New Content, New Features: Le Mans Ultimate September Update Out Now

Le-Mans-Ultimate-Co-Op-Mode-Alpine-Isotta.jpg
Images: Studio 397
The WEC season is almost over, but Le Mans Ultimate is shifting up a gear: The September update is here, adding new features, completing the Hypercar grid, and more.

Just one more race remains on the World Endurance Championship calendar - the title battle will be decided at the 8 Hours of Bahrain on November 2, 2024. The official game of the series, meanwhile, is only getting started: Le Mans Ultimate has released its big September update alongside the second DLC pack, which completes the 2024 Hypercar grid.

Le Mans Ultimate DLC 2 Content​

The DLC, which will set sim racers back £9.99 / €11.99 / $12.99, adds the Alpine A424 and the underdog Isotta Fraschini Tipo 6 Hypercars, as well as a new location - Circuit of the Americas. The Texas track brings the circuit count in LMU up to nine, with two more still to come to complete the 2024 calendar, those being Lusail and Interlagos. The DLC pack is available now.

Additionally, a number of new liveries for some of the Hypercars and the LMP2 grid are part of the update as well - for everyone, not just those who purchased the DLC.

Le-Mans-Ultimate-DLC-2-Alpine.jpg


Alpine A424​

Arguably one of the best-looking cars on the Hypercar grid (although beauty is always in the eye of the beholder), the Alpine A424's striking looks debut in LMU with the September update. The car also has its trademark sound on board, produced by its turbo V6 derived from the Mecachrome Formula 2 engine. As a result, we could see the A424 become a fan favorite - to an extent.

While the car is pleasant to drive, it was a bit off the pace compared to the front of the grid in our test sessions - which seems accurate when looking at the real WEC season so far. Most recently, Alpine celebrated its first podium in the series, scoring a third-place finish in the 6 Hours of Fuji with the #36 car driven by Nicolas Lapierre, Mick Schumacher and Matthieu Vaxivière.


Isotta Fraschini Tipo 6​

Truly a David vs. Goliath effort, the tiny Isotta Fraschini outfit decided to take on the mighty works teams like Toyota, Ferrari or Porsche in WEC with its own Hypercar - and to LMH specs, even, not with an LMDh car that has a number of spec parts. Unfortunately, the car was pulled from competition ahead of the Lone Star Le Mans round at COTA and will not see action in the 2024 WEC season anymore.

Despite the car often being at the tail end of the Hypercar grid, the car at least managed to finish the 24 Hours of Le Mans in 14th - unlike several competitors that all had to retire from mechanical issues, including both Alpines.

Studio 397 went behind the scenes with Isotta Fraschini and the Duqueine team at Le Mans, highlighting the Hypercar squad's passionate effort despite its budget constraints. The mini documentary is titled 'La Sfida - The Challenge' - and honestly, it makes us miss the Italian prototype on the grid even more.

The LMU representation of the Isotta Fraschini is not as slow as you would expect from its competition history, but it is certainly a bit trickier to drive than the Alpine. We found it to be rather adventurous through high-speed corners in particular in which it tended to become rather nervous. It was fun to drive in a way, but over the course of an endurance race, it might be difficult to keep up.

Le-Mans-Ultimate-DLC-2-BMW-COTA.jpg


Circuit of the Americas​

The latest venue for LMU is a welcome addition for some, but a circuit that others just cannot get along with - COTA is a track that sim racers either love or hate, as a recent community question on OverTake also showed.

Regardless of where you stand, there is no denying that the US-based track has been recreated very well, just like Imola when it joined the sim's circuit lineup back in July. Its layout may be a pain for some to learn, but those who love the track already should feel right at home.

The only thing that should receive another look, in our opinion, is how the AI behaves near pit entry and exit. When we tested the new content, we were often ignored by AI drivers who were already on the track when we exited the pits - they just went to the apex anyway and clattered into our car more than once.

