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Rocketcan

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Everything posted by Rocketcan

  1. You're approved for Tennessee!
  2. You're approved for Northwestern!
  3. You're approved for Colorado State!
  4. Hello Coaches! Welcome to another Dev Diary for NewSim on SimFBA! So more progress has been made, with the implementation of Punts! I don't have any screenshots this time since I haven't really had the time to take any, but you can check out the dev general channel in the discord if you'd like to see these plays in action. Basically, Punting has a few stages (FYI this does not include fakes. Those will probably be implemented after and Alpha/Beta): The snap Blocking to give the punter time to punt Either a blocked punt or the punter gets the ball off (let's not worry about if the punter stops trying to punt). How far the punt was. Whether there was a touchback/fair catch/ball rolling out of bounds. If there was a return: How well did the blocks go How far was the ball returned. Ok, that's a bit more than a "few". It was a bit difficult, but that is why punting was chosen first. It is the most complicated special teams play. Once this one was taken care of, the rest would be a bit easier. To try to simplify this into terms that matter for coaches, here is what is taken into account for a punt play: The blockers for your punt need to have a decent amount of pass blocking, speed and agility to give the punter time, while also having decent speed, tackling, and agility as well for tackling the returner. Long snappers only worry about their throw accuracy rating. And even then it only contributes a little bit to the time a punt takes (the worse the score, the longer the punt will take and higher the likelihood it gets blocked. Also, we have not implemented the ball going over the punter's head yet, and might not for a while). Much more important for the longsnapper is tackling, speed and agility because they are likely one of the first people down the field to try to tackle the returner. Gunners need to be very speedy and agile with decent tackling. Punters are where the most nuance comes in. In simple terms: punt power is how far the punt will go, and punt accuracy will reduce that distance to try to get the ball inside the 20. So a more powerful but inaccurate punter can flip field position if you are stuck on your own 20, but probably won't get many punts inside the 20 while at the opponent's 45. On the flip side, accurate punters without much leg won't be able to launch the punt very far, but can get the ball closer to the goaline than their power counterparts. Obviously, the best punters will be balanced punters that progress very well and can do both, but that will be rare. Returners can't muff punts just yet, but will in the future. For now, catching ability does not affect a returner's fielding ability, but again, will in the future. The most important thing for returners right now is speed, carrying and agility. For now, the Gun Stoppers and Linebackers on the return team blocker the Gunners and Longsnapper. This is where most of the return blocking comes from and therefore these players should have a good combination of speed, agility, and strength. All the other players on the punt return team are mostly focused with trying to cause pressure on the punter. Their blocking is less important to the initial return distance. These players should have good ratings in pass rush, speed, and agility. So when you guys are setting your depth charts (hopefully in the next few months!!), you can use this information to help you make some decisions. As for further special teams, right now I am working on Kickoffs and then will work on FGs/XPs. Once those are done, then my focus will shift to a game manager that actually controls the play selection, and stat tracking of the game. Then, the final piece will be the part of the program that puts the players from your depth chart into the plays for the simulation. We are getting there, guys! Until next time, Rocketcan
  5. Hello Coaches! Welcome to another Dev Diary for NewSim on SimFBA! Last time we posted a dev diary about the simulation, it was for one specific play: Power21. I am pleased to announce that we have added three more run plays to that list: TossSweep21, IsoStrong21, and Counter21. Each of those is blocked a bit differently and will therefore be better or worse depending on which of your blockers are better and which are worse, and how good the defense is and where. That was honestly a fairly easy thing to implement, as they are all based off of the basic structure that Power21 has. Pretty much every traditional run play will be like this as well. So you can expect a few more runs out of one or two more personnel groupings before the alpha. The part of this dev diary though that is really exciting is this part: Pass Plays! We have finally gotten drop-back pass plays implemented! This includes 3, 5 and 7 step drops. Check out some of the screenshots: On of the great things about how these are implemented is that this covers ANY drop-back pass. There doesn't need to be any more code added to the game, just enter in whatever step drop you want and whatever route combinations you want and whatever blocking you want. There are some limitations. For example, there are no play-action or screen plays yet and might not be in by the alpha. That way we can move towards testing games and game handlers sooner. They will be added shortly after, though. That's it for this dev diary, the next one for the simulation will likely be something to do with special teams! Until next time, Rocketcan
  6. GENTLEMEN.....WE HAVE PASS PLAYS.
  7. NewSim is making progress!
  8. Hello Coaches! Welcome to another Dev Diary for NewSim on SimFBA! Today's topic is one that has been a long time coming. Thankfully, I have finally finished my undergraduate degree and now have more time to code and implement NewSim! That means we should all be seeing more progress from now on. So with all that out of the way, let's talk about what was done that is worth doing a Dev Diary over. Well, thanks to a lot help from @TuscanSota, I was able to redesign the way we model plays to include directions. Previously, the sim was agnostic to direction. This means it will now matter where you put your players on the field (which DE plays LE or RE? which OT at LT or RT? etc). This also means we can properly implement a certain type of play that shall not be named.... This means we also have a new way of modelling run plays. So what we will do from now on is develop a certain play one at a time, based out of different offensive personnel. This time, I present to you: Power21 (Power out of 21 personnel). vs. 4-3 to the left: vs. 4-3 to the right: vs. 3-4 to the left: vs. 3-4 to the right: Those were all simmed with NewSim! The next step will be to do some data analysis on tackling algorithms, etc. Then we will work on adding a few more run plays. If you have a suggestion for what plays we should do next, please include them below with what personnel they should be out of! Until next time, Rocketcan
  9. haha many thanks
  10. Two things: 1: Congratulations on the new job man! 2: I will graduate from school in May (hopefully), and I will be able to pick up NewSim development again in earnest then.
  11. How you ever have a dream that you had you would you can you do you want you can do some you do you want it so much that you can do anything?
  12. The 2021 DFL Season has kicked off. Whoa.
  13. #BabyNut sounds like some degenerate shit. You know what I mean.
  14. 2020 DFL Season has kicked off!
  15. Brought Football to the site
  16. No. I will generate all teams when you are approved for your team.
  17. I will consider you first for any team out of Miami, yes.
  18. Good Evening everyone. So I have some big news. First, I want to say that we really do wish we could make more progress of the sim, but things have been difficult in terms of time commitments. There are only a few of us who have the technical skills to do stuff under the hood, and unfortunately, those same people have very little time after work, school and raising families. That does NOT mean that we are quitting. We are still going to work on this as much as possible, and as you probably have noticed, we have made some progress on the interface thanks to @TuscanSota and @Swipet. The truth remains, however, that we still don’t have any major games other than NBAGM (thank you for running that subsequent). So we wanted to fix that. A short time ago, I discovered a dice-rolling football game that handled play-by-play in its rule-set. Given that rules for dice games are basically lines of pseudocode, I have been able to turn that into a small program that can simulate a game using these rules. So, I want to announce that we will be running a league here on the site that will use these rules. I don’t have a name for it yet, so we will be taking suggestions. I have been coding and doing tests for a few weeks and I think we are almost ready. The goal, initially, will be to get a few teams set up and run some practice games to work out the kinks and logistics of everything. Depending on how fast we get everything going, we could start this up to have games in a few days to probably two weeks. It all depends on how fast people can set up tests and teams. I will begin writing up the rules for applying for a team, so keep a look out for them. Once people apply for a team and are approved I will generate them. While I know this isn’t what we hoped for, I do hope this will scratch everyone’s football itch for a bit.
  19. I have you on. I'll be home to post your roster at the latest tomorrow. I'll ping you when it goes through
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