Le Mans Ultimate Will Now Be Early Access, Evolve Throughout 2024

Le Mans Ultimate Will Now Be Early Access, Evolve Throughout 2024 RD 03.jpg
In a switch, the upcoming official Le Mans and WEC game will still launch on 20th February 2024, but in an Early Access state.

Images: Motorsport Games / Studio 397

Following a delay from December ‘23 to February ‘24, Le Mans Ultimate will now release initially as an Early Access title as work continues at developer Studio 397.

Based upon the basic architecture of existing simulation platform rFactor 2, but with several planned enhancements, it will feature content from the 2023 FIA World Endurance Championship at launch.

This hasn’t changed with the Early Access programme, with the 12 car models used in the series last year represented at launch alongside the seven circuits in their championship layouts – the team is exploring the possibility of additional configurations for a later date.


Today’s new trailer showcases glimpses of the Aston Martin Vantage GTE, Porsche 911 RSR GTE, Cadillac V-Series.R (running on electricity in the pitlane) and the Glickenhaus SCG 007 for the first time. It does not, however, show the HUD.

The Bahrain International Circuit, at night, Fuji Speedway and Sebring’s pitlane can also briefly be spotted. Markedly, several cars are seen racing on track at once, something most prior updates were missing.

All venues are set to include day-to-night cycles, dynamic weather and track surface evolution analogous to Factor 2’s Real Road 2.0 system.

All vehicles are said to have been rebuilt from the ground up, inside and out, for LMU – even if some of the cars are shared with the outfit’s prior titles. Over 100 real-world liveries will be available from launch too, including variations of sponsors or 24 Hours of Le Mans-specific designs.

Le Mans Ultimate Bahrain Peugeot vs Toyota.jpg


The Garage 56 modified Chevrolet NASCAR that competed at the centenary event as a one-off is omitted, however.

Ahead of the release date, we hope to see footage or images of the Corvette GTE, Glickenhaus SCG 007 and Cadillac V-Series.R alongside Sebring and Fuji Speedway. Gameplay footage has previously recently been published for the Toyota GR010 at Portimão and Ferrari 499P at Monza, while today’s footage also sees the Ferrari 488 GTE, Porsche 963 and wingless Peugeot 9X8 on track.

As for 2024-season content, or historical vehicles, there’s the following hint provided by Motorsport Games: “There is certainly a huge amount of current and historic inspiration to draw from!”

Ranked Multiplayer Included At Launch​

During the Early Access phases, Motorsport Games’ RaceControl online ranking system – with driver and safety ratings – will be available.

Claimed to carry across learnings from having the system in rFactor 2, there will be daily races available at intervals across three levels: Beginner, Intermediate and Advanced.

Creating your owner server, however, will be a notable omission initially, with that and the ability to enter special events slated for updates post-release.

Le Mans Ultimate LMP2 Oreca and Peugeot RD.jpg


“We’ve got some great plans to run championships and esports tournaments in the future and are building out functionality to create online championships and more,” reads the platform’s newly published FAQ. Did someone say a 24 Hours of Le Mans special event?

Outside of the online competitions, you will be able to use a system called Race Weekend to configure single-player events to your liking, including multi-class races. However, it’s not yet clear if multiplayer will be available initially with multi-class or driver swaps.

Co-op Mode, VR, Missing – For Now​

Speaking of switching drivers, the much-hyped asynchronous cooperative multiplayer mode is an absentee for now.

“Unfortunately, whilst we do have a working prototype, this innovative game mode is not quite ready for release and such we are working hard on this feature with the intent on making it available in the summer during the Early Access phase,” explains the development team.

Perhaps more pertinently, considering rFactor 2’s support, virtual reality is not available in February, but we expect it to follow. It’s not clear if triple-screen gameplay is possible come the launch, either.

Cadillac Le Mans Ultimate onboard.jpg


There’s no word at all if a form of single-player career or championship mode is in development. As an officially licenced and dedicated platform, much like Assetto Corsa Competizione, modding is not supported.

The recommended PC specifications have also been published. We have more details in a separate article, but they seem very accessible to us.

Pricing confirmed​

Those who take the plunge and purchase Le Mans Ultimate on 20th February 2024 as an Early Access title should expect to pay €29.99/£24.99/ $32.99 (USD).

