Top Features Needed in Le Mans Ultimate

Features we want in Le Mans Ultimate.jpg
The release date for Le Mans Ultimate is closing in, so let’s look at what features may be in the game. Here are some top picks we would love to see.

Image credit: Motorsport Games

Around a week and a half ago, Studio 397 put a temporary end to the sweep of bad news at Motorsport Games. The developer announced that the official FIA World Endurance Championship game, Le Mans Ultimate will release on 20 February.

With a date finally set and the game looking to be coming along strong, we thought it was time to start putting together a wish list of how we want this game to present. To truly succeed in our minds, Le Mans Ultimate must be full of all the right features. Previously announced elements of the game do manage excite sportscar fans. But here is our list of modes, features and functionalities we need to see in LMU.


Mechanical Failures in LMU​

If you sat down to watch this year’s major sportscar races, you will have seen that reliability is a major part of endurance racing. Be it January’s Daytona 24, the Sebring 12 Hours in March, the Centenary Le Mans 24 or even Petit Le Mans last month, each event saw the new prototypes suffer reliability concerns.

If this game wants to capture the immersion of car preservation, it must feature mechanical failures and reliability. Random mechanical DNFs is something GTR2, the previous top sportscar and endurance racing game captured very well. One would often see cars lose braking performance, or begin to smoke. At the end of a longer race, the results page would show lines of issues for other cars.

With Le Mans Ultimate, this sense of random failure could be enhanced. In fact, the career mode could get an element of parts management throughout the year. Engines, brakes and gearboxes all require attention between events, so why not introduce that to the game. In fact, the cars clearly get gloriously dirty in LMU, so why not have them break down?


Furthermore, if Le Mans Ultimate can build in a wear simulation in which parts break more or less quickly depending on one’s driving, it would perfectly capture the essence of endurance racing. Lift and coast is not just about fuel saving. It also helps reduce strain on the drivetrain. Meanwhile, elongating braking distances will help preserve the brakes in longer races. Manage to simulate this and Le Mans Ultimate will be an infinitely re-playable title.

Race Weekend Formats​

As the official FIA World Endurance Championship game, Le Mans Ultimate must feature every weekend format present in the series. This includes the three practice sessions of main WEC events and the different race lengths.

Featuring each weekend format also entails that the game must feature the three separate qualifying sessions for each class seen at all races bar Le Mans. Meanwhile, one will expect to see Le Mans’ unique single-hour and Hyperpole format as well.

Features we want in Le Mans Ultimate - Flexibility.jpg


In Assetto Corsa Competizione, the other officially licensed sportscar racing game, many weekend formats are missing. For instance, multiclass qualifying is very poorly simulated with a single session seeing all classes go up against one another.

Elsewhere, race weekends in LMU must not only be accurate, but also allow for flexibility. If a player wants to use the Hyperpole format at Portimao, the game should allow them to do so. But more importantly, one should be allowed to run different fields of cars. Fancy creating an LMP2 cup with just the Oreca 07? That should be possible in LMU. The same deal goes for a GT-only event.

Furthermore, the ability to run races to laps rather than simply time would also be an interesting addition. Dubbed the 1000 Miles of Sebring, the opening round of the season is traditionally a lap-count race. However, with Hypercar speeds as they currently are, the event always clocks out at the 10-hour mark. Being able to race a 50-lap Sprint at Spa for instance would a nice way to change the challenge from say a two-hour version.


One can also bring the same sentiment to the starting formation. In rFactor 2, the title upon Le Mans Ultimate is based, several starting procedures are available. The game offers standing and rolling starts, both with the possibility of completing the formation lap. Whilst standing starts never feature in the WEC, it would be a nice way of changing up the racing.

Dream Le Mans Ultimate AI​

Speaking of rFactor 2, one feature of Le Mans Ultimate we are sure will live up to expectation is the AI. Over the past year or so, Studio 397 has put a lot of work into the rF2 AI system. The sandbox simulator’s computer rivals can now navigate traffic in a very impressive way and is beginning to master strategy decisions.

