport and automotive journalist. Credits include Autosport Magazine, Motorsport.com, RaceDepartment, OverTake, Traxion and TheSixthAxis.

Comments

Premium
Read the whole thread. Seems like in the era of decreasing new games, people are just desperate to buy something, and they somehow feel like they are doing a public service by buying a game that may or may not be maintained, and is already getting trivially fixed by YouTubers.
I guess this is the new normal as we set the bar lower and lower.
 
Read the whole thread. Seems like in the era of decreasing new games, people are just desperate to buy something, and they somehow feel like they are doing a public service by buying a game that may or may not be maintained, and is already getting trivially fixed by YouTubers.
I guess this is the new normal as we set the bar lower and lower.
Well, nobody is stopping you to play whatever old title you prefer for what ever reason or forcing you to play something new. Tough luck ...
 
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Read the whole thread. Seems like in the era of decreasing new games, people are just desperate to buy something, and they somehow feel like they are doing a public service by buying a game that may or may not be maintained, and is already getting trivially fixed by YouTubers.
I guess this is the new normal as we set the bar lower and lower.
It is a complicated situation. There was a lot of hopes about this game. It is the GTR3 many have been waiting for years and it is in the hands of a desicated studio motivated by passion but owned by a company which history is full of disappointments and abandoned broken games, and its current objective is not making a good game but entering money to maintain its status in the nasdaq, not for the sake of the company (that's not money, just virtual value) but for the sake of the shareholders.

We are in a situation where a company top management team has never shown, until now, even with the new managers, any respect for its customers, which fully relies on its main dev studio, which has been dedicated to uptade a game, previously broken for years, giving confidence to the customers, to save its situation, by pushing the game to be out too early.

Again that's disrespectful (towards both the customers and the devs), it is called blackmail, "pay or we die and goodbye GTR3". No, they won't die, investors will "just" lose virtual money because they have given their trust to incompetent people, being the top management team and the control team (auditing). Where did these people got the idea that the customers had to save them from their own bad decisions? Who cares if MSG's value is low?

Buyers caring about this millionaires or billionaires, thinking they care about the devs, is beyong me. They should have covered such a risky investment with other investments, unless they are incompetents in that area too (seriously, a new comer buy licences and tell he is going to enter a business where developments are very long and risky, you knvezt without covering your risk???).

Yes, if the investors are unhappy, LMU dev may be stopped until S397 is sold and MSG closed. Or maybe the investors will wait for better times to get back some money through new reasonable ambitions. I wish the company will survive by finding the right solution (the first one being respecting its customers). As I already said, MSG isn't bad, it's a company, the top managers can be bad ; it is useless to wish for its closure, abondoning any hope for the abandoned game to be finish. It's better to wish some competent poeple will get on board.

The value of MSG is based on the story the management team is able to tell, being in Nasdaq or not. Teling a story about LMU and its "potential" future, full of promises, without milestones and without money isn't helping to make the project credible and raise the company's value.

The project is interesting, the content is there, the bugs too, the features aren't there, and, most important, the history and the story aren't there. That's concerning.

EDIT : this early access thing is in reality, for the buyers, a risky investment without reward. You should get a share of the benefits if the project is successful, as in a crow funding campaign. That would be perfectly logic and fine, and... respectful. We may argue that paying less is the reward. But you pay less because you get less and are ot zure to get more. Not an easy question this early access thing...
 
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It is a complicated situation. There was a lot of hopes about this game. It is the GTR3 many have been waiting for years and it is in the hands of a desicated studio motivated by passion but owned by a company which history is full of disappointments and abandoned broken games, and its current objective is not making a good game but entering money to maintain its status in the nasdaq, not for the sake of the company (that's not money, just virtual value) but for the sake of the shareholders.

We are in a situation where a company top management team has never shown, until now, even with the new managers, any respect for its customers, which fully relies on its main dev studio, which has been dedicated to uptade a game, previously broken for years, giving confidence to the customers, to save its situation, by pushing the game to be out too early.

Again that's disrespectful (towards both the customers and the devs), it is called blackmail, "pay or we die and goodbye GTR3". No, they won't die, investors will "just" lose virtual money because they have given their trust to incompetent people, being the top management team and the control team (auditing). Where did these people got the idea that the customers had to save them from their own bad decisions? Who cares if MSG's value is low?

