simulation

200-mph-for-500-miles:-how-indycar-drivers-prepare-for-the-big-race

200 mph for 500 miles: How IndyCar drivers prepare for the big race


Andretti Global’s Kyle Kirkwood and Marcus Ericsson talk to us about the Indy 500.

INDIANAPOLIS, INDIANA - MAY 15: #28, Marcus Ericsson, Andretti Global Honda prior to the NTT IndyCar Series 109th Running of the Indianapolis 500 at Indianapolis Motor Speedway on May 15, 2025 in Indianapolis, Indiana.

#28, Marcus Ericsson, Andretti Global Honda prior to the NTT IndyCar Series 109th Running of the Indianapolis 500 at Indianapolis Motor Speedway on May 15, 2025 in Indianapolis, Indiana. Credit: Brandon Badraoui/Lumen via Getty Images

#28, Marcus Ericsson, Andretti Global Honda prior to the NTT IndyCar Series 109th Running of the Indianapolis 500 at Indianapolis Motor Speedway on May 15, 2025 in Indianapolis, Indiana. Credit: Brandon Badraoui/Lumen via Getty Images

This coming weekend is a special one for most motorsport fans. There are Formula 1 races in Monaco and NASCAR races in Charlotte. And arguably towering over them both is the Indianapolis 500, being held this year for the 109th time. America’s oldest race is also one of its toughest: The track may have just four turns, but the cars negotiate them going three times faster than you drive on the highway, inches from the wall. For hours. At least at Le Mans, you have more than one driver per car.

This year’s race promises to be an exciting one. The track is sold out for the first time since the centenary race in 2016. A rookie driver and a team new to the series took pole position. Two very fast cars are starting at the back thanks to another conflict-of-interest scandal involving Team Penske, the second in two years for a team whose owner also owns the track and the series. And the cars are trickier to drive than they have been for many years, thanks to a new supercapacitor-based hybrid system that has added more than 100 lbs to the rear of the car, shifting the weight distribution further back.

Ahead of Sunday’s race, I spoke with a couple of IndyCar drivers and some engineers to get a better sense of how they prepare and what to expect.

INDIANAPOLIS, INDIANA - MAY 17: #28, Marcus Ericsson, Andretti Global Honda during qualifying for the NTT IndyCar Series 109th Running of the Indianapolis 500 at Indianapolis Motor Speedway on May 17, 2025 in Indianapolis, Indiana.

This year, the cars are harder to drive thanks to a hybrid system that has altered the weight balance. Credit: Geoff MIller/Lumen via Getty Images

Concentrate

It all comes “from months of preparation,” said Marcus Ericsson, winner of the race in 2022 and one of Andretti Global’s drivers in this year’s event. “When we get here to the month of May, it’s just such a busy month. So you’ve got to be prepared mentally—and basically before you get to the month of May because if you start doing it now, it’s too late,” he told me.

The drivers spend all month at the track, with a race on the road course earlier this month. Then there’s testing on the historic oval, followed by qualifying last weekend and the race this coming Sunday. “So all those hours you put in in the winter, really, and leading up here to the month of May—it’s what pays off now,” Ericsson said. That work involved multiple sessions of physical training each week, and Ericsson says he also does weekly mental coaching sessions.

“This is a mental challenge,” Ericsson told me. “Doing those speeds with our cars, you can’t really afford to have a split second of loss of concentration because then you might be in the wall and your day is over and you might hurt yourself.”

When drivers get tired or their focus slips, that’s when mistakes happen, and a mistake at Indy often has consequences.

A racing driver stands in front of four mechanics, who are facing away from him. The mechanics have QR codes on the back of their shirts.

Ericsson is sponsored by the antihistamine Allegra and its anti-drowsy-driving campaign. Fans can scan the QR codes on the back of his pit crew’s shirts for a “gamified experience.” Credit: Andretti Global/Allegra

Simulate

Being mentally and physically prepared is part of it. It also helps if you can roll the race car off the transporter and onto the track with a setup that works rather than spending the month chasing the right combination of dampers, springs, wing angles, and so on. And these days, that means a lot of simulation testing.

The multi-axis driver in the loop simulators might look like just a very expensive video game, but these multimillion-dollar setups aren’t about having fun. “Everything that you are feeling or changing in the sim is ultimately going to reflect directly to what happens on track,” explained Kyle Kirkwood, teammate to Ericsson at Andretti Global and one of only two drivers to have won an Indycar race in 2025.