Le Mans Ultimate Feature - Balanced AI.jpg


As LMU is allegedly as many would describe, an rF2 reskin, it is sure to feature just as impressive Artificial Intelligence tech. With multiclass racing at the core of the FIA WEC, AI that can navigate traffic is desperately important.

What we want to see improved upon from the rFactor 2 AI however is greater balancing, or rather unbalancing. A few months ago, we pointed out that the rF2 BTCC content is a perfect representation of what one can expect in LMU, and it is a great sign. The quality of cars, tracks and racing is superb. However, one part of the content that frustrates us and many others is the tightness of the field.

Whilst Nicholas Hamilton and Dexter Patterson are great drivers, seeing these typically midfield runners setting pole position times and winning races consistently takes away from the immersion. In fact, the F1 games do a great job of representing a true-to-life running order of the teams. This is something Le Mans Ultimate must get right.


The Vanwall Vandervell 680 is certainly a gorgeous creation and is sure to win many sound contests. However, when it comes to pace, it does well to stay ahead of the LMP2 class. Therefore, if Le Mans Ultimate ever places the green privateer alongside a Toyota or Porsche on the grid, the sense of immersion will no doubt perish.

Le Mans Ultimate Career Mode Ratings​

Be it in the FIA WEC, ELMS, AsLMS or IMSA, driver ratings are a crucial part of sportscar racing. In fact, depending on one’s experience and age, a racer can be classed as either a Bronze, Silver, Gold or Platinum driver. This affects what classes they can compete in and their level. Each race puts professional factory drivers – or Platinums – up against gentleman amateurs looking for a fun weekend activity – Bronzes.

With this in mind, a Le Mans Ultimate Career Mode focusing on the different levels of driver classification would make for a great experience. Start out your career as a paying Bronze, or young Silver. In the lack of feeder series content, the first season would see the driver in GTE Am. Help your team to the title in the category. Based on your results through the year, each season could see you reach the next level of classification.

Championship-Overview LMU.jpg


After a while, with multiple seasons under your belt, a contract to join a manufacturer team could find itself your way. At this point, the chance to become a Platinum ranked driver opens up different avenues. Offers to race as the Pro in an LMP2 or GTE Am car may join the possibility to drive in Hypercar.

Assetto Corsa Competizione is one title that had the opportunity to implement this feature into its Career Mode. However, with a very bare bones storyline, the official SRO game missed out. Despite referencing the FIA driver rating system in the online portion of the game, it never delved into this in singleplayer. Hopefully, Le Mans Ultimate can incorporate this feature into its Career Mode, providing a variety of goals to the player.

Confirmed: Asynchronous Multiplayer Explained​

One game mode already confirmed for Le Mans Ultimate is the Asynchronous Multiplayer. A somewhat revolutionary feature, this will allow players to get together with friends to complete longer endurance races against the AI. However, instead of completing the full run in a single go, the Asynchronous mode allows players to do stints individually.

Asynchronous Multiplayer in Le Mans Ultimate.jpg


Over the course of a week or so, the three players in the same car will take turns to jump in the car and run their respective stints. This was explained in depth by Dom Duhan, Head of Studio 397.

This new mode will reduce the time constraints typically experienced for those looking to complete endurance races, instead allowing them to do an hour’s driving a day. However, one still gets the experience of completing the race with friends.

If you do not have friends to race with, however, single player events will also be possible. If this asynchronous mode exists, one can only expect mid-race saving to also feature in Le Mans Ultimate.

What features would you love to see on Le Mans Ultimate? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

Good points.

Being an rF2 player there's some other things I'd add:

+ AI being able to pit stop properly, as in not to take 3.5 years to do a pitstop.

+ Race length and mandatory pit stop settings (as in not just increased tyre wear and/or fuel to get a pitstop)

+ Better damage model - crashing into a wall more than likely will ruin your race.

+ Gravel actually slows down the car. Bungs up the intakes, etc.

There.must be more, but that'll do for now.
 
