Sunday, April 16, 2006

Group Rides

What to Bring with You
HELMETS ARE MANDATORY! Bring food, drink, tools, spare tubes, proper clothing, and a helmet. A couple of bottles or a hydration backpack with water or energy replacement drink are highly recommended. It doesn't hurt to have more water than you need (but it sure does hurt if you don't have enough). Exercise snacks or gel packs help keep you going.

It would also be nice if you brought a spare tube, a patch kit, a mini-tool and a pump. We don’t necessarily expect you to know how to change a flat; but if you’re going to depend on the kindness of others to help you in your time of need, you should provide your own tubes and CO2 cartridge or pump.

And since you're packing a lot of stuff now; you might consider a photo ID with some emergency contact info and a couple of dollars for rest stops.

A cycling jersey (with the pockets in the back), padded shorts and padded gloves help make your ride comfortable and eye protection is a good idea as well (hey, you're starting to look like a cyclist now).



Pace
Pace refers to the average speed of the ride. Speeds on the uphill sections will be slower and the downhill sections will be faster. You should also factor in the terrain of the ride along with its average speed. The average speed excludes stops for lunch or regrouping.

Please use the following guidelines to help ensure a more enjoyable ride for everyone. Pick a ride that is within you ability. If you are unsure what that is, pick a ride in the next lower classification.

A - Training 19+ mph
The ride will consist of fast pacelines over rolling or hilly terrain. Riders should be comfortable drafting in large groups. This ride can and will exceed 30 mph during sprints and attacks. The group will not wait for dropped riders so riders are expected to be self sufficient. DO NOT ride with this group if you don't know the route.

B - Recreational 16 - 18 mph
The ride will consist of flat to rolling terrain and may include rest stops every 1.5 to 2 hours. A ride leader will not usually be assigned; however the group will make efforts to keep the ride together. Riders are expected to be familar with the route and comfortable with minor roadside repairs.

C - Touring 13 - 15 mph
The ride will consist of variable terrain (flat to rolling hills) and may include rest stops every 1.5 to 2 hours. A ride leader will be assigned to ensure the group rides together and can assist with minor roadside repairs.

D - Family 10 - 12 mph
The ride will consist of mostly level terrain and frequent stops. A ride leader will be assigned to ensure the group rides together and can assist with minor roadside repairs.



Distance
The typically CGC group road ride will be 20 miles at a minimum, with the "normal" Tuesday/Thursday rides going 30 to 35 miles. To a new rider these numbers are intimidating. Just remember, even at the slowest pace we advertise (13 -15 mph) this can be covered in less than two hours. There are a couple of alternate routes on each ride to allow those folks who want to ride even shorter distances. Talk with us and we'll be happy to point out these routes.



Routes
The CGC Group rides are on public roads in the surrounding middle Georgia counties. Most of the roads are lightly traveled country roads; however, there is heavy traffic in the Warner Robins area. Take this into consideration when deciding to attend our group rides. You need to be comfortable riding in traffic as well understand (and obey) Georgia traffic laws. And no, you don't have to be a CGC member to ride with the group.

Directions to Route Start (Maps.Google)



Route Markers
The "standing" Central Georgia Cyclist group rides (Tuesday/Thursday) follow route markers (displayed on the right), called "Dan Henrys" after the cyclist that is credited for creating them. The road on which the ride will follow will have these circle and bar symbols painted on the right hand side of the road. The bar points the direction of travel for the route. Prior to an intersection on the road, there will be a series of three markers pointing the direction to take at the intersection. If the route turns left, the bar points left; turns right, points right and if the route goes straight, then the bar points straight.