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

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

It's unfair to blame the game for Windows Defender's well-known over-zealousness.

Besides, deleting the main executable from inside the running process is virtually impossible to do, so this is highly unlikely to be caused by a bug in the game. I guess Windows Defender deemed the file a threat, killed the process and quarantined the executable (I've had similar issues with Windows Defender when compiling my own and completely benign software.)
 
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Premium
As a separate thought it will be interesting to see if there is going to be the same ability for third party plugins to work.
I'm guessing that this has been changed from providing exactly the same access as rF2.
The Fanleds plugin works for me on some hardware, but not the "normal" rF2 shared memory one...

I'm sure that there are lots of us using additional tools alongside rF2
 
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Premium
OK so....I must be the lucky one :) NO CTD, NO oval HUD elements, no sluggish menu, (aside from track-load time), wheel, pedals sorted in 3 minutes. Triples and FOV sorted in.....3 minutes.

rF2 physics likeness undeniable and thereby suberb.

Instead of dissin all the stuff that is not quite ready for primetime, I choose instead to say that IF the title gets some updates (VR support hint, hint ) LMU will be another great addition to our hobby.

As it is now it does show potential to be something much better.

30 bucks is a no-brainer buy. Remains to be seen if our dosh will be used to continue development or for cigaars after golf but......a risk worth takin I reckon ;-)

/V
 
ACC wasnt "brand new" either. Its physics engine and tech were based on AC1. Sure they jumped to unreal for graphics, but it took them YEARS to iron out all the problems even then. So yes, the comparison is apt. Or we can also mention AMS2.

I dont like early access, i dont like being a paying tester. But i find it incredibly funny how some devs get a pass, while others don't.
Don't try to be sensible. How dare you?! Just watched Jimmy Broadbents video and I dare to say that the AI in this title is more fleshed out and competent than any of the Kunos titles, considering that we have three classes of AI interacting with each other on track I would say that's no small thing.

It's EA, there are issues to be expected and devs never claimed that it would run pefectly smooth, but I find it funny that people expect stuff like mid race saves to work perfetcly in this title, simply because it has to. Also funny to see how Jimmy get's completely wind up trying to join a practice server that literally is full with 17/16 drivers. Who would have thought that people would be storming the practice servers at day 1. Not possible at all in Kunos titles day 1 either :rolleyes:

ACC ran like rat's ass ony my PC, stuttering blop in trees and huge issues with ghosting that even persited after full release, with junky physics that sent cars flying as soon as you touched a curb. But S397 get's flag for missing shift animations ... :)
 
I tried for one hour. Yes, it's EA, but there's a lot of potential here. One weird thing that I hope will be solved is that it doesn't allow me to combine wheel/pedals input with the keyboard. It seems to be wheel/pedals only or keyboard only, so I can't use the replay feature unless I assign a button on my wheel.

Also, it seems like the game automatically resets the braking force on my Fanatec setup to 50, so I've had to lower it down to 25 every time I launched it.

I haven't had time to properly configure FFB and graphic options to my liking, but the driving experience is very enjoyable. I tried all categories of cars and it felt good every time. I tried Monza, Spa and Sebring and the tracks looked great.

So far, I like it and it could be a great sim. To me, it's in the same state as AMS2 was when it was released and AMS2 is now my go-to sim. LMU is a bit too "niche" to be a go-to sim, but it is certainly a great addition to my library. Looking forward to future updates.
 
I ran a couple of short sessions before the 3rd track / car combo CTD but, my overall impressions are mostly positive. I had no UI issues and the graphics / audio / physics / FFB are all quite good. Triple 2k monitor setup worked really well.

Regarding Plugins: I copied the D-box plugin from rF2 into LMU and motion works just like in rF2.

FFB: Knowing rF2, setting up my controllers was easy and I like that the FFB settings can now be accessed without exiting the session. I also appreciate access to some deeper FFB settings in the UI.

CTD issues aside, I like what I've seen and experienced so far.

