This research's objective is to identify lacking elements in various effectors utilized in current physical training for cyclists. This encompasses both virtual reality-based system and indoor conventional training. Another objective is to identify user's acceptance from the use of vProCycle; which acts as the primary instrument of this study. Virtual Reality (VR) technology is a computer-generated simulation experience where immersive surroundings replicate lifelike environments -and is used for cyclists' physical training. Distinctive combinations of stimulus effectors (such as altitude, wind-effect, visuals, audio etcetera) have been applied to simulate actual world training environment. This is in order to increase the fidelity of presence for the participants involved, with emphasis on the five human senses. However, in this research the focus is only on hearing, sight, and interaction. The methodology of this mixed-mode pilot study is inclusive of 2 cyclists as participants and a 30 minute training session inside the hypoxic chamber room, whereby they have experienced a VR visual route replica of L'Étape du Tour, France. Variables composed of distinctive stimulus effectors are employed during the training, and survey interviews are utilized to gain users' insight. Results from this pilot study on the presence level indicate that the cyclists' have given high scores.This high score means that the cyclists were immersed while using the vProCycle system. In addition, the cyclists' also gave a high score on the level of technology acceptance towards using vProCycle. The main contribution from this study is to understand how various combinations of stimulus effectors can be applied in a VR-based training system.