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Old 06-30-2022, 12:46 PM   #273
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Re: The TrueSim Roster Project: MLB 22

Quote:
Originally Posted by DetroitStyle
In three sims at S3 H4 I had:
  • 9 over 200 IP
  • 5 over 200 IP
  • 2 over 200 IP

So it's probably possible to have 0 over 200 in a one off sim but shouldn't be the norm.

ERA is definitely a problem that cant be resolved unless you jack up stamina to 10 but then you get only 1 or 2 players batting over .300. I know it can be fixed because the default rosters have a good averages, good era, but awful strikeout numbers.

Ratings may need to be adjusted but I have no idea what you change to get lower ERAs. It's not simple like K's where you just have to bump K/9 across the board.
I'm sure I would have had more over 200 IP if I had let the CPU manage injuries.

I used starter stamina at 6 last year and saw good ERA numbers (good top end and reasonable mid/low end), but the top end of batting averages wasn't what I want (good low/mid end though).

In terms of attributes and ERA, I'm pretty sure clutch would be the attribute to adjust for pitchers.
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Old 06-30-2022, 01:01 PM   #274
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Re: The TrueSim Roster Project: MLB 22

Quote:
Originally Posted by Cycloniac
I'm sure I would have had more over 200 IP if I had let the CPU manage injuries.

I used starter stamina at 6 last year and saw good ERA numbers (good top end and reasonable mid/low end), but the top end of batting averages wasn't what I want (good low/mid end though).

In terms of attributes and ERA, I'm pretty sure clutch would be the attribute to adjust for pitchers.
Raising Stamina also raises CGs and SHOs. Which at some point you have to pick a stat you don't care about being way off. That's just an issue with the sim engine.

But you could raise Stamina to maybe 8 with hook at 4 and just globally raise L/R Contact for batters by 5-10% and that should bring the stats back in line.

Here's a LINK to my full spreadsheet of slider testing. Maybe you'll find it useful.

The red/green areas are Real Life averages. Red is way off real life averages while green is close or close enough.

Last edited by DetroitStyle; 06-30-2022 at 01:08 PM.
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Old 06-30-2022, 01:30 PM   #275
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Re: The TrueSim Roster Project: MLB 22

Using 30 team control and have my team trades as manual yet the ai is making trades for me... What am I doing wrong?

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Old 06-30-2022, 06:28 PM   #276
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Re: The TrueSim Roster Project: MLB 22

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Originally Posted by kamackeris76
Using 30 team control and have my team trades as manual yet the ai is making trades for me... What am I doing wrong?

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Make sure your team has the correct profile assigned to it
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Old 06-30-2022, 06:47 PM   #277
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Re: The TrueSim Roster Project: MLB 22

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Originally Posted by Cycloniac
Make sure your team has the correct profile assigned to it
I have... I keep checking, 2 separate profiles 1 all auto for 29 teams, another for my blue jays set to manual trades

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Old 06-30-2022, 08:19 PM   #278
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Re: The TrueSim Roster Project: MLB 22

Quote:
Originally Posted by DetroitStyle
Raising Stamina also raises CGs and SHOs. Which at some point you have to pick a stat you don't care about being way off. That's just an issue with the sim engine.

But you could raise Stamina to maybe 8 with hook at 4 and just globally raise L/R Contact for batters by 5-10% and that should bring the stats back in line.

Here's a LINK to my full spreadsheet of slider testing. Maybe you'll find it useful.

The red/green areas are Real Life averages. Red is way off real life averages while green is close or close enough.
This is really useful

What about IP for relievers? Any luck testing in that area?
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Old 06-30-2022, 08:35 PM   #279
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Re: The TrueSim Roster Project: MLB 22

Quote:
Originally Posted by Cycloniac
This is really useful

What about IP for relievers? Any luck testing in that area?
Yes, but I don't have any numbers i tracked. It doesn't appear like Stamina or Hook affect relievers at all. IP seem the same. That might the global issue with cpu reliever usage being messed up. You also see wild swings in Saves that don't appear tied to any slider - just randomness. Some sims I see 60 saves while others I see no one over 50.
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Old 06-30-2022, 10:02 PM   #280
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Re: The TrueSim Roster Project: MLB 22

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Originally Posted by The Kid 24
Anyone in here just control one team and let CPU make roster moves, injuries, etc?

Im curious how smart CPU is… Like do they DFA guys that suck and call up dudes who are killing it in minors? Make moves when guys are injured and need to go on IL? And things like that.

Personally, Ive controlled all 30 teams but idk if I want to do that anymore.


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I do, they make God awful moves. Especially with fantasy draft rosters. DFA b and A potential players and releasing them outright.

Regular roster, with a tapered trade slider, going from 0 to 10 as you near the deadline, I've seen really good trades and little bone head deals.
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