The initial offering for the game will be the lowest price for the game in its Early Access phase,” explains the creators.


“Those early adopters will enjoy playing the game early with access to features and content, whilst also helping input into the future roadmap of the product with new features and updates being delivered to players when they are ready as part of the initial price.

“We also hope to even have a few gifts or two throughout Early Access.”

An estimation of how long it will be in this development phase is not yet known.

What do you make of the switch to the Early Access programme for Le Mans Ultimate? Let us know in the comments below and 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

The whole point of the game is simulating the entire season, to allow me to replicate a seasons championhsip. If they have the SP weekends working how hard is it to link it all together into a full championship?
And how hard is it for the devs to make a screen in between races that tabulates and displays the points during a championship? Maybe they could call it, and I'm just spit-balling here, "championship mode"? Like every single-player racing sim had since the early 1990s? That somehow S397 still have not managed to add to the game they bought in 2016? That one?

Oh well, maybe next decade.
 
The whole point of the game is simulating the entire season, to allow me to replicate a seasons championhsip. If they have the SP weekends working how hard is it to link it all together into a full championship?
I get why they've focused on the online aspect.

Presumably, they've had an internal discussion and decided that the online people will shout the loudest so lets get the online thing working first - offline after.

They are only a small team, so priorities and all that.

But, yeah, I was quite disappointed with the no championship thing at launch.
I like online racing, but there's something to be said for just immersing yourself in the offline world without the stress and stupidity of other human beings.

Presumably, if it works the same way as rF2 we still might be able to use rF2 Log Analyser to keep track of championships (not ideal I know).

I guess we all just keep mentioning it when it comes out in the various forums etc.
 
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The whole point of the game is simulating the entire season, to allow me to replicate a seasons championhsip. If they have the SP weekends working how hard is it to link it all together into a full championship?

Obviously not necassary low hanging fruits see AMS2 or ACC. There are or have been issues in the past with it.
 
And how hard is it for the devs to make a screen in between races that tabulates and displays the points during a championship? Maybe they could call it, and I'm just spit-balling here, "championship mode"? Like every single-player racing sim had since the early 1990s? That somehow S397 still have not managed to add to the game they bought in 2016? That one?

Oh well, maybe next decade.
IIRC ACC aswell as AMS2 shipped without a championship mode either eventhough both titles feature a real life series. Ofcourse it would have been nice at launch but I rather see the basics working first before they expand other features, because that's what allmost killed their previous title. There were alot of features but nothing really worked 100 % at launch. Given the fact, that loganalyzer and the Racecontrol system do exactly what you are asking for, I guess it won't take too long for such an option to arrive. Anyway, happy tea time.
 
Thats the worst possible reply or reaction. Yes, lets defend something that already shows a lot of red flags simply because we don't have exactly the same type of game otherwise. No man, yours is the worst argument you can make for this game. If they would've announced an early access months ago then fine, but this here screams to me that the game development has been in trouble and now they have to release something. And because they don't want a shitshow they label it conveniently early acces. The last game that announced it won't be a full release but actually early access merely a week or two before release was The Day Before. The rest is history. So i definitely will not hold my breath for LMU as much as i would love a dedicated WEC racer.
You are acting as if every game released in Early Access would end up like The Bay before. Atm we can't judge LMU. Maybe it'll be a **** show, maybe not. Who knows? The red flags that you are seeing are labels that you are applying to a product that you have no idea how it'll be. At the end I don't care how things are called. They could call it open beta or what ever. I think we have a pretty good idea of what we get in terms of content and features and that's all I need to know. How stable it is and how well it works and especialy how well it drives is something that neither you or I can judge at this point. And yep, it's the only game on the horizon right now to race all WEC tracks with all WEC cars (bar the Nascar). If you have a better alternative right now, I will give you that. There is a reason why WRC and F1 games sell that well. ;)
 
Well that basically confirms that the game will release unfinished and likely never be finished.

You'll likely get one significant update 1-3 months after launch, and maybe a hot fix or two. Then you'll get months of radio silence and no updates until the game suddenly "exits early access" coincidentally timed for the start of the next real world race season. At which point they'll be bombarded with angry negative reviews complaining about how the game was released unfinished.
 
