But hitting an 11% incline would make you dead stop in the real world. Isn't the problem with the course itself? I don't think there are any roads in the world with a sudden +10% gradient shift.
Of course we now have a problem with the remaining "slingshot'ers", who can't get their units firmware updated. Maybe we should ask Bkool how they plan to make the different trainer versions compete on equal terms?
Now for a 'technical' moment.
In a world devoid of drag if you pushed yourself off down a 10% slope that went directly into a 10% climb (there would have to be a transition of course) you would not come to a stop until you got to the height you started from.
In the real world you wont because of profile drag and rolling resistance.
Other reasons you slow quickly going into a steep hill is that generally you are already going up or you have just taken a tight turn into contours.
What I was seeing happen to others on the new firmware is not real as in no way would you come to a sudden stop on any hill that they could put a road on if you hit it in excess of 30 mph, some of the deceleration I have seen you couldn't do with your brakes let alone powering into a hill or even coating into a hill come to that.
It's obvious from what has happened that the SW on your PC is simply telling your turbo trainer what the conditions are, rather than what has changed and so the un-realism we see with the old/new combination was/is something in the Trainer firmware that delays the onset of resistance however it is also reporting back your wheel speed which the PC SW translates into power based on the slope etc..
I think that the SW then fooled itself because if you a putting in so much power on a climb you must be going faster than the wheel speed that is reported so it blue numbers you up to a higher speed.
All this time the Trainer Firmware was going through its delayed transition phase (to make the transition 'more realistic' and not sudden) and so you are still not working against the true slope resistance and so you continue to be able to reach unreal wheel speeds and hit big power spikes until the transition delay is over and then you were slowed down.
Trouble is that some of the hills were too short to finish the transition so you simply flew over them as if they weren't there.
To fix this they need to manage the change in condition in the PC Software rather than trying to make the Turbo 'smart'.
I think all the turbo should have to do is set the required resistance as comanded by the 'game' on the PC.
Or perhaps all they really need to do is to make the stepper motor speed proportional to your road speed (i.e. inertia) when adding resistance so if you hit a 2% from flat at 30 mph the resistance changes more slowly because the stepper motor rotates more slowly where as if you cycle into a 10% a 5 mph the stepper motor should rotate more quickly because you have very little inertia.