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Rocketcan

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  1. Team Offensive Scheme Defensive Scheme Akron Pro 4-3 Appalachian State Pro 4-3 Arkansas State Spread Option 4-3 Boise State Double Wing Option 3-4 Buffalo Double Wing Option 3-4 Charlotte Spread Option 3-4 Cincinnati Pro 4-3 Coastal Carolina Spread Option 4-3 Eastern Michigan Double Wing Option 4-3 FIU Pro 3-4 Florida Atlantic Double Wing Option 4-3 Georgia State Spread Option 4-3 Georgia Tech Air Raid 3-4 Iowa Pro 3-4 Kent State Double Wing Option 4-3 Liberty Double Wing Option 4-3 Louisiana Spread Option 3-4 Louisiana Monroe Spread Option 4-3 Louisiana Tech Spread Option 4-3 Miami (OH) Spread Option 4-3 Michigan State Air Raid 4-3 Middle Tennessee Pro 4-3 Missouri Spread Option 4-3 NC State Spread Option 4-3 New Mexico State Double Wing Option 4-3 North Texas Air Raid 4-3 Old Dominion Pro 4-3 Rice Pro 4-3 South Florida Pro 4-3 Southern Miss Pro 4-3 Texas State Spread Option 4-3 Toledo Air Raid 4-3 UAB Air Raid 4-3 UConn Pro 4-3 UMass Pro 3-4 UTEP Air Raid 4-3 UTSA Double Wing Option 4-3 Vanderbilt Spread Option 4-3 Virginia Pro 3-4 Wake Forest Spread Option 4-3 Washington Pro 4-3 Western Kentucky Spread Option 4-3 Jacksonville State Pro 4-3 Sam Houston State Pro 3-4 Kennesaw State Double Wing Option 4-3 Youngstown State Air Raid 4-3 Indiana State Spread Option 4-3 Illinois State Air Raid 3-4 Missouri State Pro 4-3 Murray State Air Raid 3-4 Northern Iowa Spread Option 3-4 Southern Illinois Pro 4-3 North Dakota Spread Option 4-3 North Dakota State Pro 4-3 South Dakota State Spread Option 4-3 South Dakota Air Raid 4-3 Western Illinois Double Wing Option 4-3 Bucknell Spread Option 4-3 Colgate Air Raid 4-3 Holy Cross Air Raid 4-3 Lafayette Pro 4-3 Lehigh Pro 4-3 Fordham Air Raid 4-3 Georgetown Spread Option 4-3 UC Davis Pro 4-3 Cal Poly Spread Option 3-4 Eastern Washington Spread Option 3-4 Idaho Pro 4-3 Idaho State Pro 4-3 Montana Double Wing Option 4-3 Montana State Spread Option 3-4 Northern Arizona Pro 4-3 Northern Colorado Spread Option 3-4 Portland State Air Raid 4-3 Sacramento State Spread Option 3-4 Weber State Pro 3-4 Brown Spread Option 3-4 Columbia Spread Option 4-3 Cornell Spread Option 4-3 Dartmouth Spread Option 3-4 Pennsylvania Pro 4-3 Harvard Spread Option 3-4 Princeton Air Raid 4-3 Yale Spread Option 3-4 Furman Air Raid 4-3 Samford Spread Option 3-4 The Citadel Spread Option 4-3 Wofford Double Wing Option 3-4 Chattanooga Pro 4-3 East Tennessee State Pro 4-3 Western Carolina Pro 4-3 Mercer Pro 3-4 VMI Pro 3-4 Grambling Pro 4-3 Bethune-Cookman Spread Option 4-3 Prairie View A&M Air Raid 4-3 Alcorn State Air Raid 4-3 Southern Double Wing Option 4-3 Alabama A&M Air Raid 4-3 Arkansas-Pine Bluff Spread Option 4-3 Florida A&M Spread Option 3-4 Alabama State Spread Option 3-4 Texas Southern Pro 4-3 Mississippi Valley State Pro 4-3 Jackson State Pro 4-3
  2. Hello coaches! Here is the changelog for NewSim v0.4.2. These will likely be the last bug fixes and adjustments for this offseason. Bug Fixes: Hopefully finally fixed net punt statistics. (Please don't kill me @Pumph) Fixed some backend directory issues Tweaked some of the go-for-it on 4th down logic Made the rating for QBs in the NFL be the NFL-style stat (out of 158.3) Fixed fumbles not being reported in the play-by-play if the play went out of bounds, or if an intercepting player fumbled. Fixed autopost script so scores made on the final play of a quarter should be counted in the correct quarter on the box score. New Features: Added Weather Forecast posts These changes will take effect immediately so they are in time for the 3rd week of preseason and spring games. Feel free to ask any questions on these changes here.