Conversely, we went to pass a GTE Ferrari on the left right before the final turn, which is where pit entry is - and which is where said Ferrari abruptly decided that it wanted to pit and crashed right into our car as we were alongside. Then again, GT cars and prototypes tangling is not exactly rare in real life, either - see the example below, although that was largely the result of Earl Bamber's impatience to find the gap.


Which track could be next? We will have to wait and see. As Motorsport Games CEO Stephen Hood told OverTake, the WEC license does not automatically come with all the track licenses. This means MSG has to negotiate them with the individual tracks - albeit with the FIA on their side of the table, which helps matters, according to Hood.

New Features​

Of course, new content is not all that comes with the latest Le Mans Ultimate update. In fact, two new features in particular should catch the attention of sim racers.

Le-Mans-Ultimate-Co-Op-Mode.jpg


Co-op Mode (Asynchronous Multiplayer)​

Thus far, Le Mans Ultimate had not been a title that allowed you to play with friends unless online matchmaking mercifully put you in the same lobby. While this has not changed, the new co-op mode, or asynchronous multiplayer, enables racers to tackle endurance events together on their own time.

Players take part in race events (pre-set ones for now, similar to the online events), do one or more stints, and then pass the race to friends for them to continue it when they have time. That way, you can even do 24-hour races without having to block a weekend. All team members can choose their own difficulty, which means that even if your first driver schooled the AI at the highest difficulty level, the others do not have to fear dropping back immediately once they take over.

The mode also features a leaderboard as teams will accumulate points for race positions, overtakes and clean racing.

Mid-race saves​

For those who want to take on the challenge alone, the new mid-race save feature is their best friend. It allows you to do full race distances, but not all at once - simply head to the pits, save your progress and pick up the race again later.

In singleplayer races, the game will now pause when pitting, too. You will not have to fiddle with the pit strategy menu while out on track anymore to have everything set up - you still can, of course, but you can also choose your next set of tires, fuel load and aero adjustments without time pressure once you pull into your pit stall.

Other Updates​

Several smaller adjustments make life easier in LMU now, too. The reworked car selection screen makes things a lot more structured while also noting which livery was run at which race - a neat detail to select track-specific paint schemes for your car. Players can also switch between 2023 and 2024 grids now, although the 2024 field will still have GTE cars on track until the first LMGT3 cars are added to LMU.

VR racers, meanwhile, will be happy to see improvements to the "hidden" VR function, as virtual reality is not officially supported yet. LMU's HUD and UI should now work in this mode, as well as MSAA.

You can find the full changelog below.

Le Mans Ultimate September Update Changelog​

New Features​

• Added Co-op game mode
• Save and Load for Race Weekend
• Updated car select screen
• 2024 and 2023 WEC Seasons added (Note that 2024 Season has the 2023 GTE class until LMGT3 are available)
• Car Settings Manager (saves seat positions uniquely per car)

Code​

Stability
• Fixed several invalid memory accesses causing crashes
• Fixed crash that could happen when disconnecting a wheel or other peripheral device
AI
• Reworked AI logic with regards to fuel management in races to prevent them running out of fuel
• Ensure AI drive slower at the end of the race when returning to the pits
• Fixed various AI pit lane overtaking issues
• Fixed several issues that would cause AI to behave erratically and crash into other vehicles
• AI now wait for a safe pit release

Physics
• Added soft fall off to battery usage as it becomes empty or full to prevent large shifts in car behaviour as regeneration or propulsion stops
• Fixed virtual energy estimates being displayed incorrectly when using kWh

Graphics
• Minor adjustment to colour balance of Sky
• Minor fix for Terrain Shader pattern textures not blending
• Fixes and improved logging around managing the application of weather at session changes online, to address occasional scene over exposure.

HUD
• Added FFB meter
• Made track map outline a bit thinner
Online
• Fixed normal server disconnects (like when leaving) being detected as erroneous/unexpected disconnects.

