Game Update v 1.80 [December 2024]

It should but since ZHQ has refused to say anything about it people are reporting the broken pack dynamics behavior as a bug in this thread.

When it’s a topic ZHQ wants to have discussed in its own thread, @shooj will typically move all related posts to a new thread.

ZHQ guys coming back from Christmas break:
IMG_5749

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This is what we don’t know about, but IS the biggest flaw of the code.
And when it happens to me is 100% of the time non-nonsensical.


For Ben: sorry, I only check on the forums at work, rarely at home I still haven’t watched the video :sweat_smile:, that’s the only reason for not being sure (and here I am again, on lunch break).


I think I mentioned it here in one of our rides on London, where I noticed all of our sprinters were on the left lane all alone, where the blob was all to the right, leaving all the higher power folks to their own.

I’m still wondering if this is what the code is attempting to do, but failing at 95% of the time.

Happened to me today on a group ride ( ZZRS The Weekend Starts Here ) where a rider split to the right of the group and pushed both of us well outside the draft. I tried to steer against him, but he wouldn’t move. I backed off, got behind him, and was finally able to steer back into the draft. The other rider moved back as well. I didn’t notice if the other rider had steering or not.

Is this what reduced the number of rows in the leaderboard to 10 vs the previous 15?
Sometime between a Zwift ride on 13 December and the next one I have screenshots for on 22 December, the leaderboard went from 15 rows to 10.

There are no names listed in this one, but the number of rows are clearly visible

This one clearly shows only 10 rows.

Every ride now only shows 10 rows, on different Mac Mini computers, too.

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Interesting thing of note; today after a month, our Saturday 100k ride, the “PD5” / steering v5, seems to be disabled:

Not sure if this was done just for us, or in general.


(me going inside another rider)

However; steering still functional despite being disabled in the ride settings.

Same old poor QA. They can’t test a simple on/off switch properly. They could not even label the on/off switch in the same language. In French, it’s labeled “Oui”/ “Off”!

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Photo from my ride today, I’m not sure why this little group formed out on the side by themselves.

I’ve taken to calling it “pack dynamics version: ‘scream get the eff out of my way the entire ride!’”:joy:

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Probably don’t have steering devices

In a race today there were myself and another 3 cyclists on one side of the road who all had steering but I never used steering to get there and on the other side of the road about 6 riders who never had steering, we were going round a right hand bend and the steering riders had the shortest line.

Only happened once in the race as far as I noticed but I thought it was strange.

I’ve had it several times now that my avatar tried to steer towards a runner in front of me in order to get into his “draft”. Shortly before bumping into it, the avatar pulled back.

This bug was fixed many months ago. Nice to see it’s back, it’s certainly entertaining.

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The climb pro feature is bugged in many places on the London Flat route

That’s right about the spot where it changed from showing Fox Hill.
If I’m right it also is going to change to show the rest of the elevation shown on the MiniMap.
It’s what I posted here -

I just didn’t get screenshots of it.

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An issue with a workout in the new Endurance plan:

The first workout is based on the Big Ring. Designed to be completed with ERG mode off, using the sprints & terrain changes to generate the load.

All was fine until I was climbing through the Mayan jungle, when the virtual gears stopped working, and it had me locked in a max effort. I couldn’t fix it by re-pairing the bike & app, and after a period of anaerobic misery, I gave up!

No problems with normal workouts before or since.

Wattbike Atom v1, Apple TV, iPhone for ZC. All on current versions & OS.

This is an issue in lots of places but this route specifically has a lot of instances, and it’s not just at junctions which is the confusing part.

Quite a few comments about pack dynamics in here! I can share a bit of information about it.

The latest batch of tuning (which some call pack dynamics 5) has a few goals:

  • make faster riders coming up on slower riders steer around them, vs plowing right through them. In a pack, we still will plow through, but single riders vs single riders should be much nicer now.
  • Increase “draft seeking” behavior. The avatars will more actively steer to get behind somebody, within reason. I’ve not seen any instances of this seeking drafting behind a runner myself, but we’ll look into that. This does also mean you might get a few pacelines of riders as some will seek over to draft the rider who’s popped out (or steered out) to the left or right of the main pack.
  • Increase collision between riders. We’re not trying to eliminate interpenetrations between avatars, but we do want to improve the situation by increasing the collision bounds a little.
  • Similarly, we wanted to make it so you can’t steer through people as easily. This does mean you need to speed up or slow down if you want to get on the other side of somebody. You shouldn’t be able to just steer through avatars as easily as before.
  • Ignore draft seeking behind avatars that have a large speed delta from you. Again if people are seeing your avatar seek runners, it could be you didn’t have the new code on in that case, it could be the runner and the cyclist were going similar speeds, or it could be simply a bug.
  • For people who have steering inputs, make auto-steering gradually blend back on over time. For users who are actively steering they retain full control, but for those who stop using steering we’ll try to keep them in a draft after some amount of time has passed (say, half a minute)

As for how we’ve been testing it:

  • All employees have been riding with it for 4-5 months
  • We started turning this on for the public on October 15, sometimes only for a few hours, to see how it worked at larger scale with non-synthetic riders…real humans! We made 3 or 4 changes during late October.
  • It finally got turned on and stayed on about 50 days ago for Watopia, excluding all events
  • We turned it on in Makuri 40 days ago, again excluding all events
  • We turned it on for group rides, and accidentally turned it on for TTT events Dec 12.
  • Just after new years we turned it off for scheduled non-race group rides and TTT, because as it turns out TTT’s were considered group rides in the code we use for our switch. This will be fixed later in Jan, at which time we’ll re-enable it for scheduled non-race group rides.

So this is where we’re at today. We didn’t announce these changes as we’ve found with pack dynamics we often get lots of false positives when we announce we’ve changed anything, and we were actively changing and improving (and often disabling) the code throughout the fall. The plan was to announce and get more specific feedback once it comes time to start trying it in public races, which is where we’re getting to soon.

Next changes coming later in January:

  • Fix the toggle so we can re-enable for group rides but leave it disabled in TTT.
  • We’ve reduced the amount other people plowing through packs can push you around. Right now if somebody rams you from behind both avatars end up moving. We think the aggressor should be doing the moving left/right so the people minding their own business don’t have to move as much.

Beyond:

  • Widen the draft seeking angle so that a steering user can’t just hug the center line and have a non-steering user not go seek their draft. This was demonstrated in the great video a Zwifter posted above that. Right now auto-steering is looking at maybe 70% of the road width.
  • Turn on for all worlds, in scheduled non-race events
  • Start limited testing in specific racing and time trial type events with those events labelled as PD5 enabled races.
  • Change supertuck criteria as it feels annoying right now as soon as somebody gets in front of you

The tuning of our pack dynamics is a much more continuous thing than I think people realize…and I’m sure will continue for years to come. Sometimes we specifically test with a smaller group of Zwifters, sometimes we just want to start with robopacer groups and general riders in the world, and sometimes we’ll reach out to a race organizer to see if they’re up for testing something with us. Apologies for having it enabled in the TTT’s before we’d announced it - that was definitely not intentional.

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i think that if you can make this properly it would fix the biggest issue people are complaining which is riders pushing you to the outside of the group instead of the aggressor moving around you like irl

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Great update.

I’m cynical about how far you can take it whilst everyone sees completely different things on their devices, and therefore are all experiencing draft in a different way, but I can’t see Zwift switching to server-authoritative (yes I have read your reasons why, but indieVelo/TPV has proven that server authoritative works for racing).

That said, very positive steps in the right direction, it is good that it is an area of concern for zwift at all.

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