  3. Hello coaches! Here is the changelog for NewSim v0.4.1. Some very minor changes for this weeks games. Couldn't fit anything else in this week, so more will have to come next week. Bug Fixes: Fixed scores at the end of quarters allowing the scoring team to score again at the beginning of the next quarter. New Features: Added injuries in their own section on box scores. Added position information to passers and rushers on box scores. These changes will take effect for the 2023 week 2 spring and preseason games. Feel free to ask any questions on these changes here.
  4. No, base 3-4 basically lines up like a 5-2 and both OLBs pass rushing in a pass situation. This will only change once the schemes are updated (probably the flagship feature for the next offseason's update)
  5. Welcome back! You should be able to use the interface to request them, I believe.
  6. Hello coaches! Here is the changelog for NewSim v0.4.0. Bug Fixes: Games should no longer end on a defensive penalty. Teams should no longer kick extra points after a walk-off touchdown. Teams should no longer kick field goals when down by more than 3 late in the game or in OT. Fixed how punts and punting stats are reported. Teams should no longer go for it on 4th down when the following conditions are true: It is the 2nd Quarter There are fewer than 2 minutes left on the clock The ball is on their own side of the 50 yard line. There should no longer be any plays after a kickoff that should be the last play of a game. New Features: Weather. All games will have weather generated for them based on historical average data for that location. If the game is played in a non-protected stadium, the elements will have an effect on the games. All effects will max out at about 10%, but can stack based on things like very windy and rainy or snowy games. These effects will consist of the following: Indoor games will have things like field goals, punting, throwing, etc. receive a very slight boost. Windy (10+ mph) games will poorly affect things like field goals, punting, throwing, etc. Maluses increase with the severity of the wind. Hot games will reduce the stamina of all players. Maluses increase with the severity of the heat. Cold games will reduce attributes like throwing, catching, and carrying. Maluses increase with the severity of the cold. Wet (rain, snow, icy mix, etc.) games will have maluses to things like throwing, catching, carrying, etc. Maluses increase with the severity of the precipitation. Weather Forecasts. These will be released the Tuesday before games are run so that coaches will have time to adjust their gameplans based on the forecast. Reports will NOT be 100% accurate and will likely deviate slightly from the true numbers (temperature or amount of precipitation), but will always be in the ballpark. A Weather Forecast will contain the following information: Which game the weather report is for, including the week. Where the game is located. High temperature (games played during the day and late afternoon will likely be around this temperature) Low temperature (games played at night will likely be around this temperature) Precipitation (light rain, heavy snow, etc.) Cloudiness (mostly clear, overcast, etc.) Windiness (breezy, calm, etc.) NFL Players will now retire as they get older and cannot compete on the same level that they used to. Scheme Change Penalties. Teams are now free to adjust their schemes at will and without telling their opponents. However, doing so will result in severe penalties to the team's execution. These penalties start at 25% the first week and drop over the next few weeks. BYE weeks are counted in this, so changing your scheme during a BYE week can greatly reduce the penalties your team receives. See Dev Diary #84. Player Injuries. Players can now get hurt during games. These can range from injuries that only last a quarter and the player can return that same game all the way to season-ending ACL tears. The types of injuries are based on length of time out and position the player was playing when they were hurt. See Dev Diary #86. Blowout Substitutions. If your team is leading big in the 3rd or 4th quarter, the engine will put in your backups. The threshold in the 3rd quarter is 40 point lead, and the 4th quarter is 24 point lead. In addition, for NCAA games, your 3rd string QB will be put in if the lead is 60 points in the 3rd quarter or 35 points in the 4th. The following positions will have their backups put in if the backup threshold is met: QB1 RB1 WR1 TE1 Top 3 OL by overall LE1 DT1 RE1 LOLB1 MLB1 ROLB1 CB1 FS1 SS1 Balance Changes: Homefield Advantage has been tweaked. v0.3.x would have over 73% win rates for home teams. This has been reduced to ~55-61% which is much closer to the real-life values of ~60%. See Dev Diary #78. Adjusted punting values. Improved field goal and extra point rolls. There should be a higher percentage of extra points and field goals being made this season. Scramblers have had all penalties for passing removed. This results in a slightly better completion percentage and more TDs and fewer INTs. They are still the worst archetype for a pure passing offense, but should be somewhat more usable now. Their best attribute is still their ability to run the ball, however. Misc: Several under-the-hood optimizations and changes to simplify my terrible code. Added a way for the engine to re-arrange depth charts in the middle of a game if a player is injured. Feel free to ask any questions on these changes here.
  7. For now, the redshirt thing I am not sure. I think we go without it for one season while we think about how to implement something like that.