UI
• Fixed online menus not updating after a few hours of inactivity
• Fixed black screen after Studio 397 splash at start-up
• Fixed Multiview not working on custom resolutions
• Fixed world-flag displaying too large
• Fixed incorrect naming of some timezones
• Fixed naming of some drivers
• Added new launch video
• Improved tab navigation when in car setup
• Fixed the Le Mans track defaulting to 1 min in Race Weekend

VR
Note: this is not a full release, we have included some incremental improvements for those users that wish to try it. You can do this by adding +VR to the launch options of the game.
• Fixed issue with MSAA not functioning in VR
• Fixed HUD so it works in VR
• Fixed UI so it works in VR

Tracks​

Algarve International Circuit (Portimāo)
• Corrected name of default setup folder
• Corrected circuit detail settings for Pit Officials

Autodromo Enzo e Dino Ferrari (Imola)
• Corrected name of default setup folder
• Fixed crowd / grandstand seats popping in on start finishing straight
• Fixed bump in support road on exit of Aque Minerali
• Fixed lack of trees in rear view on hill behind Aque Minerali

Autodromo Nazionale Monza
• Corrected name of default setup folder
• Corrected circuit detail settings for Pit Officials
• Fixed curb geometry at Curva del Serraglio
• Rebuilt barrier collisions
• Updated rolling start so P1 starts from right hand side.

Bahrain International Circuit
• Corrected name of default setup folder
• Setup pit door sharing for final 2 pit boxes
• Smoothed AI entry into Pit Lane from Racing line

Circuit de la Sarthe (Le Mans)
• Corrected name of default setup folder
• Adjusted track limits at Mulsanne chicanes
• Removed brake marker which no longer exists for Ford Chicane

Circuit of the Americas
• Initial release

Fuji Raceway
• Corrected name of default setup folder
• Corrected circuit detail settings for Pit Officials
• Fixed helicopter sound for external track camera

Sebring International Raceway
• Corrected name of default setup folder
• Corrected circuit detail settings for Pit Officials

Spa Francorchamps
• Corrected name of default setup folder

Cars​

General Notes
• Initial release of Alpine A424 LMDh and Isotta Franschini TIPO6-C LMH
• Added all remaining 2024 Hypercar liveries
• Added 2024 LMP2 liveries
• Added Coach Dave Academy Imola setups
• Added track specific bop for GTE
• Fixed various issues with missing AI driver talent entries
• Optimization to rendering interior of cars from exterior views
• Reviewed tyre compounds and revised temperatures which tyres reach peak grip levels
• Reviewed Fuel Mixtures, and simplified down to a Safety Car mix and Race mix.
• Equalized FFB strength across cars, with the following approximate adjustments. Note this is a percentage change, someone previously running 50% strength on the BMW would need to run 40% to get the same output.
• BMW Hypercar +20%
• Cadillac Hypercar +20%
• Ferrari Hypercar +10%
• Glickenhaus Hypercar +34%
• Lamborghini Hypercar +20%
• Peugeot Hypercar (both) +12%
• Porsche 963 Hypercar +24%
• Toyota Hypercar +6%
• Vanwall Hypercar +32%
• Oreca LMP2 +0%
• Aston GTE +11%
• Corvette GTE +16%
• Ferrari GTE +9%
• Porsche GTE +6%

BMW M Hybrid V8 LMDh
• Reduced MaxPowerOutput[kW] at Le Mans (-3)

Ferrari 499P LMH
• Increased WeightPenalty[kg] at Sebring (+15), Portimao (+22), Imola (+25)
• Reduced MaxPowerOutput[kW] at Imola (-5)

Lamborghini SC63 LMDh
• Updated physics based on new data received from Lamborghini
• Adjusted BOP for updated physics

Peugeot 9X8 2023 LMH
• Reduced MaxPowerOutput[kW] at Monza (-8)