Given how they are financially, I highly doubt that LMU will be good for them, over the years S397 certainly haven't developed a good reputation, in my opinion even rF2 will still have at most 2-3 more years of life and then that's it, and that's a prediction right from the start. too good. They should have managed it better from the beginning, now we are at the end of the day... unless they hand over everything to someone else who is more competent and can help them regain a minimum of positive image.
 
It's amazing the article doesn't even mention simulating accurately hybrid + brakes migration technology with their settings and their trickeries as well as the rules for energy budget and its management. This is the core of the current WEC. Without a good simulation of these aspects for me it will be little more than F1 20xx. Which is probably the plan anyway. But still a man can hope.
 
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It's amazing the article doesn't even mention simulating accurately hybrid + brakes migration technology with their settings and their trickeries as well as the rules for energy budget and its management. This is the core of the current WEC. Without a good simulation of these aspects for me it will be little more than F1 20xx. Which is probably the plan anyway. But still a man can hope.
Good point.

I believe they are heavily looking into simulating this as realistically as possible.
I think it was in a dev chat or something ... can't remember.

Time will tell - but yes, it deffo needs to be accurate to real life :)
 
Staff
Premium
Savegame feature as top priority.
It's existed in GTR2 for soon 18 years.
Took advantage of it massvrly when setting up private 6-24 hour event series based on mix og mods, now +15 years ago.
That is actually something I also really want. But rFactor2 alsready had this feature (as in letting you "start" from a position within a replay, so basically the same as saving the game at that point), so I am optimistic that this could still be in there. Fingers crossed
 
Savegame feature as top priority.
It's existed in GTR2 for soon 18 years.
Took advantage of it massively when setting up private 6-24 hour event series based on mix of mods, now +15 years ago.
I hope they keep the resume from replay feature in Rfactor 2.
 
Good points.

Being an rF2 player there's some other things I'd add:

+ AI being able to pit stop properly, as in not to take 3.5 years to do a pitstop.

+ Race length and mandatory pit stop settings (as in not just increased tyre wear and/or fuel to get a pitstop)

+ Better damage model - crashing into a wall more than likely will ruin your race.

+ Gravel actually slows down the car. Bungs up the intakes, etc.

There.must be more, but that'll do for now.
Actually the damage model can be made as you like, it's a shitload of work.
But every body panel or major part can be dented or lost.

The reason why so many racing games don't feature that...
The IP owner companies of the car brands don't want them to look bad or broken.
 
Good point.

I believe they are heavily looking into simulating this as realistically as possible.
I think it was in a dev chat or something ... can't remember.

Time will tell - but yes, it deffo needs to be accurate to real life :)
I hope I am wrong but LMU to me so far gives more of F1 20xx vibe. The gap in terms of technologies to render compared to RF2 is significant. I wonder If they really went for full simulation because in that case the result would have shown in RF2 as well, but so far it did not.
 
I hope I am wrong but LMU to me so far gives more of F1 20xx vibe. The gap in terms of technologies to render compared to RF2 is significant. I wonder If they really went for full simulation because in that case the result would have shown in RF2 as well, but so far it did not.
Hmmm I dunno.

If they ported everything straight into rF2, whats the point in buying LMU?

They have tested various aspects in rF2, for instance the Hybrid power boost in the BTCC cars, and the new Race Control online system currently in Beta.

I'm hoping they've taken the existing assets (GTE, LMP2 etc) into LMU and made them more detailed.

But I guess we'll know in Feb.
 
Hmmm I dunno.

If they ported everything straight into rF2, whats the point in buying LMU?

They have tested various aspects in rF2, for instance the Hybrid power boost in the BTCC cars, and the new Race Control online system currently in Beta.

I'm hoping they've taken the existing assets (GTE, LMP2 etc) into LMU and made them more detailed.

But I guess we'll know in Feb.
From what I have read, there is no direct porting of cars or tracks from rF2 to LMU. You are correct, however, that many of the new features in rF2 are serving as a test bed for LMU. I'm willing to bet the final version of LMU is ready EXCEPT for the Race Control online system. Once that is finalized then LMU will be set to go.
 
