Le Mans Ultimate: Missing Features We’d Love To See

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As expected, the list of Le Mans Ultimate missing features is still rather long after its Early Access release. More is to come, surely – here’s what we would like to see.

With only the Online and Race Weekend modes available on Early Access launch, the list of Le Mans Ultimate missing features has room for lots of additions. Sure, the game already allows sim racers to sample both the offline and online portions of LMU, but there are more elements players would like to see.

Since the title is focused on the World Endurance Championship, it is not just game modes that are amiss, but also certain features that are integral to WEC contests. Thus far, Studio 397 have been hard at work – a day after release, the first hotfix dropped, and one day after that, hotfix #2 was deployed on February 22.


But now, without further ado and in no particular order, here are features and modes we would love to see in LMU eventually.

Full Replay Mode​

Currently, Le Mans Ultimate only allows for instant replays of up to three minutes. rFactor 2, which LMU is based on, features full race replays. They would be helpful for video creators, but also race control in competitive events to take a look at controversial situations from any angle.

An even bigger benefit of a replay system that works the same as that in rF2 would be that it could take care of another element players are asking for, which neatly segues us to our next point.


Mid-session Saves​

Endurance races, due to their very nature, take longer than usual sprints. Singleplayer sim racers in particular would love the option of not having to do a full-length endurance event in one sitting, so mid-session saves would be a welcome addition.

In rF2, players can do so from saved replays. So not only would the implementation of a full replay system help with looking back at your races, but also with continuing them at a different time. It could also be the key to the asynchronous multiplayer that is in development for Le Mans Ultimate.

Le Mans Ultimate Missing Features: Driver Swaps​

One of the Le Mans Ultimate features that are missing for an authentic experience are driver swaps. Sure, the option is there in the pit stop menu in the MFD, but it is non-functional at this point. This can be somewhat circumvented by switching on AI controls at any time in the race, as we found out for our tips and hidden features article and video, but it is not quite the real deal.

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No one is waiting behind that pit wall to take over the car at the next stop in Le Mans Ultimate – yet.

For online races in particular, driver swaps just make sense. Endurance races are quite popular in sim racing, and for a sim that primarily focuses on them, it is not a question of if, but rather when it will be implemented – especially since Le Mans Virtual is likely to make its comeback in LMU.

VR Implementation​

Surely one of the most frequently requested additions to LMU (and definitely for the ‘no VR, no buy’ crowd), Virtual Reality implementation is another candidate for the top of the list of Le Mans Ultimate features. A VR support icon originally appeared on the game’s steam page, but was quietly removed.

While the feature is in development, according Motorsport Games CEO Stephen Hood, no time frame for its release is known. However, the community has already figured out that a rudimentary VR experience is possible, though that requires some fiddling with launch commands and apparently only yields sub-par results. It does show, however, that the game should easily be capable to have VR on board.

The function could be an enormous help, as the prototype cockpits in particular are rather cramped, with sight lines impacted by big A-pillars. Additionally, circuits like Portimao or Fuji feature corners with blind apexes, so being able to look directly towards them may help with car positioning. Never mind the increased immersion factor, of course. Can you imagine blasting down the Hunaudières Straight at Le Mans at night in VR? It sure makes us more impatient for the arrival of VR on the list of Le Mans Ultimate features.

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All alone with no friends in sight: Getting into the same race session as your buddies is down to luck.

Le Mans Ultimate Missing Features: Dedicated Servers or Custom Lobbies​

As of the Early Access release, Le Mans Ultimate can be played online – but only in Daily and Weekly Races as well as Special Events. While the Daily Races are nicely spaced to keep sim racers busy, it is a rotation of two car-track combos on repeat, at least immediately after release.

There is also no way to join the same server as a friend, unless we are talking about an event’s practice server. Dedicated servers or custom lobbies are not in LMU, meaning online multiplayer is limited to the official events of the game.

As a result, leagues are not possible, and you would have to be lucky to get put on the same server as a friend if you want to race together. Dedicated servers or lobbies that could be set up in-game would eliminate this limitation, and we hope that it will not be a long wait until the addition of such a feature.

Game Modes​

Online, LMU would be in a good place with the official events already in place and dedicated servers added. There could be much more to add, however. More game modes would give the game additional depth.

Asynchronous multiplayer – allowing racers to compete in full-length endurance events whenever they have time – is in development. Other modes that would fit the game well would be a season or championship mode to partially or fully tackle the WEC calendar – bonus points for extensive customization options.

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LMU‘s main menu is a bit empty regarding game modes, but there is lots that could be added.

A time trial mode with leaderboards and test day mode would also be welcome additions. A big feature that would likely have to come significantly later would be a career mode, especially if historic content gets added eventually. Scenarios could also spice things up a bit, allowing racers to relive some of the most exciting moments of recent (or older) WEC history.

Le Mans Ultimate Missing Features: Adjustable Grids​

Finally, as of the Early Access release of LMU, there are no options to customize AI grids, aside from including or excluding car classes. Players cannot determine how many opponents should take part in an event, nor can they specify how many cars of a class should race.

For some, increasing the game’s performance would be possible this way, as LMU seems to occasionally struggle on some systems. Others might enjoy trying big grids to really push both the game and their driving to the limits.

