How Zwifts drafting dynamics work in relation to different types of riders and their respective power profiles is an area of ongoing interest. Specifically, Id like to explore how the games algorithms account for the varying levels of aerodynamic efficiency and bike handling skills among riders.
For instance, when a rider with a high power output but lower aerodynamic efficiency is drafting behind a rider with a more aerodynamic setup, how does Zwifts system adjust the drafting benefit to reflect the difference in aerodynamic efficiency? Are there any specific scenarios or rider combinations where the drafting dynamics become less intuitive or predictable?
Furthermore, how do the games physics engine and drafting algorithms handle situations where multiple riders are drafting in a tight group, with varying levels of power output and aerodynamic efficiency? Are there any limitations or simplifications in the games modeling of real-world drafting dynamics that riders should be aware of when using Zwift to train or prepare for outdoor events?
Lastly, are there any plans to incorporate more advanced aerodynamic modeling or bike handling dynamics into the games physics engine, potentially allowing for more realistic and nuanced simulations of real-world drafting scenarios?
For instance, when a rider with a high power output but lower aerodynamic efficiency is drafting behind a rider with a more aerodynamic setup, how does Zwifts system adjust the drafting benefit to reflect the difference in aerodynamic efficiency? Are there any specific scenarios or rider combinations where the drafting dynamics become less intuitive or predictable?
Furthermore, how do the games physics engine and drafting algorithms handle situations where multiple riders are drafting in a tight group, with varying levels of power output and aerodynamic efficiency? Are there any limitations or simplifications in the games modeling of real-world drafting dynamics that riders should be aware of when using Zwift to train or prepare for outdoor events?
Lastly, are there any plans to incorporate more advanced aerodynamic modeling or bike handling dynamics into the games physics engine, potentially allowing for more realistic and nuanced simulations of real-world drafting scenarios?