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  1. 41 votes

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    Jarvis supported this idea  · 
  2. 3 votes

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    Jarvis shared this idea  · 
  3. 209 votes

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    Jarvis supported this idea  · 
  4. 14 votes

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    Jarvis supported this idea  · 
  5. 14 votes

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    Jarvis supported this idea  · 
  6. 4 votes

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    An error occurred while saving the comment
    Jarvis commented  · 

    Single UI across multiple platforms works ... But it needs to be designed for the hardest interactions to start with. IndieVelo started off as a Computer with keyboard and mouse interface. Now that it has grown into multiple platforms, it need to rethink of a mobile/ATV design and in general a good mobile design also works on a PC

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  7. 30 votes

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    Jarvis supported this idea  · 
  8. 28 votes

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  9. 44 votes

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    Jarvis supported this idea  · 
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    Jarvis commented  · 

    Once data collection of physical gear to virtual gear is done, it opens up the opportunity for "auto calibration" regardless of which physical gear you are in. It can create the model of what flat road should be and therefore when someone is spinning at the start before an event or right at the start it can compare that to the flat model generated and change the multiplier such that the rider resistance, and power matches the model. This auto calibration and take it effect each time there is a "flat" section

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    Jarvis commented  · 

    Love virtual gear and had some discussion on this before and it generally works. However, the realism of virtual gear doesn't correlate to real gear shifting, for example in real gear I can do one shift (which might jump one or two teeth in a cog), but in virtual gear I might need to +/-3 (or more) to get similar resistance. Hence for pacing or TT, current virtual gear is ok but in a sprint, I still need to resort to physical gears so I can do a gear dump.

    Can we do a better modeling of the gears so each +/- 1 virtual gear feels closer to a physical gear? In theory it is a lot of just data collection of someone riding around the velodrome with no wind and recording the power at a set speed and cadence at a specific physical gear then find the equivalent virtual gear that generate the same power at the same speed and cadence.

  10. 13 votes

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    Jarvis supported this idea  · 
  11. 29 votes

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    Many thanks for your suggestion and support for TrainingPeaks Virtual.

    In general, some degree of gamification can be good, but we need to be careful not to go too far - for example, we would not want to do anything that encouraged an athlete to train when it would be better for them to be resting etc.

    It's therefore an area we will certainly be looking at, but at this stage it's unclear what changes we may or may not make.

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    Jarvis commented  · 

    Live segments wouldn't be a bad idea, the user can chose to push or not through these segments. Doesn't need to be every route but only on certain routes maybe

  12. 64 votes
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    Jarvis supported this idea  · 
  13. 4 votes
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    Jarvis shared this idea  ·