Andretti, like the other teams using Honda engines, uses the new HRC simulator in Indiana. “And yes, it’s a very expensive asset, but it’s also likely cheaper than going to the track and doing the real thing,” Kirkwood said. “And it’s a much more controlled environment than being at the track because temperature changes or track conditions or wind direction play a huge factor with our car.”

A high degree of correlation between the simulation and the track is what makes it a powerful tool. “We run through a sim, and you only get so many opportunities, especially at a place like Indianapolis, where you go from one day to the next and the temperature swings, or the wind conditions, or whatever might change drastically,” Kirkwood said. “You have to be able to sim it and be confident with the sim that you’re running to go out there and have a similar balance or a similar performance.”

Kyle Kirkwood's indycar drives past the IMS logo on one of the track walls.

Andretti Global’s Kyle Kirkwood is the only driver other than Álex Palou to have won an IndyCar race in 2025. Credit: Alison Arena/Andretti Global

“So you have to make adjustments, whether it’s a spring rate, whether it’s keel ballast or just overall, maybe center of pressure, something like that,” Kirkwood said. “You have to be able to adjust to it. And that’s where the sim tool comes in play. You move the weight balance back, and you’re like, OK, now what happens with the balance? How do I tune that back in? And you run that all through the sim, and for us, it’s been mirror-perfect going to the track when we do that.”

More impressively, a lot of that work was done months ago. “I would say most of it, we got through it before the start of this season,” Kirkwood said. “Once we get into the season, we only get a select few days because every Honda team has to run on the same simulator. Of course, it’s different with the engineering sim; those are running nonstop.”

Sims are for engineers, too

An IndyCar team is more than just its drivers—”the spacer between the seat and the wheel,” according to Kirkwood—and the engineers rely heavily on sim work now that real-world testing is so highly restricted. And they use a lot more than just driver-in-the-loop (DiL).

“Digital simulation probably goes to a higher level,” explained Scott Graves, engineering manager at Andretti Global. “A lot of the models we develop work in the DiL as well as our other digital tools. We try to develop universal models, whether that’s tire models, engine models, or transmission models.”

“Once you get into to a fully digital model, then I think your optimization process starts kicking in,” Graves said. “You’re not just changing the setting and running a pretend lap with a driver holding a wheel. You’re able to run through numerous settings and optimization routines and step through a massive number of permutations on a car. Obviously, you’re looking for better lap times, but you’re also looking for fuel efficiency and a lot of other parameters that go into crossing the finish line first.”

A screenshot of a finite element analysis tool

Parts like this anti-roll bar are simulated thousands of times. Credit: Siemens/Andretti Global

As an example, Graves points to the dampers. “The shock absorber is a perfect example where that’s a highly sophisticated piece of equipment on the car and it’s very open for team development. So our cars have fully customized designs there that are optimized for how we run the car, and they may not be good on another team’s car because we’re so honed in on what we’re doing with the car,” he said.

“The more accurate a digital twin is, the more we are able to use that digital twin to predict the performance of the car,” said David Taylor, VP of industry strategy at Siemens DISW, which has partnered with Andretti for some years now. “It will never be as complete and accurate as we want it to be. So it’s a continuous pursuit, and we keep adding technology to our portfolio and acquiring companies to try to provide more and more tools to people like Scott so they can more accurately predict that performance.”

What to expect on Sunday?

Kirkwood was bullish about his chances despite starting relatively deep in the field, qualifying in 23rd place. “We’ve been phenomenal in race trim and qualifying,” he said. “We had a bit of a head-scratcher if I’m being honest—I thought we would definitely be a top-six contender, if not a front row contender, and it just didn’t pan out that way on Saturday qualifying.”

“But we rolled back out on Monday—the car was phenomenal. Once again, we feel very, very racy in traffic, which is a completely different animal than running qualifying,” Kirkwood said. “So I’m happy with it. I think our chances are good. We’re starting deep in the field, but so are a lot of other drivers. So you can expect a handful of us to move forward.”

The more nervous hybrid IndyCars with their more rearward weight bias will probably result in more cautions, according to Ericsson, who will line up sixth for the start of the race on Sunday.

“Whereas in previous years you could have a bit of a moment and it would scare you, you usually get away with it,” he said. “This year, if you have a moment, it usually ends up with you being in the fence. I think that’s why we’ve seen so many crashes this year—because a pendulum effect from the rear of the car that when you start losing it, this is very, very difficult or almost impossible to catch.”