What Le Mans Ultimate features that should be added soon are at the top of your list? Let us know on Twitter @OverTake_gg or 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

Regarding VR, with +VR in the command line everything seems to work except MSAA and the HUD.

MSAA is mandatory for good visuals. I hope that MSAA in VR is on the top of the list to fix before they release VR with LMU. Once that's done and the other issues are fixed; it's probably a pretty amazing experience.
 
Regarding VR, with +VR in the command line everything seems to work except MSAA and the HUD.

MSAA is mandatory for good visuals. I hope that MSAA in VR is on the top of the list to fix before they release VR with LMU. Once that's done and the other issues are fixed; it's probably a pretty amazing experience.
That you can't get the right resolution for your headset is also not helping reducing the jagged edges.
 
That you can't get the right resolution for your headset is also not helping reducing the jagged edges.
OpenXR toolkit works properly when using OpenComposite, so custom resolution settings are available. Even Almalence works.

But no MSAA is a dealbreaker for me, I tried to supersample the resolution, I still got good enough performance, but the shimmering stayed an is massive, even with a Pimax Crystal.

I think that the incompatibility with MSAA is the main reason that they didn't add it at release(I hope so, because that would mean that they will fix it before release).
 
I drive in VR and I am pretty happy with the experience given the game doesn't officially have a VR mode. One thing that does bother me though is that the side mirrors are all wonky. It's the same as in rF2 and in that game there is a keyboard command to very awkwardly adjust the mirrors (while listening to a creepy voice chanting "mirrormirrormirror"). Maybe you can do the same in LMU but I don't want to have to do that car by car.

I want usable side mirrors by default.
 
Premium
ever since the S397 takeover, I've had a feeling they are a mod studio - they have released some nice content, tweaking the engine to bring driving to next level, like RSS/VRC for AC

although we are pleasantly surprised they were able to even put together a new release in LMU, the worrying sign is that it's such a reskin of RF2 that they didn't even implement a single new parameter... menus and everything are the same, they didn't even add mandatory pit stops which is hard to explain in case of an endurance sim where users are playing shortened distances

so I'm not convinced they are able to deliver those missing features or solve the original problems of RF2 in any way.. given they have barely touch the core of the game

I'm still happy to have paid 30 EUR for a RF2 mod (an unstable one at this point) but it's nothing more
 
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although we are pleasantly surprised they were able to even put together a new release in LMU, the worrying sign is that it's such a reskin of RF2 that they didn't even implement a single new parameter...
Then I am missing quite some parameters in rFactor 2! Have you even played LMU? Also watch Michi Hoyer’s new features video where some new parameters are explained.

And the comparison with RSS and VRC… really? So S397 only released new cars and tracks for rF2? DX11, PBR shaders, VR support, new UI, new Online system, just to name a few of many rF2 game updates.
 
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- damage to cars
-FIA WEC 2023 mode
-flashing rear lights due rain conditions
-falling car parts and body shreds during accidents
-replacement of driver in the pit
-safety car
-prologue test day mode before the Sebring race, just like it happened in the real world
-the race in Sebring cannot be 8 hours long but over a distance of 1,000 miles, i.e. 268 laps or 8 hours of race limit
 
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I drive in VR and I am pretty happy with the experience given the game doesn't officially have a VR mode. One thing that does bother me though is that the side mirrors are all wonky. It's the same as in rF2 and in that game there is a keyboard command to very awkwardly adjust the mirrors (while listening to a creepy voice chanting "mirrormirrormirror"). Maybe you can do the same in LMU but I don't want to have to do that car by car.

I want usable side mirrors by default.


Agree, mandatory feature indeed and they should move with head movement too.
 
Premium
Then I am missing quite some parameters in rFactor 2! Have you even played LMU? Also watch Michi Hoyer’s new features video where some new parameters are explained.

And the comparison with RSS and VRC… really? So S397 only released new cars and tracks for rF2? DX11, PBR shaders, VR support, new UI, new Online system, just to name a few of many rF2 game updates.
UI is just reskin, they couldn't even touch screen logic. Couldn't solve long time issues like opponent lists, etc. But let's say are comparable RSS + a half of Peter Boese.

The online system is poorly implemented compared to iRacing, LFM or any online racing platform... it's basically the worst of all. Any semi-competent developer team could build one.

For me most of those are example of not touching the core, just building around it.

I will continue playing RF2/LMU cause no other physics engine come close but it's still carried by the excellence of the original engine
 
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Another thing missing, as Codemaster/EA did on their F1 based games is the implementation of classic sportscars that made history at Le Mans. Doesn't matter if it's the 1966 ford GT40, the 917K, the mighty 962 or the Diesel R10's and 908's.
 
Agree, mandatory feature indeed and they should move with head movement too.
We can only hope. My gut says we'll be stuck with wonky rf2 mirrors. Amazing how far the "real" mirrors in CSP and AMS2 go in selling the experience and enhancing immersion.
 
I didn' pull the trigger yet.
Do I understand it right that on every track we have to start with 61 cars??
Even if there is no way to change the number, in rl Le Mans is the only event using 61 or 62 cars...
All the other races in WEC have grid of ca. 35 cars....
 

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