Buyers caring about this millionaires or billionaires, thinking they care about the devs, is beyong me. They should have covered such a risky investment with other investments, unless they are incompetents in that area too (seriously, a new comer buy licences and tell he is going to enter a business where developments are very long and risky, you knvezt without covering your risk???).

Yes, if the investors are unhappy, LMU dev may be stopped until S397 is sold and MSG closed. Or maybe the investors will wait for better times to get back some money through new reasonable ambitions. I wish the company will survive by finding the right solution (the first one being respecting its customers). As I already said, MSG isn't bad, it's a company, the top managers can be bad ; it is useless to wish for its closure, abondoning any hope for the abandoned game to be finish. It's better to wish some competent poeple will get on board.

The value of MSG is based on the story the management team is able to tell, being in Nasdaq or not. Teling a story about LMU and its "potential" future, full of promises, without milestones and without money isn't helping to make the project credible and raise the company's value.

The project is interesting, the content is there, the bugs too, the features aren't there, and, most important, the history and the story aren't there. That's concerning.

EDIT : this early access thing is in reality, for the buyers, a risky investment without reward. You should get a share of the benefits if the project is successful, as in a crow funding campaign. That would be perfectly logic and fine, and... respectful. We may argue that paying less is the reward. But you pay less because you get less and are ot zure to get more. Not an easy question this early access thing...
Forgetting the pros/cons/history of MSG, it is really not a "risky investment".

It is £25 - less than the price of a meal out at an average restaurant, or the price of two tickets and some snacks at the cinema. If you get 25 hours of play time out of EA it is £1/hr for the entertainment.

If it is so bad you can't play it, you can refund it very easily via Steam.

The reward is getting the game for cheaper than it will be at full release - and if it is successful you then have a full release game that might not have seen the light of day without an EA phase.

If the cost of EA was more than the release and you were seen as some investor then it would be a different story. Not sure how much equity £25 would get you though.
 
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I must admit I'm loving it so far, put another 2 hours in (so no refund option anymore, but I don't care this is a keeper). Even if as a glorified RF2 DLC this is a no brainer IMO. 25 quid get's you 7 tracks and a smeg load of cars, not sure there's any RF2 DLC with that sort of excellent value.

I've only raced the 499P at Sebring so far and tweaked settings even more (lock to horizon so I don't get so ill!) Runs well with my 1660 super at 1080p most settings high some on ultra (track/cars). Although mainly been hotlapping in a private practise (but can see the other cars times). I'll see what it's like tomorrow with other cars on track (fingers crossed it'll still be good FPS)

This afternoon sesh worried me a bit as I was behind all the LMP2!! at 90% ai. Really struggled with traction and locking up. This evenings sesh was much better got to within 0.5 of 1st and knocked around 4 seconds off my time, mainly by burning off fuel! Once I was down to 15 litres or so I could brake SO much later with no risk of locking up and my times tumbled. So they defo have the heavy fuel laden car handles like a POS down really well!!
 
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Some cars seem simply uncontrollable to me. Hypercars in general are very skittish with cold tires. The brakes seem to be somewhat inconsistent, I don't know if it is due to a system like KERS or something similar acting in this way. I don't feel comfortable with any car in this simulator. I feel like at any moment the car will lose control and it won't be possible to get it back. It's difficult to really drive at the limit, I have to drive at 98, 97% of my driving skill. I remember Gamermuscle making a comparison with Assetto Corsa on their live stream. In Assetto Corsa we feel in control of the car 100% of the time and as a result we lose any fear of driving at the limit. In this simulator we feel control most of the time until we lose it. And when we lose control there's nothing much we can do. I've never felt as much difficulty doing Eau Rouge in a simulator as I do in this LMU.

I've never driven a race car and I might be saying nonsense. But it gives me the impression that hypercars would mainly get involved in a series of crashes if the physics of reality were the same in this simulator.

I had to ask for a refund because in addition to the reasons mentioned above, I don't feel at all confident that a complete product will be delivered to us. There is no early access schedule, expected launch date, road map, or revealing information to make a more informed purchase.
 
Did some lapping this morning before work. ALMOST considered calling in sick so I could drive more. :p
The ffb/physics in this game made me remember why I enjoy sim racing.

Had one crash when I fired it up, but nothing wonky since. Haven't had any of the issues some unlucky others are having. Smooth sailing.
 
