Cleaned up rotation and lineup logic bugs in franchise for AL, NL 1/3 franchise ready
The TrueSim Roster Project: MLB 19
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Re: The TrueSim Roster Project: MLB 19
Cleaned up rotation and lineup logic bugs in franchise for AL, NL 1/3 franchise ready -
Re: The TrueSim Roster Project: MLB 19
Two really great games last night with this Roster... Man, you have to be ON POINT with pitch selection, fielder positioning, and I am enjoying some of the interesting plays that happen with the player's speed rating at 20 for the low side. I saw Brett Gardner beat a ball to first on a ball to SS, and he never would have beaten it out in real life.
I am afraid to adjust the baserunner speed down too much for a particular roster, but it is possible that the uptick in speed, relative to fielder arm strength, I might need one click down to run the game at Realism Speed.
Whit Merrifield is like lightning on the basepaths, and it does seem to correlate nicely with his patrolling right field, but there may need to be some adjustments to keep routine plays from being hits.
Even the fastest guys in the league don't beat out two-hop groundballs to shortstop. More testing on that coming soon.
I did have a question on the Pitch Edits, and whether or not your edits for repertoires were based on actual movement of pitches, and if the semantics of what the pitch was called, was a victim of that?
David Price has a curveball that would be used rarely enough that it would be the R1 pitch on the selection. He swapped out his slider in 2011 for the cutter he uses regularly, but I wasn't sure if you deleted pitches that weren't thrown enough, or with enough regularity, in favour of not clogging up the Repertoire Wheel.
I'm a Brooks Baseball geek, and can add my own stuff, but before I tinkered, I wanted to get your feedback on how the pitch selections were made, and if they were based on a certain time frame of usage, or were up to date with this year's changes pitchers may have made.
Thanks for the effort so far. You won't win games sleeping at the controller with this roster, I can tell you that.
~syf"Ain't gonna learn what you don't wanna know"....GDComment
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Re: The TrueSim Roster Project: MLB 19
Two really great games last night with this Roster... Man, you have to be ON POINT with pitch selection, fielder positioning, and I am enjoying some of the interesting plays that happen with the player's speed rating at 20 for the low side. I saw Brett Gardner beat a ball to first on a ball to SS, and he never would have beaten it out in real life.
I am afraid to adjust the baserunner speed down too much for a particular roster, but it is possible that the uptick in speed, relative to fielder arm strength, I might need one click down to run the game at Realism Speed.
Whit Merrifield is like lightning on the basepaths, and it does seem to correlate nicely with his patrolling right field, but there may need to be some adjustments to keep routine plays from being hits.
Even the fastest guys in the league don't beat out two-hop groundballs to shortstop. More testing on that coming soon.
I did have a question on the Pitch Edits, and whether or not your edits for repertoires were based on actual movement of pitches, and if the semantics of what the pitch was called, was a victim of that?
David Price has a curveball that would be used rarely enough that it would be the R1 pitch on the selection. He swapped out his slider in 2011 for the cutter he uses regularly, but I wasn't sure if you deleted pitches that weren't thrown enough, or with enough regularity, in favour of not clogging up the Repertoire Wheel.
I'm a Brooks Baseball geek, and can add my own stuff, but before I tinkered, I wanted to get your feedback on how the pitch selections were made, and if they were based on a certain time frame of usage, or were up to date with this year's changes pitchers may have made.
Thanks for the effort so far. You won't win games sleeping at the controller with this roster, I can tell you that.
~syf
Contact: 6
Power: 7
Timing: 4
Foul Freq: 1
Solid Hits: 3
Starter Stamina: 9
Reliever Stamina: 3
Pitcher Control: 3
Pitcher Consistency: 8
Strike Freq: 6
Manager Hook: 5
Pickoff: 5
Pitch Speed: 10
Fielding Errors Infield: 8
Fielding Errors Outfield: 7
Throwing Errors Infield: 7
Throwing Errors Outfield: 5
Fielder Run Speed: 4
Fielder Reaction: 1
Fielder Arm Strength Infield: 1
Fielder Arm Strength Outfield: 7
Baserunner Speed: 5
Baserunner Steal Ability: 3
Baserunner Steal Freq: 6
Wind: 5
Injury Freq: 8
Simulation Sliders
Injuries: 9
Starter Stamina: 4
Reliever Stamina: 4
Manager Hook: 0
I discuss some of the logic behind the pitch edits on pages 14 and 15. When deciding pitch repetoires, I start with the most recent season available. I then go back three years (2016-present) and look at:
-If there is a pitch a pitcher used around 10 percent (or more) of the time that wasn't used much this season. If so, it is added to the repetoire, if a pitch slot is available.
-What pitch was used to begin at-bats most often (primary pitch)
-What pitch was used with two strikes most often (pitch 2/out pitch)
No, the pitch trajectory values don't affect the name of the pitch. I use Brooks Baseball's pitch description as a guide.
Fastballs:
-If it is listed a sinker and is a pitcher's primary pitch, it remains a sinker. If not, it is switched to a 2-seamer
-If a four seam fastball is calculated to have a movement rating of 50 or greater, it is switched to a running fastball
Breaking balls:
-If it is a changeup and is described as having cutting action or a lot of backspin, it is a circle changeup
-If it is a curveball and is described as having sweeping or slight glove side movement, it is a sweeping curve
-If it is a curveball but is more than 84 MPH, it is a slurve
Additionally, if a pitcher primarily uses two pitches (as many relivers do in real life), the third pitch is usually the four seamer or running fastball (whichever is not pitch 1 or pitch 2), and the same control and movement is used as the other fastball. Since the game forces us to have a 3 pitch minimum, this was the best workaround I came up with.Comment
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Re: The TrueSim Roster Project: MLB 19
Thanks for the explanation.
