[REL] 2020 NTT Indycar Series

ApexModding

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We are excited to present you with the 2020 Indycar Series! Building the 2020 mod on top of the incredible 2019 base developed in partnership between Apex Modding and the Remy Group – the best people possible to make this happen – we look forward to seeing you online!

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2020 NTT Indycar Series presented by Apex Modding and The Remy Group:
We hope you thoroughly enjoy this. To support this and other releases, you can...
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Available now on Steam


Car Specifications
  • Length, Width, Height: ~201.7” x 75.5-76.5” (75.75-76.75” ovals) x ~40”
  • Wheelbase: 117.5”–121.5”
    • Front: 15” diameter, 10” wide. Minimum weight: 13.48 pounds
    • Rear: 15” diameter, 14” wide. Minimum weight: 14.7 pounds
  • Tires: Firestone Firehawk
    • Front diameter: 26 inches maximum, 25 inches minimum @ 35 psi
    • Rear diameter: 27.5 inches maximum, 26.5 inches minimum @ 35 psi
  • Weight: Approximately 1,700 lbs (Road/Street Courses), 1,690 lbs (Short Ovals) and 1,655 lbs (Speedways) (Does not include fuel, driver, drink bottle and contents and driver equivalency weight)
  • Fuel Tank Capacity: 18.5 US Gallons
  • Engine: Honda Honda HI20R Indy-V-6 / Chevrolet Chevy IndyCar V6. 12,000 RPM. Minimum weight 248lbs.
  • Power: 2.2L V6 twin-turbo (Twin BorgWarner EFR 7163 turbochargers)
  • Maximum Boost Pressure (above atmosphere): 1300 mbar (Superspeedways); 1500 mbar (short ovals, Road/Street Courses and Indianapolis 500 qualifying); 1650 mbar (Push-To-Pass)
    • Power: Estimated 550-700 horsepower, depending on turbo boost pressure used at track
  • Fuel: Speedway E85 fuel (blend of 85 percent ethanol and 15 percent gasoline)

Notes

  • Push-to-Pass to be implemented once Studio 397 releases the necessary information
  • Thank you Leonardo Nogueira for your dedication with the race liveries
  • Thank you John Denman for revising the make-up of suspension components
  • Thank you SlowMotion Modding Group for the visor mod
  • Thanks to ISI for the DW12 tire
  • Please reach out to us before ripping or converting any of our work. There's a very good chance we will be willing to work with you or provide permission if you ask, especially the 3D driver. Also, it will be easy to spot parts of our work elsewhere so just ask first ;)

Recommended League circuits
Alabama 2015 (Oval)
Apple Valley 2015 (Road Course and Oval)
Brookdale (Oval)
Canadian Tire Motorsport Park
Daytona International Raceway 2022
by cyruscloud
Eagle Creek 2015 (Oval)
Formula E Test Circuit
Indianapolis 2020
(2007, 2013, 2014, Superspeedway)
Laguna Seca
Lester GP by 32_pixel
Lime Rock Park 2012 (West Chicane, No Chicane)
Malaysia 2007 (GP)
Matsusaka (GP)
Mid-Ohio by Virtua-LM
Mills Metro 2011
Mountain Peak 2014 (Oval)
NOLA Motorsports Park 2016
Northside International Raceway
Palm Springs 2015
(Oval)
Portugal 2009
Riverside International Raceway
Road America 2019
Road Atlanta 2021
São Paulo 2013
Sebring
(12hr and North Circuit) by Virtua-LM or Studio 397
Silverstone 2012 (GP and International)
Tiger Moth
Toban RP 2016
Watkins Glen International
Zandvoort 2020


Previews (click to expand)

Indy 2020 (1).jpg Indy 2020 (7).jpg Indy 2020 (12).jpg Indy 2020 (15).jpg Indy 2020 (20).jpg
 
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Downloaded and will test later today. I still owe you a "cup of coffee" and will take care of that too.
Correction - Apparently the 2019 files were linked to 2020 on the first time after download/install as I had been running the 2019 cars before the install. Opened it on the track and both mods were installed, probably an rF2 fluke. Re opening rFactor cured that.

Noticed improvements to engine response curve, fuel consumption, audio, and it feels like the tires are a tad different. Suspension setup seems similar to 2019, which was pretty good IMO. (Did you use the same suspension geometry as the Dallara?)