Well that basically confirms that the game will release unfinished and likely never be finished.

You'll likely get one significant update 1-3 months after launch, and maybe a hot fix or two. Then you'll get months of radio silence and no updates until the game suddenly "exits early access" coincidentally timed for the start of the next real world race season. At which point they'll be bombarded with angry negative reviews complaining about how the game was released unfinished.
That might be your impression but that's not how S397 has been operating the last couple of years. People got (allmost) everything they asked for.
 
Well that basically confirms that the game will release unfinished and likely never be finished.

You'll likely get one significant update 1-3 months after launch, and maybe a hot fix or two. Then you'll get months of radio silence and no updates until the game suddenly "exits early access" coincidentally timed for the start of the next real world race season. At which point they'll be bombarded with angry negative reviews complaining about how the game was released unfinished.
And you are working for MSG/Studio 397 knowing all this already?
 
I think what I will try first is a race weekend at Le Mans. Multiclass, all available spots selected (if my PC can handle it) and going out in the 963. If possible then setup a rainy part in practice first with transition to sunny conditions in the early morning. Qualy at night and a race over 15 laps to check ai behaviour, strategies, track progression at the first glance.
 
I think what I will try first is a race weekend at Le Mans. Multiclass, all available spots selected (if my PC can handle it) and going out in the 963. If possible then setup a rainy part in practice first with transition to sunny conditions in the early morning. Qualy at night and a race over 15 laps to check ai behaviour, strategies, track progression at the first glance.
Hhahah - you read my mind :)

Personally, I want to see how they've configured the Pit Stops.
rF2 with AI and Pit Stops is a real PITA - so I hope they've managed to make it actually work.

Also, I hope they have options to be able to set some rules - like in ACC where you can say I want a 1hr race, and there has to be a pitstop for fuel and/or tyres within a specified time window.

I don't have time to run an actual 4/6/24hr race by myself - 1hr is the max - but the pitstops add another level of tactics :D
 
Premium
Well, i purchased Kartkraft early access and never regretted it stayed about like that.
If it is the same for LMU , well i will live with it.
The price is fair in my opinion.
 
I really hope LMU will have a better ai than rF2. Didn't race much rF2 in the last couple of months, but I just went to Le Mans to get an impression how LMU could feel. Well...in the 2nd chicane on Hundadieres my race ended after the 3rd hit from behind.

And the first chicane is also some kind of destruction derby under 14fps in replay :roflmao:

Perhaps I will try LMU and if it is on the same level like rF2 I will refund it and get back to it whether this can and will be dialed in. I do not have any problem to pay the double price than of EA.

1706883464019.png
 
Obviously not necassary low hanging fruits see AMS2 or ACC. There are or have been issues in the past with it.
Didn't know that AMS2 had championship issues, I mainly hotlap nowadays. I've heard ACC has missing tracks but again I'm mainly hotlaping in that as well at the moment.....I was kind of excited about LMU getting me into a fully complete championship and away from my age old R3E DTM seasons (although that has issues as well).

Looks like season ARE indeed difficult to do!
 
I wonder how much of the 32 dollars goes towards continued development, and how much goes towards getting Dimitri a new flashy car.
 
Btw.: I hope for the SP to be able to define the amount of cars per class. It's an important and indispensable feature. Something like in rF2 where you have to drop ai's to create equal qtys of cars per class is the pure hell.
Good point. The last few weeks I've been doing some alternating between AMS2 and RF2, mostly endurance/sports car content - specifically Le Mans and Daytona. I had forgotten how random class splits in RF2 are when you just select which classes / car types you want in a race. In one race where I selected DPi/LMP2/GT3, even though there were 7 DPi liveries available the race weekend only selected 2 along with 20 LMP2 and 10 GT3. Try the same race weekend setup again and you'll get some completely different random mix. Ok, so you then go and try to manually change the included AI. Well, before you launch the race session you see all the cars and liveries noted by car #. But then once in the session, the included AI are listed by driver name but the available ones are listed by car type and #... so if you don't know what car and # the included AI are driving, you don't know which cars you might be removing. It's a truly sucky process. In AMS2, however many classes you select it will try to split them evenly, depending on the number of liveries available. That's not totally real-life accurate either (besides the unfortunate low 32 max car count), but you can at least expect an automatic attempt at an evenly split field.