Yes, my slider set is waaaaaaaaaaaaaay different that those you outlined.
I'll continue to test, and I may have to do a little maneuvering to compensate for some wholesale changes to the players themselves.
~syf"Ain't gonna learn what you don't wanna know"....GDComment
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Re: The TrueSim Roster Project: MLB 19
Another question on pitch edits... Is there a reason the highest slider break is 80 (Seranthony Dominguez)? Do you feel that putting it at 99 makes it too unhittable or is it just that sliders by default have a higher swinging strike rate than other pitches so everyone with a slider would have a higher floor than other pitches? I noticed in one of the earlier threads it looks like you nerf sliders by 20 so Dominguez would actually have a 99 break if you left it.Comment
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Re: The TrueSim Roster Project: MLB 19
Another question on pitch edits... Is there a reason the highest slider break is 80 (Seranthony Dominguez)? Do you feel that putting it at 99 makes it too unhittable or is it just that sliders by default have a higher swinging strike rate than other pitches so everyone with a slider would have a higher floor than other pitches? I noticed in one of the earlier threads it looks like you nerf sliders by 20 so Dominguez would actually have a 99 break if you left it.Comment
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Re: The TrueSim Roster Project: MLB 19
I’m a little confused. Are final ratings in .5 and V.1 will be finalized lineups, or will there be ratings changes? Also, is there going to be a 40 man version?
Sent from my iPhone using Operation SportsComment
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Re: The TrueSim Roster Project: MLB 19
I use armor & swords slider set and they are waaay different to yours too. Anyone else using that slider set?
Sent from my Pixel 3 using TapatalkComment
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Re: The TrueSim Roster Project: MLB 19
v0.5 = AL 95 percent franchise ready, NL 50 percent
v1 = both AL and NL franchise ready, with all prospects edited, updates to players finalized, depth charts, lineups and pitching rotations ready to go (AI generated)Comment
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Re: The TrueSim Roster Project: MLB 19
Awesome. Is there gonna be an injury free version?
Sent from my iPhone using Operation SportsCheck out my dynasty: Rise to the Top: The Coaching Career of Joshua Morgan (NCAA 14)Comment
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Re: The TrueSim Roster Project: MLB 19
I'm not sure what your slider setup looks like, but these are the values I've used in early testing (they are not final):
Contact: 6
Power: 7
Timing: 4
Foul Freq: 1
Solid Hits: 3
Starter Stamina: 9
Reliever Stamina: 3
Pitcher Control: 3
Pitcher Consistency: 8
Strike Freq: 6
Manager Hook: 5
Pickoff: 5
Pitch Speed: 10
Fielding Errors Infield: 8
Fielding Errors Outfield: 7
Throwing Errors Infield: 7
Throwing Errors Outfield: 5
Fielder Run Speed: 4
Fielder Reaction: 1
Fielder Arm Strength Infield: 1
Fielder Arm Strength Outfield: 7
Baserunner Speed: 5
Baserunner Steal Ability: 3
Baserunner Steal Freq: 6
Wind: 5
Injury Freq: 8
Simulation Sliders
Injuries: 9
Starter Stamina: 4
Reliever Stamina: 4
Manager Hook: 0
I discuss some of the logic behind the pitch edits on pages 14 and 15. When deciding pitch repetoires, I start with the most recent season available. I then go back three years (2016-present) and look at:
-If there is a pitch a pitcher used around 10 percent (or more) of the time that wasn't used much this season. If so, it is added to the repetoire, if a pitch slot is available.
-What pitch was used to begin at-bats most often (primary pitch)
-What pitch was used with two strikes most often (pitch 2/out pitch)
No, the pitch trajectory values don't affect the name of the pitch. I use Brooks Baseball's pitch description as a guide.
Fastballs:
-If it is listed a sinker and is a pitcher's primary pitch, it remains a sinker. If not, it is switched to a 2-seamer
-If a four seam fastball is calculated to have a movement rating of 50 or greater, it is switched to a running fastball
Breaking balls:
-If it is a changeup and is described as having cutting action or a lot of backspin, it is a circle changeup
-If it is a curveball and is described as having sweeping or slight glove side movement, it is a sweeping curve
-If it is a curveball but is more than 84 MPH, it is a slurve
Additionally, if a pitcher primarily uses two pitches (as many relivers do in real life), the third pitch is usually the four seamer or running fastball (whichever is not pitch 1 or pitch 2), and the same control and movement is used as the other fastball. Since the game forces us to have a 3 pitch minimum, this was the best workaround I came up with.
What level are you playing with I’m a legend guy but I’m wondering how it’s gonna react with these slidersComment
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Re: The TrueSim Roster Project: MLB 19
I've been playing for about a month with Armor's HOF slider set and these ratings and they play great.Comment
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Re: The TrueSim Roster Project: MLB 19
This roster set looks to be the best in the community. Thank you for putting in the time and detail. Quick question on the equipment edits. To what extent did you work on the equipment? Is it at the same level of detail that Scott did for OSFM V2? Did you incorporate what he did into your base? Does yours just cover MLB or minors as well? Thank you!!!Comment
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