The only racing we will probably see this year is going to be online, this makes a great substitute for the best commercially available sim on the planet.

Good work folks!
 
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Hey all!
The Apex Indycar 2020 mod with the aeroscreen is awesome, but I'm having a problem with my player created car. Whenever I switch to an alt skin I've created the "frame" for the aeroscreen is blue. This wouldn't be an issue if I was painting a blue car but it's kind of annoying if its not lol. Anyone else have this issue or anyone know how to fix it?

Thanks in advance and stay safe everyone!

RJ
 
You need to paint the aeroscreen / short oval wing, and save it with the wing suffix.
I think the name is alt_wing.dds or maybe altwing.dds ?
 
You need to paint the aeroscreen / short oval wing, and save it with the wing suffix.
I think the name is alt_wing.dds or maybe altwing.dds ?
That makes sense lol. I'll give it a try. Do I put the alt_wing.dds in the dir with the skin?
 
We have released a small update for the mod:
  • Corrected mirrors not being adjustable
  • Minor change to default oval setup
  • Minor tweak to physics (correcting the compilation from 2019 and Honda engine)

We have done our part, now do us a favor and do your part during this isolation: stay inside and drive the crap out of these!
 
This doesn't appear to have the PBR implemented. I just started to create a custom skin and it wasn't allowing me the change the textures. Just wondering if this is coming
 
Fabulous looking cars. Just wish they had the car control that was close to the Dallara or a few other very drivable open wheelers. I might expect iRacing cars to handle this way but certainly not rFactor2 cars, as there are too many good examples.

See what Joef Newgarden says about the difference between iRacing and real cars, it seems to draw a real parallel with this mod too.
 
Fabulous looking cars. Just wish they had the car control that was close to the Dallara or a few other very drivable open wheelers. I might expect iRacing cars to handle this way but certainly not rFactor2 cars, as there are too many good examples.

See what Joef Newgarden says about the difference between iRacing and real cars, it seems to draw a real parallel with this mod too.

There are known issues with track grip and other bits of the DW12. Our 2020 is an expansion from 2019 which was partially developed by engineers and validated by at least a handful of drivers. We suggest you do not use other virtual creations regardless of first-party status as a benchmark.
 
There are known issues with track grip and other bits of the DW12. Our 2020 is an expansion from 2019 which was partially developed by engineers and validated by at least a handful of drivers. We suggest you do not use other virtual creations regardless of first-party status as a benchmark.
Sorry Voss, but thats rather laughable response. We both know the car handles like crap, polar moments are way way off, and you couldn't even find a decent baseline tune to set it up with.
 
Sorry Voss, but thats rather laughable response. We both know the car handles like crap, polar moments are way way off, and you couldn't even find a decent baseline tune to set it up with.

Are you sure you are driving the correct mod and not the other 2019 Indycar? Between you and an Indycar engineer, we will side with the engineer. Also, feel free to ask certain in-house beta testers about their (very positive) feedback.
 
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It is very surprising an "expert" like you would say that. Are you sure you are driving the correct mod and not the other 2019 Indycar? Between you and an Indycar engineer, we will side with the engineer. Also, feel free to ask certain in-house beta testers about their (very positive) feedback.

ps: We are still awaiting for our coffee
View attachment 30532

Would that be the same engineer who left the DW12_susp.pm file (which was actually one of Doug Lynch's original Indycar 95 files) in the Main MAS file for IndyCar 2020? And how long ago did rFactor consolidate the pm files into Chassis.ini?

First line from the file...
// Indycar 95 suspension
////////////////////////////////////////////////////////////////////////////
//
// Conventions:
And hey, guess what shows up in ptool...

Sorry I get so passionate over the quality of physics with rfactor2 mods. Graphics are the easy part, but physics take an expert.

BTW why couldn't it have been released with a driveable baseline setup to begin with? Couldn't find one?
 
@John R Denman
Are you sure you have let Steam update the mod? You are welcome to feel passionate but not welcome to be rude.

First, update your mod. Second, provide videos of your driving experience so we can see what you are facing. Regarding the default setup, it works for the AI but you are also welcome to create your own. Third, the update should not contain such pm files but as you know, we do this for free and are not a developer, so it should be OK to expect something not fully reviewed or erased, and especially OK to a piece of content receiving an update. We will look into revisiting setups again.
 
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