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Park effects

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Old 12-17-2015, 10:55 PM   #1
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Park effects

This information may be in a mega thread somewhere but I have a question. How do park effects work? Is it strictly based upon the dimensions of the stadium or is there an attribute modifier depending on how the park plays?

Thanks.
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Old 12-17-2015, 11:56 PM   #2
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Re: Park effects

nomo17k's Blog has some great references on this topic:

http://www.operationsports.com/forum...post2040680574

Quote:
Originally Posted by Russell_SCEA
Our physics engine doesn't determine home run distances it determines how far a ball is hit and where.

Does the ball travel farther in Coors Field due to the thinner air? I know my geek meter is pegging, but I was wondering if you guys put in air resistance in your equations.
Quote:
Originally Posted by Brian SCEA
This does happen in high altitude stadiums like Coors, and the open desert stadiums in the minors (Turbine, Flagstone, etc..). The opposite effect isn't as big as this in sea level / cold stadiums.


Quote:
Originally Posted by Brian SCEA
Contact determines the direction and velocity of the ball, as well as ball spin. Wind is also known on any given hit. Given this info, it's possible to predict where the ball will land before it lands. You could even predict the entire ball path ahead of time.

http://en.wikipedia.org/wiki/Trajectory_of_a_projectile

Once the landing point or ball path is known, you can simply compare that against the stadium.

The ballpark dimension definitely affects home run chances, as the hitting system has no concept of home runs. When we tested various teams and stadiums, Yankee stadium produced way more home runs than other stadiums. We don't take for granted that things will work out the same as real life, but it's a good sign when it does.
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Old 12-18-2015, 12:03 AM   #3
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Re: Park effects

They only apply to Coors and Chase field and some of the high altitude springs training parks. PETCO does not play like PETCO.

Coors and Chase has a built in algorithm to make the ball travel further and faster and pitches come in faster.
Source: Brian from SCEA


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Old 12-18-2015, 10:33 AM   #4
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Re: Park effects

Quote:
Originally Posted by baseballsim
nomo17k's Blog has some great references on this topic:

http://www.operationsports.com/forum...post2040680574




Does the ball travel farther in Coors Field due to the thinner air? I know my geek meter is pegging, but I was wondering if you guys put in air resistance in your equations.
Thank you. This...
Quote:
Originally Posted by Brian SCEA

This does happen in high altitude stadiums like Coors, and the open desert stadiums in the minors (Turbine, Flagstone, etc..). The opposite effect isn't as big as this in sea level / cold stadiums.


Is revealing. There is an impact in sea level and cold weather stadiums but not as dramatic - half the stadiums in the league are at sea level and several more are "cold".
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Old 12-18-2015, 08:16 PM   #5
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Re: Park effects

I think only Coors and Arizona have their "park effects".

No park effects in Wrigley or Toronto, for example. There's no "air resistance" modifier, only an artificial thing they threw in specifically for parks like Coors and Chase
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Old 12-19-2015, 08:11 PM   #6
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Re: Park effects

Quote:
Originally Posted by Bobhead
I think only Coors and Arizona have their "park effects".

No park effects in Wrigley or Toronto, for example. There's no "air resistance" modifier, only an artificial thing they threw in specifically for parks like Coors and Chase
Based upon Brian's reply it seems there is a modifier for sea level/cold but not as dramatic as Colorado and Arizona.
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Old 12-19-2015, 10:30 PM   #7
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Re: Park effects

There is no modifier for PETCO. It is just chase n coors.


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Old 12-22-2015, 03:14 PM   #8
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Re: Park effects

The fact that this is even something considered blows my mind.

This game is unreal. Reason I bought a PS4 (MLBTS14).

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