Le Mans Ultimate: Asynchronous Mode to Help Endurance Racing

Le Mans Ultimate Asynchronous Multiplayer Porsche 963 Proton Competition.jpg
Endurance racing is a unique challenge and rather time-consuming due to its nature. With the focus of Le Mans Ultimate being the World Endurance Championship, developer Studio 397 had to find a way around this for sim racers with little time on their hands - and the answer is not shorter races: LMU is going to include an asynchronous race mode.

Image credit: Studio 397

Le Mans Ultimate is not scheduled for release until Q4 of 2023, but as Q3 is in full swing, the title's Steam page has been updated. The most interesting detail that is now listed there is the asynchronous race mode to get around the time constraints endurance racing tends to bring with it - and as no race on the 2023 WEC calendar clocks in at less than six hours, this was an absolute must.

Your Stints, Your Schedule​

Even more than other motorsport disciplines, endurance racing is a team effort as multiple drivers share a car. Sim racers will be able to do the same in Le Mans Ultimate, either with AI or real teammates - but it will not have to be in a single session: The asynchronous race mode means that each driver can do their stints whenever they have time for it.

For AI races, this should basically be an extension of mid-race saving. No exact details have been given, but the description of the mode reads like sim racers can do their stints, pit to hand off the car, and their teammates continue on the same save game once they have the time. This may extend races over a few days, but keep the team effort element intact without the need for everyone to set aside an entire day to do the full 24 Hours of Le Mans, for example.

Le Mans Ultimate Ferrari 488 GTE.jpg

All tracks and cars - like this Ferrari 488 GTE - of the 2023 WEC season will be represented in Le Mans Ultimate. Image credit: Studio 397

How exactly the mode is going to work remains to be seen, but with it having been added to Le Mans Ultimate's description already, expect Studio 397 to expand upon this in the not-too-distant future.

Additionally, the cars and tracks of the 2023 season have been listed, as well as a track evolution system that sees a circuit's surface evolve over the course of a race weekend as it is affected by rubber being laid down, dirt being dragged onto the track and, of course, changing weather conditions.

Your Thoughts​

How do you think the asynchronous race mode in Le Mans Ultimate is going to work? Do you find it to be a good idea? Let us know in the comments below!
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

This Sounds Awesome

Hitting The Ground Running
Le Mans Ultimate will use an advance in Real Road - the Studio 397 track evolution mechanic. Like a real race session, the track will start out as green, relatively gripless circuit at the start of a weekend and rubber in as more cars pass over the racing line – with cars moving the dust and dirt off line. Work is being undertaken in a number of areas, including the dynamic weather effects too such as rainfall and debris on windscreens and more realistic flow of water and formation puddles on the circuit.
 
Last edited:
Too bad this game is only WEC and not IMSA. This feature seems like it'd work really well at Gilles Villeneuve. I'd love to take the GTPs out for some Eh?-synchonous racing.
If they allow painting or full-bore modding, IMSA could be a thing....eventually. But without the user's contributing, I doubt you will see IMSA as it's license would fall completely outside of the WEC umbrella.
 
Really interesting feature. A future must have feature for new sims. I just hope it is not a way to avoid online issues by cutting a whole race in several sessions ; I assume it is not the case, the online part has been annonced to be a new MSG work, not a port of rfactor 2's system. That's all positive, and it should calm down the "we already have it in rfactor2" voices ; well, just a bit, because they won't lower that much anyway.
 
rF2 has had resume from replay for over a decade (I first suggested it as a feature when at ISI). You could save a replay, send the replay, and someone else could resume it. Maybe been in rF2 11 years or so.
one of the problems with the 'resume from replay' is that the vehicle state is not saved. So you could limp into the pits with a battered LMP, then use the replay resume and you have a bright shiny completely healed.
(similar to an offline trick to recover from a flat spotted tire....you give control over t....I can't, I can't finish it...) ;)
 
one of the problems with the 'resume from replay' is that the vehicle state is not saved. So you could limp into the pits with a battered LMP, then use the replay resume and you have a bright shiny completely healed.
(similar to an offline trick to recover from a flat spotted tire....you give control over t....I can't, I can't finish it...) ;)
Despite the feature works in general, it's true, cars "reborn" new if you drive from replay. And there's another inconvenience which is if you try to drive from a qualifying-session replay, the lights will spawn red and never turns green during the session. Although AI cars can score lap times driving out of the boxes under red light, if the human player try do the same he's black flagged and will start from the last position.

If the "Asynchronous Mode" cures those points and make an easy interface to remote players swap stints that would be very cool.
 
If this feature works well, it will be an excellent addition to the sim.

And since WEC races are very long, is there word about a feature that would accelerate fuel and tire use, like it is done in Raceroom?
 