D
  • Deleted member 526227

First online race done.
Worked out more than well. Very high framerate, super consistency, looks pretty professional and reminded me a lot on iRacing. Also in the race the netcode seems good without any spooky issues.
My plan is to drive a lot over the weekend :) :thumbsup:

First big patch is in the works at the moment...btw. :thumbsup:
 
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Forgetting the pros/cons/history of MSG, it is really not a "risky investment".

It is £25 - less than the price of a meal out at an average restaurant, or the price of two tickets and some snacks at the cinema. If you get 25 hours of play time out of EA it is £1/hr for the entertainment.

If it is so bad you can't play it, you can refund it very easily via Steam.

The reward is getting the game for cheaper than it will be at full release - and if it is successful you then have a full release game that might not have seen the light of day without an EA phase.

If the cost of EA was more than the release and you were seen as some investor then it would be a different story. Not sure how much equity £25 would get you though.
I almost agree but that's a question of principles. The absolute price is fine individually, it's 2 bottles of regular stong alcohol. But that's a bad message towards theqe practices. The relative price is high for an early access. Unfortunately I am more confident with 10 to 15 euros/dollars early access from passionate devs than this 30 euros/dollars project backed by a big company (motorsports network). Passionate indy devs would make whatever they can to support their games, MSG (not S397) never did that and still keep on this attitude.

As I said, you can consider your reward is the lower price and this is your position.

Mine is that, in that specific case, paying an unfinished product to a publisher specialized in abandon projects, and in firing devs, is quiet strange. Supporting such politics is really disturbing.
 
Okay... initial impression from me...

UI looks nice and is smooth for me, much smoother than rF2. Settings are straight rF2 logic so newcomers beware, I would say a certain percentage of bad reviews are certainly due to this causing the inability to set up the experience.

I tried Sebring with the 499P. Initial loading is slow, just like rF2 used to be. Note that I couldn't find a way to adjust the number of AI, so there's a bunch of them and that also affects the loading time. I had one CTD after a couple of corners the first try, second try I drove 25 minutes without problems. Performance is good on 5600X & RX 7800 XT, hitting my 120Hz refresh rate when the cars aren't bunched up in the pits. When coming out of the pits at the beginning of the session it was a bit above 100 FPS. All high settings, 4xMSAA, 1080p, 30 visible cars.

As far as the driving is concerned, FFB is good, but I had absolutely zero grip and thus a lot slower than the AI. Even with warmed up tires. Throttle/brakes are very VERY sensitive, but mid corner grip is also nowhere. Gotta take a look at the setup or something.

It is pretty frustrating how edgy the hypercars are. The Ferrari and Toyota are better than the LMDhs, but all of them are extremely edgy and have this weird US to violent snap OS instantly. Sebring shows this behavior the best in the first sector, but it can be experienced at any track.

I'm also surprised no one has pointed out how it's basically impossible to get the tires to their optimal temps. Even after 10+ laps I've yet to see someone get even softs to their optimal temps.

It honestly feels like the hypercars are actively trying to kill you at times, which IMO makes no sense when the Oreca handles so much more predictably and these cars are designed to race for 6-24 hours. I doubt they'd be this unforgiving IRL.

One of the few positives is I like that cold tires comes with little grip as that seems pretty accurate to real life. I think other sims should model this better, but the inability to get the tire temps up is a big issue IMO.
 
It is pretty frustrating how edgy the hypercars are. The Ferrari and Toyota are better than the LMDhs, but all of them are extremely edgy and have this weird US to violent snap OS instantly. Sebring shows this behavior the best in the first sector, but it can be experienced at any track.

I'm also surprised no one has pointed out how it's basically impossible to get the tires to their optimal temps. Even after 10+ laps I've yet to see someone get even softs to their optimal temps.

It honestly feels like the hypercars are actively trying to kill you at times, which IMO makes no sense when the Oreca handles so much more predictably and these cars are designed to race for 6-24 hours. I doubt they'd be this unforgiving IRL.

One of the few positives is I like that cold tires comes with little grip as that seems pretty accurate to real life. I think other sims should model this better, but the inability to get the tire temps up is a big issue IMO.
I haven't got to play since the 1st day, but I noticed then that when I did a practice session with the Oreca I struggled for at least 2+ laps for the tyres to be somewhat up to temp. In a race they were pretty good within a lap. Practice session and race session have different track state presets. When I get back to it I will try the medium/high usage preset for practice and see how it handles, as the default practice preset just felt unnaturally unstable, especially for Hypercars. Another question whether the AI is affected by the track state.