GTR2 ?
That was canned random not dynamic.
A car did not lap 1 second faster then blow up.

rF2 dynamically captures random DNFs for all sorts of things including mechanical ?

But tell me !
How many people here use 100% damage ?
They don't because not even servers do. !

Which you must do if you want to experience it. :roflmao:

:coffee:
 
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Actually the damage model can be made as you like, it's a shitload of work.
But every body panel or major part can be dented or lost.

The reason why so many racing games don't feature that...
The IP owner companies of the car brands don't want them to look bad or broken.

This is one of the biggest misundestood things in simracing right now and is slowly becoming a crutch for lazy developers (Kunos... I'm looking at you :redface:) to skip damage model all together from their games.

I mean, every car company don't wants to see their cars trashed at a BeamNG level, this is true, but they don't mind if the car lose the wheels or the rear wing, or maybe the front bumper. Just see Iracing and AMS2/PCARS, they have extensive damage model and have cars from all the big brands..

The only company that I know is really obsessed with it is SCANIA from all brands, apparentelly they are the reason why the SCS Truck games don't have visual damage, and this was the reason why they don't allowed Reiza to use their brand in the Formula Truck games (a game with a good damage system too, and with all the other brands, even Volvo, another brand know to be protective with their IP).

Don't fall for this, will just allow developers to be lazy.
 
GTR2 ?
That was canned random not dynamic.
A car did not lap 1 second faster then blow up.
I think you are referring to the base GTR2 content.
Myself only raced base content for a month or so and ever since going bonkers in tons of mods and tweaks with this title. Have had excellent endurance races and GP distance races. Mostly small alternations to talent, hdv, etc. files you could in fact have excellent immersion on the long run. Have had plenty fun this way.
Apart from that I agree AI model is not dynamic. But things can get spiced up in different ways.
rF2 dynamically captures random DNFs for all sorts of things including mechanical ?

But tell me !
How many people here use 100% damage ?
They don't because not even servers do. !

Which you must do if you want to experience it. :roflmao:

:coffee:

Haven't thought of that part for many years.
Think I went from one sim to rF1 and a community that it was not street to activate any AIDS or damage, so been switching off myself since for now +15 years.
But I was in my mid 30ies by then, hence more reluctant compared to when I was a fresh boy, besides more real world experiences behind me in the meantime, so just strived for that extra immersion.

Also some mods with modeling of engine overheating and in general fragility, reflecting the years of indeed fragile cars of which put far more on the driver's abilities,, the challenge being the balance of competitive racing and nursing the car home.

Some of my best experiences here is in fact in GTR2 (and some in rF1) mods back then, early Turbo gens, being on the edge, the nerves, the tension, near heart attack, lap after lap....and then suddenly the engines blew up. It felt real! And not just an ESC-button experience to me. And the more excitement when having the struggle for 95 minutes with reward of bringing the car home.

Besides rF1 also captured engine blowup for AI's in several mods. Ofcourse I would too like a much more refined dynamic model here, especially modelling of all the parameters from the era where race cars really were vulnerable.
But as I read the LM title it is not in the cards with classic eras, sadfully.

If I deviate from the norm here, just call me a weirdo - def I am :D
 
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For me, you covered AI and flexibility in ability to create grids and race formats as desired.

The other one is more tracks. There can't seriously be only 7 tracks for this and then bang, done? I know it's the "Le Mans" game and they've got 4 more WEC locations to add next season along with a bunch of GT3s, but even still...

At a bare minimum, have a few variant versions of the tracks we do have please. Bahrain long and short, Algarve various layouts, LM Bugatti etc.
 
Premium
GTR2 ?
That was canned random not dynamic.
A car did not lap 1 second faster then blow up.

rF2 dynamically captures random DNFs for all sorts of things including mechanical ?

But tell me !
How many people here use 100% damage ?
They don't because not even servers do. !

Which you must do if you want to experience it. :roflmao:

:coffee:
On GTR2 I always use 100% damage, and in fact if I wall my car then that session is over for me, people have different desires and demands!
 

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