Really interesting feature. A future must have feature for new sims. I just hope it is not a way to avoid online issues by cutting a whole race in several sessions ; I assume it is not the case, the online part has been annonced to be a new MSG work, not a port of rfactor 2's system. That's all positive, and it should calm down the "we already have it in rfactor2" voices ; well, just a bit, because they won't lower that much anyway.
Unfortunately MSG are morons. Have you played the crap they have released? Won’t hold high hopes for ANYTHING from Motorsports Games. The company should be called imposters trying to take your money for terrible games.
 
If this feature works well, it will be an excellent addition to the sim.

And since WEC races are very long, is there word about a feature that would accelerate fuel and tire use, like it is done in Raceroom?
That's allready perfectly possible in rF2, so why wouldn't it be possible in LMU? What needs to be worked on for this to work well is AI strategy and tire/fuel management.

About the feature in comparison to resume from replay: resume from replay is a neat feature, but it's completely half baken and there is a reason why very few people know about it or use it at all. No info in the UI, no interface integration that makes replay sharing easy and some bugs that were allready mentioned. All this simply gives it an unfinished feel. It's as with alot of ISI leftovers in rF2 - very nice concept but sadly not finished with the right amount of polish. And don't take this as a dig at ISI. I think they build a fantastic base for stuff that we still use in todays sims with very limited manpower and financial ressources.
 
That's allready perfectly possible in rF2, so why wouldn't it be possible in LMU?

Excuse me ! ?

Please show me any video loading a 6 hour replay.

I dare you I double dare you :x3:

I have tested this since first build ( 100's of times ), it simply does not work your tower will grind to a halt. 4 hours is the longest replay i have been able to load.
This is many car models remember a replay with one model does load better.

Prove me wrong I am all ears how you achieve this phenomenon. ;)
 
About saving the race - I don't remember well which game (NASCAR Racing, SCGT?) had that option. In pause mode, just save the current state. Then continue. That's a great idea!
 
Excuse me ! ?

Please show me any video loading a 6 hour replay.

I dare you I double dare you :x3:

I have tested this since first build ( 100's of times ), it simply does not work your tower will grind to a halt. 4 hours is the longest replay i have been able to load.
This is many car models remember a replay with one model does load better.

Prove me wrong I am all ears how you achieve this phenomenon. ;)
I wasn't talking about resume from replay when I said it's perfectly possible. I was talking about scaled fuel and tire wear. As allready mentioned, I am fully aware that resume from replay isn't working fully as it should ;)
 
I wasn't talking about resume from replay when I said it's perfectly possible. I was talking about scaled fuel and tire wear. As allready mentioned, I am fully aware that resume from replay isn't working fully as it should ;)

Most sorry mate, my apology. You are excused lol ;)
Although I don't understand why that area is important to topic.
Cart before the horse.
The article and Tim's comments has effect to make people believe you able to run any length replay.


=======================

Still think people should actively test this and ask the hard questions if like me they really want this feature to work. I am sure most are unware of threads like these.


I discovered 2 years earlier then that but I have had many success loading 4.5 hours, 50% longer then that. Still 4.5 hours is not 6 hour race.

P.S. Just to be clear I have loaded 4.5 hour replays many times and went on to finish a 6 hour race but I can't save it again.
 
Last edited:
If they allow painting or full-bore modding, IMSA could be a thing....eventually. But without the user's contributing, I doubt you will see IMSA as it's license would fall completely outside of the WEC umbrella.

The IMSA prototypes will be in the game because they mostly also run in WEC. The name of the class in IMSA was originally named "LMDh" because they're hybrid cars that run at Le Mans and Daytona.

That said, the real point of the post was to get to the "Eh? = Canada" joke.
 
Premium
What sets IMSA apart are the tracks so very unlikely the IMSA series wil lbe covered by this game. Plus doesn't iRacing have the licence for that series?
 
Excuse me ! ?

Please show me any video loading a 6 hour replay.

I dare you I double dare you :x3:

I have tested this since first build ( 100's of times ), it simply does not work your tower will grind to a halt. 4 hours is the longest replay i have been able to load.
This is many car models remember a replay with one model does load better.

Prove me wrong I am all ears how you achieve this phenomenon. ;)
A few years ago, at least, it was possible to load a 6h (or larger) replay and resume from there. But it was messy. Track state, damage and other things were messed up
 
Excuse me ! ?

Please show me any video loading a 6 hour replay.

I dare you I double dare you :x3:

I have tested this since first build ( 100's of times ), it simply does not work your tower will grind to a halt. 4 hours is the longest replay i have been able to load.
This is many car models remember a replay with one model does load better.

Prove me wrong I am all ears how you achieve this phenomenon. ;)
I did it about a year(or two!) ago, in response to another user. I saved 7hr race at approximately each hour. So my first load was from 1 hour, then saved and loaded 2hrs(different days btw) 3, 4, 5, then 6.(so that last save was a full 6+ hours) From there I could finish the 7 hr offline event.
 

Latest News

Article information

Author
Yannik Haustein
Article read time
2 min read
Views
8,521
Comments
48
Last update

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


Results are only viewable after voting.
Back
Top