“I think it’s going to mean that the race is going to be quite a few incidents with people making mistakes,” Ericsson said. “In practice, if your car is not behaving well, you bring it to the pit lane, right? You can do adjustments, whereas in the race, you have to just tough it out until the next pit stop and then make some small adjustments. So if you have a bad car at the start a race, it’s going to be a tough one. So I think it’s going to be a very dramatic and entertaining race.”

Photo of Jonathan M. Gitlin

Jonathan is the Automotive Editor at Ars Technica. He has a BSc and PhD in Pharmacology. In 2014 he decided to indulge his lifelong passion for the car by leaving the National Human Genome Research Institute and launching Ars Technica’s automotive coverage. He lives in Washington, DC.

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Civilization VII looks like 2K’s next big game announcement

Tell Gandhi to prep the nukes —

Logo drop comes amid publisher’s “beloved franchise” tease for Summer Games Fest.

COMING SOON

Enlarge / COMING SOON

2K / Imgur

2K Games is expected to show the first trailer footage of the upcoming Civilization VII as part of this weekend’s Summer Games Fest marketing extravaganza after a logo for the game leaked on 2K’s website this morning.

Eagle-eyed gamers at ResetEra and Reddit both noticed the Civ VII banner atop the publisher’s official site early this morning, alongside a “Coming Soon” label and inactive links to a trailer and wishlist page. The appearance comes just ahead of the trailer-filled Summer Games Fest livestream, which will premiere at 5 pm Eastern Friday afternoon.

In May, the Summer Games Fest Twitter account teased that 2K would be using the event “to reveal the next iteration in one of [its] biggest and most beloved franchises.” Civilization VII now seems primed to fill that pre-announced slot, which may be unwelcome news for fans of 2K-owned franchises like Borderlands, Bioshock, and NFL2K (which was first publicly mulled for a revival in 2020).

Last year, developer Firaxis announced that it had started development on the “next mainline game in the world-famous Sid Meier’s Civilization franchise,” under the guidance of Civilization VI Creative Director Ed Beach and newly promoted studio head Heather Hazen (who previously worked with Epic Games and Popcap). “We have plans to take the Civilization franchise to exciting new heights for our millions of players around the world,” Hazen said in a statement at the time.

Civilization namesake Sid Meier holds forth with fans at a Firaxicon fan gathering in 2014.” height=”426″ src=”https://cdn.arstechnica.net/wp-content/uploads/2014/09/firaxicon39-640×426.png” width=”640″>

Enlarge / Civilization namesake Sid Meier holds forth with fans at a Firaxicon fan gathering in 2014.

Kyle Orland

Civilization VII will be the first entry in the storied strategy franchise in at least eight years, a historically long gap for a series that has seen a new numbered entry every four to six years since its debut in 1991. When Civilization VI hit in 2016, we praised the game for its smoother, more easily accessible interface and focus on fraught decision-making.

In an interview with Ars just after the launch of Civ VI, series namesake Sid Meier said his official role as franchise director has evolved over the years into more of a support structure for younger designers. “I’m there to kind of represent the history of the game,” Meier told Ars. “My role is just to be supportive. Designers have huge egos, and they’re easily bruised. Making a game can be a painful process. Part of my role is to be encouraging—’that idea didn’t work, try something else.'”

Elsewhere in early Summer Games Fest leaks and announcements, we can expect more info about Meta Quest VR-exclusive Batman: Arkham Shadow, a Lego-fied version of Sony’s Horizon series, and new footage for cinematic survival game Dune Awakening, among many other planned announcements.

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mini-settlers-is-a-city-builder-that-you-can-both-enjoy-and-actually-put-down

Mini Settlers is a city builder that you can both enjoy and actually put down

You can definitely get 120 frames on an RTX 4080 —

No zoning, no pollution, no advisers—just squares, circles, people, and time.

Mini Settlers screen showing rocks, fields, and lots of water pumps and farms.

Enlarge / Are you enticed by this kind of orderly madness with a clean graphical layout? Then I suggest you… settle in.

Goblinz Studio

You can’t buy Mini Settlers right now, but I think you should play the free “Prologue” demo and wishlist the full game if you dig it. It’s not quite like any other city builder I’ve played.

