The TrueSim Roster Project: MLB 22
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Re: The TrueSim Roster Project: MLB 22
I might have to amend my recommendation.
I'm finding that even though the leaderboards may be missing the high/low end of player stats (like only getting 2 or 3 .300 hitters) the entire league is right in line with team stat averages. So we may be upset that it looks off but the league as a whole is spot on.
I'm currently testing and will have a data dump of simmed seasons soon. It will also give a better picture if ratings need to be adjusted in certain areas across the board.
What I'm really looking for is whether or not the sliders affect just personal performance or all stats. Does it change whether a pitcher gets 250Ks in a season but team Ks remain the same or does it alter team stats.Last edited by DetroitStyle; 07-01-2022, 05:26 PM.Comment
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Re: The TrueSim Roster Project: MLB 22
Hello Cy,
So I understand clearly, am I using simulation v1 when simulating games that start at or during my franchise game - meaning, simming those games then playing my game?
I’m using 30 team control with rosters and pitching staffs set to manual - everything else set to auto…
Here’s my method and please correct me if wrong:
1. I load franchise and then load up Simulation v1
2. Sim the games whose 1st pitch happens before or at the same time as my franchise team or are scheduled to begin before an approx of when mine will end - this way it is as accurately reflected in the ticker as possible (I’m a nerd…lol)
3. Back out of calendar and load Gameplay v1
4. Play my gameComment
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Re: The TrueSim Roster Project: MLB 22
Hello Cy,
So I understand clearly, am I using simulation v1 when simulating games that start at or during my franchise game - meaning, simming those games then playing my game?
I’m using 30 team control with rosters and pitching staffs set to manual - everything else set to auto…
Here’s my method and please correct me if wrong:
1. I load franchise and then load up Simulation v1
2. Sim the games whose 1st pitch happens before or at the same time as my franchise team or are scheduled to begin before an approx of when mine will end - this way it is as accurately reflected in the ticker as possible (I’m a nerd…lol)
3. Back out of calendar and load Gameplay v1
4. Play my game
You can sim all of the other games before you play yours, regardless of start time, and scores will progress as they should during your game on the tickerComment
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Re: The TrueSim Roster Project: MLB 22
My final verdict for accurate SIM stats is:
SP/RP Stamina: 5
Hook: 0
Here are the 3 year MLB team averages along with the single season sim results. Each sim was run multiple times and the results were averaged out.
Stat/Sim/Real Life
BA/.258/.248
Runs/736/746
ERA/4.27/4.30
Strikeouts/1436/1402
Both runs and ERA are darn near perfect. Well within a standard deviation of the MLB 3 year average. Strikeouts and batting average are high, more than 2 standard deviations but in game results are negligible.
So team stats are perfect, how does it affect individual stats - the outliers on the bell curve?
Terrific! There's a lot of randomness to each sim but overall im seeing 10-15 pitchers with over 200+ innings. I'm seeing a great variety of 200+ strike out pitchers including some that hit 280 or more. Obviously complete games and shutouts are high but that's a sim engine limitation. I would also like to see more sub 3.00 ERAs and it's a different variety each sim but not quite enough.
Batting stats look good overall. Averages are sometimes too low with only a few getting above .300 but then I have sims where there's about 8-10 over .300.
If I had one recommendation it would be single out 20-30 players for stat boosts that can affect batting averages. I tried raising contact +10 for a few dozen players but the sim engine is difficult to manipulate. Not sure if there's other batter ratings at play that can help.
The idea being you can raise averages to get more outliers hitting .300+ consistently without affecting team averages since it's only a handful of players.
Regardless of individual player performance, the sliders combined with the rosters provide a near true to life, or at least believable, MLB statistical universe!
Cycloniac did a tremendous job with these rosters. The difference in franchise sims between these and the Live rosters are night and day.Last edited by DetroitStyle; 07-01-2022, 09:51 PM.Comment
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Re: The TrueSim Roster Project: MLB 22
My final verdict for accurate SIM stats is:
SP/RP Stamina: 5
Hook: 0
Here are the 3 year MLB team averages along with the single season sim results. Each sim was run multiple times and the results were averaged out.
Stat/Sim/Real Life
BA/.258/.248
Runs/736/746
ERA/4.27/4.30
Strikeouts/1436/1402
Both runs and ERA are darn near perfect. Well within a standard deviation of the MLB 3 year average. Strikeouts and batting average are high, more than 2 standard deviations but in game results are negligible.
So team stats are perfect, how does it affect individual stats - the outliers on the bell curve?
Terrific! There's a lot of randomness to each sim but overall im seeing 10-15 pitchers with over 200+ innings. I'm seeing a great variety of 200+ strike out pitchers including some that hit 280 or more. Obviously complete games and shutouts are high but that's a sim engine limitation. I would also like to see more sub 3.00 ERAs and it's a different variety each sim but not quite enough.
Batting stats look good overall. Averages are sometimes too low with only a few getting above .300 but then I have sims where there's about 8-10 over .300.
If I had one recommendation it would be single out 20-30 players for stat boosts that can affect batting averages. I tried raising contact +10 for a few dozen players but the sim engine is difficult to manipulate. Not sure if there's other batter ratings at play that can help.
The idea being you can raise averages to get more outliers hitting .300+ consistently without affecting team averages since it's only a handful of players.
Regardless of individual player performance, the sliders combined with the rosters provide a near true to life, or at least believable, MLB statistical universe!
Cycloniac did a tremendous job with these rosters. The difference in franchise sims between these and the Live rosters are night and day.Comment
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Re: The TrueSim Roster Project: MLB 22
Not sure if this can be answered... I know you guys play franchise and that's what these are built for. I play RTTS, should I be playing with the sim sliders since most is simmed besides my appearances? I've been playing with gameplay and never thought about it.PSN : thorpe_66
NFL : DA Bears
MLB : Brewers
NBA : Bucks
College: BadgersComment
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Re: The TrueSim Roster Project: MLB 22
Thank you for taking the time to respond! I appreciate that very muchComment
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Re: The TrueSim Roster Project: MLB 22
Hmm, I think that's how I would do it, yesComment
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Re: The TrueSim Roster Project: MLB 22
Uploaded the new version of the roster as TrueSim Franchise Roster v2, as well as Simulation v2 for accurate sim stats.Comment
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Re: The TrueSim Roster Project: MLB 22
I'm seeing more individuals batting above .300 and ALL but team batting averages are inline with real world numbers. Team BA is still hovering around .258-.260 but that's no bad at all and doesn't appear to affect any other stats.Comment
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Re: The TrueSim Roster Project: MLB 22
Mission accomplished, that's what I was hoping for along with a few more guys in the 3s and 2s for ERAComment
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Re: The TrueSim Roster Project: MLB 22
What's everyone's thought of adding sponsorships to mainly small market teams in hopes of balancing the revenue to compete in free agency bidding?
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