Tyres not getting up to proper temps was something I also noticed in rF2.

I would also recommend setting the throttle/brake axis sensitivity lower. It seemed to help a bit...
 
one thing I'm a tad confused by is there are at least 2 of each car (i.e. two Ferrari F499p #50's)....now I presume this is one car setup for Le Mans and the other car for the rest of the season (as Le Mans is a unique track), but I can't see anything in the UI that gives me that info, both cars have identical info (unless I'm missing something), mainly going by the Ferrari's, the other teams have different paint jobs, but I don't know the details of when the cars were used in reality (again unless I'm missing something).
 
I almost agree but that's a question of principles. The absolute price is fine individually, it's 2 bottles of regular stong alcohol. But that's a bad message towards theqe practices. The relative price is high for an early access. Unfortunately I am more confident with 10 to 15 euros/dollars early access from passionate devs than this 30 euros/dollars project backed by a big company (motorsports network). Passionate indy devs would make whatever they can to support their games, MSG (not S397) never did that and still keep on this attitude.

As I said, you can consider your reward is the lower price and this is your position.

Mine is that, in that specific case, paying an unfinished product to a publisher specialized in abandon projects, and in firing devs, is quiet strange. Supporting such politics is really disturbing.
To be fair this doesn't feel like a normal early access, almost all the main content is present and correct, what is missing is modes and display options. IMO compared to RF2 DLC this is a no brainer at 25 quid.
 
Some cars seem simply uncontrollable to me. Hypercars in general are very skittish with cold tires. The brakes seem to be somewhat inconsistent, I don't know if it is due to a system like KERS or something similar acting in this way. I don't feel comfortable with any car in this simulator. I feel like at any moment the car will lose control and it won't be possible to get it back. It's difficult to really drive at the limit, I have to drive at 98, 97% of my driving skill. I remember Gamermuscle making a comparison with Assetto Corsa on their live stream. In Assetto Corsa we feel in control of the car 100% of the time and as a result we lose any fear of driving at the limit. In this simulator we feel control most of the time until we lose it. And when we lose control there's nothing much we can do. I've never felt as much difficulty doing Eau Rouge in a simulator as I do in this LMU.

I've never driven a race car and I might be saying nonsense. But it gives me the impression that hypercars would mainly get involved in a series of crashes if the physics of reality were the same in this simulator.

I had to ask for a refund because in addition to the reasons mentioned above, I don't feel at all confident that a complete product will be delivered to us. There is no early access schedule, expected launch date, road map, or revealing information to make a more informed purchase.
I agree the first few laps are an absolute mare, but once the tyres get a bit of heat and the fuel comes down things improved for me a great deal. I havn't tinkered with the car setup yet so have been leaving the pits with a shed load of fuel. Yesterday when that fuel burnt off I was lapping around 4 seconds faster with only 50% tyre life left. This afternoon I'll try a lower fuel load from the off and see how it goes.

IMO cold tyre grip should be increased a bit, but of course I have NO idea in terms of what is real or not.
 
one thing I'm a tad confused by is there are at least 2 of each car (i.e. two Ferrari F499p #50's)....now I presume this is one car setup for Le Mans and the other car for the rest of the season (as Le Mans is a unique track), but I can't see anything in the UI that gives me that info, both cars have identical info (unless I'm missing something), mainly going by the Ferrari's, the other teams have different paint jobs, but I don't know the details of when the cars were used in reality (again unless I'm missing something).
I don't think it's a setup change but a slight difference in liveries around the numbers

For each of the nearly identical pairs, one of them has the normal WEC number plate design with DHL sponsorship while the other has the Le Mans specific number plate with TotalEnergies sponsorship. I've noticed the difference particularly stands out just above the number when looking at the Cadillac in the car selection screen
 
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I don't think it's a setup change but the liveries are slightly different around the numbers

For each of the nearly identical pairs, one of them has the normal WEC number plate design with DHL sponsorship while the other has the Le Mans specific number plate with TotalEnergies sponsorship. I've noticed it particularly stands out just above the number on each version of the #2 Cadillac
many thanks for the info.
 
I haven't got to play since the 1st day, but I noticed then that when I did a practice session with the Oreca I struggled for at least 2+ laps for the tyres to be somewhat up to temp. In a race they were pretty good within a lap. Practice session and race session have different track state presets. When I get back to it I will try the medium/high usage preset for practice and see how it handles, as the default practice preset just felt unnaturally unstable, especially for Hypercars. Another question whether the AI is affected by the track state.

