In many sims, I’ve always thought there’s a big problem with hill sims. Basically, the only required effect (clarified) is that your avatar goes slower in a claimed-weight dependent way. For pros with 450 watts of sustained power on a rest day, that’s probably close to realistic on most hills.
For normal humans, when we hit a 15% hill, on whatever real bike we likely own, we cannot continue to spin along at 95 rpm doing 70% of FTP. First, power has to go up or you end up at 3.5kph which becomes counterproductive at best. Second even if you ramp up power so you’re at say 8 kph or whatever, you likely can’t do that at 95 rpm on that hill with realistic gearing in the real world. Of course this depends on what gearing you want to pretend the virtual bike has.
The most expensive, high-torque smart trainers can deal with this in slope mode, because even when you put your bike in the lowest gearing, they can generate enough torque to simulate a 25% hill for a 130kg rider (well…). But, those with more modest trainers can still generate plenty of torque; they’ll just have to gear up to do it, jus as is done on targeted workouts. So software prompts could alert when gearing is out of bounds. That’s not useful for racing, but it is useful for testing oneself on a climb on magic roads. Of course it doesn’t help sell expensive trainers.
On-screen you could have maybe a red warning “CADENCE TOO HIGH FOR SLOPE. GEAR UP.” Or maybe have a virtual-gear indicator bar that goes up and down, and goes into a red zone when you’re in too low of a virtual gear. Less importantly, If speed goes below something you could also have the sim stall entirely and flash “STALL”. This way you could hold yourself to realistic limits for the hill even on modest trainers.
TL;DR Budget trainers can produce enough torque to simulate big hills, but require manual shifting to do it. In-app effective-gear indication with warnings/prompts could keep riders in bounds for accurate (non-race) simulation of Magic Road climbs.