Mini Settlers is “mini” like minimalism. It is in the same genre, but quite far from, games like Cities: Skylines 2 (a choice with some proven merit). Your buildings are not 3D-rendered with real-time lighting. Your buildings are colored squares, sometimes with a few disc tokens stacked on them, tabletop-style. Your roads don’t have traffic, but they have drivers (tiny squares) that take resources between nodes. When things go wrong, you don’t get depressing news about pollution and riots; some people just leave their homes, but they’ll come back if you fix what’s wrong.

Mini Settlers announcement video.

Mini Settlers is not the game to play to satisfy your long-running suspicion that urban planning was your missed calling. In the (non-progress-saving) Prologue-free demo out this week, the mines and quarries have infinite resources. There is no “money” to speak of, so far as I can tell. Apple farms must be placed near apple orchards and water pumps by water, and the rest is up to you. The interface looks like a thought experiment in how far you can get from traditional city sim HUDs, but then someone implemented it.

  • A larger-scale view of a developed settlement, one with much better road planning than I achieved.

    Goblinz Studio

  • The game layers information about resources and needs, such that it never feels overwhelming.

    Goblinz Studio

  • Natural resources and land formations require you to work around them in creative ways.

    Goblinz Studio

  • Each circle is a node, and each square is a worker, shuttling resources from node to node, as best they can.

    Goblinz Studio

The biggest challenge I faced in my couple of sessions was textbook logistics, at least from a suburban or small-town perspective. Having developed SimCity Brain throughout prior decades, I tried to keep my residential areas (City Center and the Homes you build around it) away from anything resembling production, like rock quarries and lumber yards. Instead of bolstering housing values or improving aesthetics, which do not exist, this gave me a huge set of supply bottlenecks to try and work through.

Houses wanted regular supplies of apples and water, but spacing out everything made a ton of extra transit work. Every road is a maximum of seven tiles, and each one gets a worker that moves back and forth between waypoints, dropping off goods to buildings or leaving them for the next worker on the goods’ route. I had wanted to create a simple town of people building wood houses and eating apples, and instead, I had a micro-scale Wayfair job interview scenario, complete with tiny warehouses and delivery times.

But, here again, Mini Settlers is different, even when you’re flailing. You simply remove the roads and buildings that don’t work and put them in better places. The buildings take a bit to build again, but there’s no real game timer unless you want to enable one for personal bests. You can even enable a background mode so that the calm simulation keeps running while you absolutely do your best work on a Friday afternoon.

The “Prologue” is not verified for Steam Deck, but the developers have an official layout for it. I think it will do in a pinch, but there’s a lot of thumb-taxing trackpad pointing remaining in a game that seems grid-based enough to do with more gamepad controls. As for performance, it runs great. At 30 frames per second, my Deck guessed it could keep going for nearly five more hours.

Mini Settlers is due out in 2024, seemingly for PC only on Steam, for the moment. The minimum requirements are a Core i3, 4GB memory, and Intel HD Graphics 4000, but “Integrated cards also work.” As the developers at Knight Owl Games note, wishlisting the game helps it circulate inside Steam’s recommendation algorithm, even if you don’t ultimately play beyond the demo. I am going to note a second time here that the demo does not save your game when you exit, which is not another design choice to keep you calm but just a demo thing.

Between this and Against the Storm, I am enjoying the recent broadening of the “city builder” genre. It’s happening, weirdly enough, by going much smaller.

Listing image by Goblinz Studio

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cities:-skylines-2-team-apologizes,-makes-dlc-free-and-promises-a-fan-summit

Cities: Skylines 2 team apologizes, makes DLC free and promises a fan summit

Cities: Skylines 2 development —

A “complete focus on improving the base game” will happen before more paid DLC.

A beach house alone on a large land plot

Enlarge / Like the Beach Properties DLC itself, this property looks a bit unfinished and in need of some focus.

Paradox Interactive

Perhaps the first clue that something was not quite right about Beach Properties, the first $10 DLC “expansion” for the already off-kilter city-building sim Cities: Skylines 2, was that it did not contain a real beach house, which one might consider a key beach property. The oversight seemed indicative of a content pack that lacked for content.

C:S2‘s developers and publisher now agree and have published a letter to Cities fans, in which they offer apologies, updates, and refunds. Beach Properties is now a free add-on, individual buyers will be refunded (with details at a FAQ page), and Ultimate Edition owners will receive additional Creator Packs and Radio Stations, since partial refunds are tricky across different game stores.