Tyres not getting up to proper temps was something I also noticed in rF2.

I would also recommend setting the throttle/brake axis sensitivity lower. It seemed to help a bit...
The Oreca honestly feels like an entirely different game than the hypercars. When the tires are cold the FFB is still at least communicative and you know your grip isn't optimal. As the tires warm up you then notice the increase in grip. It's intuitive which I think is good.

The hypercars, however, are the opposite. Cold tires have basically no FFB and the cars are completely unresponsive. I'm actually fine with the hypercars struggling with cold tires. I think other sims could make it more punishing as I said because we see IRL cars on cold tires struggle for a lap or two. My issue though is the hypercar tires are seemingly incapable of hitting optimal temps and that IMO leads them feeling unbelievably edgy compared to the Oreca and GTEs. It's frustrating because the LMDhs are actually built with LMP2 chassis and yet they handle so drastically different from the Oreca that it leaves me scratching my head.

Another thing I noticed in practice mode is when you load into the track the factory default setup is not loaded. A completely different "temp garage" setup is loaded instead and there is a massive difference in the diff settings, brake bias, and suspension settings as well. I haven't seen anyone mention this, but I think it's worth pointing out as some may be driving with this temp garage setup and I'm not sure it is a good setup compared to the factory setup. It's just weird that this setup is only loaded when you first load in and you can't access it again if you load the factory setup. It's weird.
 
The Oreca honestly feels like an entirely different game than the hypercars. When the tires are cold the FFB is still at least communicative and you know your grip isn't optimal. As the tires warm up you then notice the increase in grip. It's intuitive which I think is good.

The hypercars, however, are the opposite. Cold tires have basically no FFB and the cars are completely unresponsive. I'm actually fine with the hypercars struggling with cold tires. I think other sims could make it more punishing as I said because we see IRL cars on cold tires struggle for a lap or two. My issue though is the hypercar tires are seemingly incapable of hitting optimal temps and that IMO leads them feeling unbelievably edgy compared to the Oreca and GTEs. It's frustrating because the LMDhs are actually built with LMP2 chassis and yet they handle so drastically different from the Oreca that it leaves me scratching my head.

Another thing I noticed in practice mode is when you load into the track the factory default setup is not loaded. A completely different "temp garage" setup is loaded instead and there is a massive difference in the diff settings, brake bias, and suspension settings as well. I haven't seen anyone mention this, but I think it's worth pointing out as some may be driving with this temp garage setup and I'm not sure it is a good setup compared to the factory setup. It's just weird that this setup is only loaded when you first load in and you can't access it again if you load the factory setup. It's weird.
ooh good info about that factory/temp setup issue, I'll have a gander at that see if the factory setup helps me.
 
I bought with the intention of getting it now at a discount and waiting it'll get fixed later. But it is just too buggy mess. It literally crashes all the time. I just asked for refund after getting 5 ctds in a row just trying to join a server. In addition to constant crashing there are huge stutters and freezes while drivingh (I'm running low graphics settings on a 4070ti) and it also crashes when driving. The ffb goes totally berzerk at times and default ffb was so violent over kerbs that I was worried it would shatter the fanatec quickrelease. Nothing works.

But all that would have been fine if there was something in the game that made it feel worthwhile having it. That glimmer of hope or the moment when it just clicks. But it doesn't feel anything at all. It just feels so forgettable. It feels just like rf2 with more bugs.

After going into the text files to edit things manually I had to stop myself. I've already been here before with rf2. Shame. I like the whole idea of the very focused lemans game but if that concept revolves around being a standalone rf2 game I don't see a future for it. Maybe I'll try it again couple years from now.
 
I bought with the intention of getting it now at a discount and waiting it'll get fixed later. But it is just too buggy mess. It literally crashes all the time. I just asked for refund after getting 5 ctds in a row just trying to join a server. In addition to constant crashing there are huge stutters and freezes while drivingh (I'm running low graphics settings on a 4070ti) and it also crashes when driving. The ffb goes totally berzerk at times and default ffb was so violent over kerbs that I was worried it would shatter the fanatec quickrelease. Nothing works.

With so many people having good experiences and so many people having poor experiences, It seems to be clear that MSG didn't have the resources for internal testing to make sure everyone's hardware was stable and is relying on Early Access to get that done.
 
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Thomas Harrison-Lord
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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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