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Old 02-26-2004, 09:59 PM   #1
SnowMan
High School Varsity
 
Join Date: Oct 2000
Location: Georgia via Alaska via Washington
My efforts at a simple baseball sim engine

Ok, inspired by the "Thoughts on OOTP6 and designing a baseball sim" thread, I decided to mess around in the one scripting language I know well: mIRC scripting. haha, anyways, before you all boo and hoo, lemme tell you it's good enough for my purpose here. Anyways, here's what I've got so far:

I've created what I call a "perfect" pitch and a "mistake pitch". I think these are self-explanatory, and will eventually have a bonus/penalty on the final outcome of the pitch.
I've so far only instituted a "Control" rating for pitchers, and here's the results so far, on a 10,000 pitch sampling per pitcher.

Code:
Pitcher 1: Control 10 Total Pitches: 10000 Balls: 7842 Strikes: 2158 Ball/Strike: 3.63 Perfect: 0 Mistakes: 1432 Pitcher 2: Control 50 Total Pitches: 10000 Balls: 5080 Strikes: 4920 Ball/Strike: 1.03 Perfect: 835 Mistakes: 931 Pitcher 3: Control 90 Total Pitches: 10000 Balls: 3689 Strikes: 6311 Ball/Strike 0.58 Perfect: 3223 Mistakes: 659

I'm planning on further adjusting these results with some more Ratings: Movement (aka Stuff), Velocity, and Fatigue. Eventually, I will have a "hitable" quotient, some pitches (perfect, with a high Velocity/Movement) will be darn near unhittable, while other (mistakes, with low V/M) will be big fat meatballs.

My initial thoughts is that the 'avg' pitcher with the 50 control rating might be a bit too good, I'd rather see a b/s of about 1.3-1.4 I think. It's a work in progress, and any input is very welcome.

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Old 02-26-2004, 10:06 PM   #2
Huckleberry
College Starter
 
Join Date: Dec 2001
My only input at this point is that pretty much anyone will throw a "perfect pitch" out of 10,000 tries.

I'd be interested in seeing the progress, though.
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