Peugeot 9X8 2024 LMH
• Fixed an issue with warping on fins when car is viewed from a distance
• Fixed an issue with small area of cockpit not receiving shadows
• Increased WeightPenalty[kg] at Le Mans (+3), Imola (+3)

Toyota GR010 LMH
• Increased WeightPenalty[kg] at Sebring (+13), Portimao (+30), Imola (+5)
• Reduced MaxPowerOutput[kW] at Imola (-5)

Oreca 07 LMP2
• Updated default setups

What are your thoughts on the Le Mans Ultimate September Update? Let us know in the comments below and join the discussion in our LMU forum!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

"In singleplayer races, the game will now pause when pitting, too. You will not have to fiddle with the pit strategy menu while out on track anymore to have everything set up - you still can, of course, but you can also choose your next set of tires, fuel load and aero adjustments without time pressure once you pull into your pit stall"

I don't even have LMU, but I absolutely love this as an option. One of my biggest bugbears in sim racing is that you're expected to be the head mechanic, race strategy chief and weather forecaster all while you're trying to negotiate corners and backmarkers at 120mph. In reality, 90% of the time you would simply sail into the pits and everything appropriate is done on arrival. I just want to be a driver goddamit! ;)
I fondly remember the old Papyrus games where you could pause mid-game to adjust the pit menu and other in-race settings. The number of times I've crashed in games while trying to manage my pit menu is too many to count.
 
LMU threads are my favourite.

"In singleplayer races, the game will now pause when pitting, too. You will not have to fiddle with the pit strategy menu while out on track anymore to have everything set up - you still can, of course, but you can also choose your next set of tires, fuel load and aero adjustments without time pressure once you pull into your pit stall"

I don't even have LMU, but I absolutely love this as an option. One of my biggest bugbears in sim racing is that you're expected to be the head mechanic, race strategy chief and weather forecaster all while you're trying to negotiate corners and backmarkers at 120mph. In reality, 90% of the time you would simply sail into the pits and everything appropriate is done on arrival. I just want to be a driver goddamit! ;)
This!

I have no idea why other developpers can't grasp the idea that real life racers don't determine their own strategies during races. The option to pause the game to determine or update race strategy should be included in every sim.

LMU now also includes the save race option, another feature that should be compulsory in every sim.
 
I wonder if we could maybe stick to the topic instead of rehashing the business practice debate.
Which if I remember correctly was
"What are your thoughts on the Le Mans Ultimate September Update?"
I mean you nor OT any disrespect, but this article in part includes a section specifically regarding DLC 2 for LMU, and as that is paid-for content then pricing and business practice debates are relevant discussion to this article. If this article was solely for unpaid update(s) then that would obviously be different, but that is not the case here.

Are we supposed to ignore shady practices because OT would rather censor relevant discussion in favour of promoting your article? How does it work here then?

It could easily be argued that LMU seemingly abuses Steam's EA system as the devs have clearly used that system for crowdfunding, which is a clear breach of what Steam EA system should be, as written by Steam themselves...

Look Under: What Early Access Is Not

If working on and prioritising DLC before finishing an EA title isn't abuse of the EA system then I don't know what is.

Maybe if OT had a bit more integrity the article should directly call out and address this highly questionable matter in terms of both business and moral concern. But no, let's just sweep that under the rug because we're only encouraged to talk about what you want us to talk about, despite a massive elephant in the room.

If you look at your article itself, going by word-count the clear majority of the content is regarding DLC information while the update takes a minority backseat, so it's quite clear where this articles focus lies.

Again, I mean no disrespect, but if commenters have to conform to a restriction of topic(s) and therefore bias toward a pre-set agenda then that's just not good. Relevant discussion isn't or at least shouldn't be considered as high-jacking.
 