“We thought we could make up for the shortcomings of the game in a timeframe that was unrealistic, and rushed out a DLC that should not have been published in its current form. For all this, we are truly sorry,” reads the letter, signed by the CEOs of developer Colossal Order and publisher Paradox Interactive. “When we’ve made statements like this one before, it’s included a pledge to keep making improvements, and while we are working on these updates, they haven’t happened at a speed or magnitude that is acceptable, and it pains us that we’ve now lost the trust of many of you. We want to do better.”

What will happen next, according to the letter, are changes in how the game is improved and how those improvements are communicated. To wit:

  • A “complete focus on improving the base game and modding tools”
  • Better community involvement in choosing priorities
  • Focusing on free patches and updates ahead of paid content
  • Relatedly pushing “Bridges and Ports” expansion to 2025
  • Shifting Creator Packs work to independent developers
  • An “advisory meeting” between a small group of player representatives with significant followings and developer and publisher heads

For those eager to see the game on consoles, despite all this signaling of how far the base PC game might have to go, the letter offers an update. An “upcoming build delivery in April” should show sufficient optimization progress to move ahead, with “a release build targeted for October.” Yet until they can see the real results, no firm release date can be made. The console team will operate separately from the PC team, however, so it should move ahead “without splitting our focus or time.”

Put together, the C:S2 team’s actions, and plan for the way forward, seem like reasonable ways to make sure their work meets with fans’ expectations. There’s a fair amount of positive feedback to the forum post, however self-selecting “Paradox Forum members” may be. I do wonder if there’s a danger of some owners and fans never considering the game to be “good enough” to not react negatively to paid add-ons showing up in the store. It’s a tricky thing, releasing a game that almost inherently demands a swath of future add-ons, packs, and expansions—the original Cities: Skylines had more than 60 add-ons.

In an interview with Ars, Colossal Order CEO Mariina Hallikainen said that “working on new content for the game” was the thing she most looked forward to, “after, of course, we have sorted outstanding issues.” There are seemingly many more months of sorting to go before the fun new stuff arrives.

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varjo-cuts-price-of-high-end-aero-pc-vr-headset-by-50%

Varjo Cuts Price of High-end Aero PC VR Headset by 50%

Varjo, the Finland-based creator of high-end XR headsets, announced their businesses and prosumer-focused SteamVR headset Aero is now permanently 50% off its original $2,000 price tag.

Aero is essentially a pared down version of the company’s strictly enterprise headsets, offering industry-leading fidelity and advanced features such as eye-tracking.

Released in October 2021, Aero was (and still is) the company’s least expensive headset; it’s now priced at $990 (€990), bringing the Helsinki, Finland-based company into a new price segment which its hoping will appeal to at-home simulator fans.

Photo by Road to VR

Ther news was revealed during the company’s hour-long ‘Aeroversity’ livestream celebrating the device’s two years since launch. Besides the price drop reveal, Varjo focused heavily on the headset’s use in both driving and flight sims.

When we reviewed Varjo Aero in late 2021, we called it the “dream headset for VR simmers who aren’t afraid to trade cash for immersion,” as it offered some pretty stunning clarity (35 PPD) that’s beaten only by the company’s more expensive headsets.

Notably, the $990 package doesn’t include SteamVR base stations and motion controllers, making it appeal mostly to users already in the SteamVR tracking ecosystem. What’s in the box: Varjo Aero headset, VR adapter, power supply unit with 6 x power plugs (EURO, UK, US, AUS, KOR, CHN), in-ear headphones with microphone, user guide, cleaning cloth.

The price drop looks to be, in part, a response to the growing number of new PC VR headsets offering higher resolution micro displays, notably with the Bigscreen Beyond leading the charge at $1,000 for just the headset, which includes 2,560 × 2,560 (6.5MP) per-eye resolution microOLEDs clocked at 75/90Hz.

Check out the specs below:

Varjo Aero Specs

Resolution 2,880 x 2,720 (7.8MP) per-eye, mini-LED LCD (2x)
Refresh Rate 90Hz
Lenses Aspheric
Field-of-view (claimed) 134° diagonal, 115° horizontal (at 12mm eye-relief)
Optical Adjustments IPD (automatic motor driven)
IPD Adjustment Range 57–73mm
Connectors USB-C → breakout box (USB-A 3.0, DisplayPort 1.4)
Cable Length 5m
Tracking SteamVR Tracking 1.0 or 2.0 (external beacons)
On-board cameras 2x eye-tracking
Input None included (supports SteamVR controllers)
Audio 3.5mm aux port
Microphone None (supports external mic through aux port)
Pass-through view No
Weight 487g + 230g headstrap with counterweight

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