Circling back to LMU, I suspect this will be less of an issue given that it's focusing on WEC and therefore the entire car set should be "correct". But it's a perfect example of something that's frustrating in RF2 that I hope LMU has "fixed".
 
Good point. The last few weeks I've been doing some alternating between AMS2 and RF2, mostly endurance/sports car content - specifically Le Mans and Daytona. I had forgotten how random class splits in RF2 are when you just select which classes / car types you want in a race. In one race where I selected DPi/LMP2/GT3, even though there were 7 DPi liveries available the race weekend only selected 2 along with 20 LMP2 and 10 GT3. Try the same race weekend setup again and you'll get some completely different random mix. Ok, so you then go and try to manually change the included AI. Well, before you launch the race session you see all the cars and liveries noted by car #. But then once in the session, the included AI are listed by driver name but the available ones are listed by car type and #... so if you don't know what car and # the included AI are driving, you don't know which cars you might be removing. It's a truly sucky process. In AMS2, however many classes you select it will try to split them evenly, depending on the number of liveries available. That's not totally real-life accurate either (besides the unfortunate low 32 max car count), but you can at least expect an automatic attempt at an evenly split field.

Circling back to LMU, I suspect this will be less of an issue given that it's focusing on WEC and therefore the entire car set should be "correct". But it's a perfect example of something that's frustrating in RF2 that I hope LMU has "fixed".
That's the reason why started using the season skinpacks for IMSA and WEC, or the fantastic ELMS skinpack with over 40 cars. It's easier to keep track of wich cars raced on wich track and get realistic grids. One thing that I found more lacking besides the option to set the grid spots per class was indeed to get info about the amount of filtered skins. I am pretty sure this would be easily doable as rF1 had custom UIs showing this info and so does AMS1. Same goes for the garage spots. The reason why AMS2 has evenly split classes is pretty simple aswell: Project Cars games did this by default aswell. On the other hand you have zero chance of getting realistic grids like in rF2 or even track specific liveries. There are pros and cons with everything. One thing that I noticed throughout the years with the different products is that you won't get around season skin pack and some file moving or editing if you want to race realistic grids or a fully licensed title.
 
In AMS2, however many classes you select it will try to split them evenly, depending on the number of liveries available. That's not totally real-life accurate either (besides the unfortunate low 32 max car count), but you can at least expect an automatic attempt at an evenly split field.

The good thing in AMS2 is that you can adjust the spots each class by your own. And it's done in a few seconds. 24 F1 HiTech + 2 LMDh + 1 Fiat Uno + 5 Karts....no problem as long as the track offers enough spots. Just hope it can be increased in future.

18 days to get answers :)
 
That's the reason why started using the season skinpacks for IMSA and WEC, or the fantastic ELMS skinpack with over 40 cars. It's easier to keep track of wich cars raced on wich track and get realistic grids. One thing that I found more lacking besides the option to set the grid spots per class was indeed to get info about the amount of filtered skins. I am pretty sure this would be easily doable as rF1 had custom UIs showing this info and so does AMS1. Same goes for the garage spots. The reason why AMS2 has evenly split classes is pretty simple aswell: Project Cars games did this by default aswell. On the other hand you have zero chance of getting realistic grids like in rF2 or even track specific liveries. There are pros and cons with everything. One thing that I noticed throughout the years with the different products is that you won't get around season skin pack and some file moving or editing if you want to race realistic grids or a fully licensed title.
Thanks for the reminder to look for a newer skinpack! Quite a while ago I had put some in but it was a small grouping of GT cars from the 2018-19 seasons (IMSA) and not a full grid. I just checked the workshop and downloaded the 2022 IMSA pack, took a quick look in game and am definitely going to do some driving tonight! Also reminds me I have a whole bunch of stuff cluttering up my RF2 install that I don't use and need to clean out.
 

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How are you going to watch 24 hours of Le Mans

  • On national tv

    Votes: 252 34.3%
  • Eurosport app/website

    Votes: 199 27.1%
  • WEC app/website

    Votes: 139 18.9%
  • Watch party

    Votes: 60 8.2%
  • At a friends house

    Votes: 18 2.4%
  • At Le Mans

    Votes: 67 9.1%
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