Last edited:
Thank you for the reply. If I may, can I ask if it is as good as RF2? Any issue lingering?
I am just cautious, because if it is good and I have no reason to doubt you, why is it still a “hidden” feature?
Take my opinion as a half an hour test. I have "too much work" lately in rf2 and just wanted to check out if HUD was working for me. But in the quick test didn't notice a big difference, but it's just a opinion based on a very quick test! Anyway, it encouraged me to buy the season pass and keep supporting them. I hope they keep the work on it.
 
Club Staff
Premium
Just tried the 2 hour race in coop mode. A few more stutters than usual but that might be down to no option to pick what classes are running so it's a full grid.

Did a few stints then "handed over" to my friend. He got put out at pit exit with 8L of fuel and old tyres, lap later all hyper cars pull over presumably with the out of fuel bug.

I haven't bothered buying any dlc yet because although I enjoy the driving I want to race with friends - one way or another - but STILL can't.

I know it's still early access but if they are releasing DLC and charging people for it then hyping up a coop mode that doesn't work I've lost all patience for it.
 
Last edited:
Moderator
Premium
then pricing and business practice debates are relevant discussion to this article.
You'll notice I used the expression "rehash" because every LMU article has covered this ad nauseam. Nobody's views are likely to change so the members who really want to get some info and impressions on the actual dlc and update really don't need to wade through multiple posts repeating something that's already been discussed.
 
I wonder if we could maybe stick to the topic instead of rehashing the business practice debate.
Which if I remember correctly was
"What are your thoughts on the Le Mans Ultimate September
So…then…did you have anything to add….orrrr you just wanted to to make people feel bad for voicing their opinions…?
I dont know what your point was but you definitely arent moving the conversation forward
 
Moderator
Premium
So…then…did you have anything to add….orrrr you just wanted to to make people feel bad for voicing their opinions…?
If they're voicing opinions on the actual topic rather than repeating stuff that's already been argued over in other LMU threads no problem.
 
If they're voicing opinions on the actual topic rather than repeating stuff that's already been argued over in other LMU threads no problem.
I think these opinions are both rehashing stuff but they are also on the actual topic. So there is the dilemma :).

Anyway, I would like to hear peoples opinions who have driven this for a bit. I don't like cota but the footage on those first eases looks cool.

I did see the hypercars still do this weird thing where if you lock up before a sharp corner the car slides weirdly into the corner on all 4 wheels. I have done that myself and feels weird and it looks weird from outside as well.
 
Do you mean like dev leaving Direct3D calls after releasing said resources on the previous instruction ? This was reported back in february and prevented to launch the game on any non windows system (while rF2 can). I am not sure it has ever been fixed since (I gave up wasting my time doing deep testing of that game, due to lack of acknowledgement from the dev team, which is what you're meant to do in an EA). Honestly, the issue is not folks capabilities of turning on a computer and installing a game, it is somewhere else between the screens and the chairs, but not on end-users side.
It says that the game needs Windows 10 or 11 in the system requirements on the Steam page. What makes you so convinced that it needs to run on non Win OS? Just because rF2 does it? I am not saying that there won't be issues - as with any PC title basicly - following the minimum system requirements but launching the game with an OS that isn't listed in the minimum system requirements simply screams for problems and it's a perfect example that the problem is indeed infront of the screen. :rolleyes:
 

Latest News

Where are you racing next?

  • iRacing

    Votes: 57 13.5%
  • LFM

    Votes: 32 7.6%
  • SimGrid

    Votes: 2 0.5%
  • SimRacing.GP

    Votes: 2 0.5%
  • OverTake

    Votes: 17 4.0%
  • rFactor 2

    Votes: 25 5.9%
  • LMU

    Votes: 46 10.9%
  • WSS World Sim Series

    Votes: 9 2.1%
  • Offline

    Votes: 217 51.4%
  • Raceroom

    Votes: 15 3.6%

Article information

Author
Yannik Haustein
Article read time
6 min read
Views
2,146
Comments
55
Last update
Back
Top