Regarding CTD: I think it was due to my not restarting LMU after making a change to the Graphics AA settings.
 
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I've spent a lot more time with this now, and I am liking it better by the lap. Yes, it has some bugs. I have had it crash once on me, but I think it had to do with my graphics settings. The two things that have really improved it for me are: #1 make sure you have your graphics setup, so you are getting good fps with a full field of cars. #2 if you have a load cell brake, like I do, make sure you turn the brake force up to 100% in the setup menu, then mess with the calibration until you get the perfect feel. In my opinion, even with the bugs it was worth every penny I spent on it. The driving experience is sublime. I am in love with the Ferrari 499p. It takes some time to get everything setup in the sim to your liking, but if you do, you will have a much better experience.
 
OverTake
Premium
It seems to be wheel/pedals only or keyboard only, so I can't use the replay feature unless I assign a button on my wheel.
I thought the same at first, but it is one if the not-so-self-explanatory things. You have to select the keyboard assignment tab and can assign keys there. They work in parallel to your wheel, pedals, button box, etc.

It does look like different profiles that you would use if you only had one of the input devices, but you can configure them at the same time so things like replay or seat adjustment (which was my main issue at first) works via the keyboard :)
 
After a few sessions I think it's a good start. Initially I had no issues with the menu lag and also no FFB issues ( I am using the T818 with the eSportSim wheel). It was only when I exited my session then started a new on where I started getting the menu lag, then the FFB dropped out.
As for the racing, I think its pretty good. Slow cars were moving out my way when I was on a fast lap. Wet weather seems to be decent too, although the wet effects need improving as they look very pixelated on the side windows.
The biggest issue I encountered was a pile up of cars in the pits, while I was about to leave my box, this was at Sebring.

Very early first pressions are promising though, lets hope the patches and updates are rolled out and we could be in for a great experience.
 
So far I am lucky to have absolute no technical issues (besides the ultra slow menus wft)
But I also have no fun while driving. Will definitely pass till someone or RD release a FFB setup guide
 
Sounds are great in the Hypers and the FF is spot on given the rF2 model.

Well worth the early access IMO - I hope they continue to iterate and build

Update I got Triple screen to work - copy over from rF2 the config.ini settings

I have gotten all telemetry to work for Simhub dash and motion

from bin64 plugins

Copy the DBXMOTION Dll64 and rf2sharedmotion from rf2 to LMU plug-ins

Rename rf2Sharedmotion to lmusharedmotion

OK copy the dbxmotionpanel.exe from launcher in Rf2

Edit the file in the player directory custompluginvariables.jsonedit in the LMU shared motion like in the rf2 file

{
"HeadTilt_Plugin_x64.dll":{
" Enabled":1
},
"LMUSharedMemoryMapPlugin64.dll":{
" Enabled":1,
"DebugISIInternals":0,
"DebugOutputLevel":0,
"DebugOutputSource":1,
"DedicatedServerMapGlobally":0,
"EnableDirectMemoryAccess":0,
"EnableHWControlInput":1,
"EnableRulesControlInput":0,
"EnableWeatherControlInput":0,
"UnsubscribedBuffersMask":160
},
"TrackIR_LMU_Plugin.dll":{
" Enabled":1
},
"dbxMotionPlugin64.dll":{
" Enabled":1
}
 
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Does anyone know if the 2024 cars will be included or if they'll be an extra cost once available? I'm sure they'll be DLC but wanted to ask. I've watched a few streams today and this seems like a good pickup for me at least. I like rf2 a lot and have a ball with it.
 
Everything i have read is exactly what i expected, the reason i wont be buying it now. Everywhere has complaints about downloads, servers, connections, joining, setting up wheels, FFB ect... Exactly what a new user with no RF2 experience would be turned off by.
 
As I'm not really a WEC fan I will only buy this game if it will not be an rF2 reskin, seems many problems and features in the game is from there. I would buy if I get a WEC experience (preferably a career mode) in a form of a polished game.
Good luck for the developer, I'll watch their work
 

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