  8. Hello Coaches! Welcome to another Dev Diary for NewSim on SimFBA! We are continuing along with our updates to the engine to bring us to our v0.4.0 build. Next up is probably the biggest in terms of gameplay implications: Injuries. Hello So every once in a while, the sim will roll that an injury should occur. This can be on any play of the game (except extra points because of some weird little technical issues). If an injury event is rolled, then the next step will be to determine *who* gets injured. If the position that is selected has a player on the field, then that player gets hurt (There could be no player there, like no 3rd WR, which results in no injury). I Hear You're Feeling Down Next step has the sim roll against a large chart using the injured player's injury rating to see how long the injury will last. This can be anything from until the end of the quarter to about 20 games. This is all influenced by what kind of injury rating your player has. The worse the rating, the more catastrophic injuries will be. It is possible for there to be no length of time a player needs to be out, despite the injury (given a high enough injury rating and good roll). It is always possible for a player to miss multiple games, no matter how good the injury rating is. For example, there is a column in the injury length table that has over a 70% chance of nothing happening, but there is always still at least a 2% chance of missing anywhere from 1-20 games after the game the injury occurred in. Can You Show Me Where It Hurts? So now that the injured player has been selected, and their injury rating has been used to determine how long they will be out, the next step is to determine what the injury actually is. First, the severity of the injury is determined. There are four categories of severity: Minor: Anything 2 weeks of recovery or less. Moderate: 3-6 weeks of recovery. Severe: 7-12 weeks of recovery. Season-Ending: 13+ weeks of recovery. Each position group (QB, RB, WR, DL, etc.) has their own set of injury probabilities based on severity, so the next step is to cross reference the injured player's position group with the severity to find the right list. Then, a weighted roll is made to see what the exact injury is. For example, hand injuries are more important for QBs and WRs, so even seemingly minor injuries of these types might be listed as moderate or severe, since it hampers a QB's play more than an OL's play. The injury type is just flavor text. For now, there is nothing like "this player has sustained a knee injury, and therefore are more likely to injure their knee again." While we would like to do that for the future, for now we didn't have the bandwidth to get that in. I Can Ease Your Pain And Get You On Your Feet Again All players will eventually heal from their injuries. Some injuries are so minor that they will heal during the game, and those players will be put pack onto their team's depth charts. However, more likely, players will be out at least the rest of the game or longer. While a player is injured, they cannot be placed on your depth chart. If you attempt to place a player on the depth chart, you will receive a warning. Also, after a game in which any of your players are injured, the interface will redo any positions with injured players automatically in order to ensure that all slots are filled. It would be prudent to check each week to make sure your depth chart is to your liking. It is possible that a player receives an injury that will last longer than the rest of the season. In that case, that player's season is over. Technically, it is also possible that a player that receives a "Season-Ending" injury make it back in time for something like the Super Bowl, but that will probably be rare. If that does happen though, that player will be available as soon as they heal like normal. Just The Basic Facts How will you know if one of your players got hurt in the game? Well in terms of things that currently are in the engine: all play-by-plays will have a blurb if there is an injury. It will provide who it is, what the injury was, and how long they will be out. In addition, injured players will show up in red on the interface depth chart. It has not been done yet, but what will likely happen is the box scores posted to the site will also have a new section showing any injured players. Is There Anybody In There? Injuries will be effective come the NFL preseason, and week 0 in NCAA. NCAA spring games will not be affected because they are in the spring. We will be attempting to limit the number of injuries initially to about 0-2 per game max. To be clear, though, there is no hard cap, and technically it is possible for more than that to happen. I would rather the sim have too few injuries rather than too many. I really hope that this feature adds new layers to decision-making in the sim. Do you play your starters in the NFL once you have secured the best possible playoff seed? Do you play your starters in all of your preseason games to determine the best scheme despite the risks? What about playing rookies that you want to develop? An injury early in their career could really derail their development. Regarding that development, for now I think the best approach is for players that are hurt to not receive additional penalties to growth, rather they just end up with far fewer snaps than they likely would. This will reduce their potential multiplier and likely give them worse progression than a healthy player. Also, there will be some form of Injured Reserve for the NFL, but the details of that have not been hammered out just yet, so keep your eyes peeled for that. For those of you wondering about whether or not you want to keep your starters in a blow out, that may or may not be the next feature I am working on... This was probably the biggest lift for this update, so it is (mostly) downhill from here in terms of engine development. There are still some more features I'd like to add, but most of them are on the smaller side. After the last of the new features are added, we will need to do some testing, do a couple of balance passes, and then we have to do some logistical work to make sure that the engine can run on the server. This will ensure that none of the admins (particularly me) need to be home in order for the sim to run. This automation will mean that it will be much easier to keep this sim moving on a weekly basis. You will probably hear more about that in the coming weeks, but we are hoping to get the spring games and NFL preseason going fairly shortly after the NFL draft. That is it for this dev diary. Until next time, Rocketcan
  9. Hello Coaches! Welcome to another Dev Diary for NewSim on SimFBA! We are continuing along with our updates to the engine to bring us to our v0.4.0 build. Next up: Scheme Change Penalties. Out With The Old Who remembers having to deal with this? Or getting it wrong? In With The New Well worry no longer as you won't have to tell your opponent about changing your overall schemes on offense or defense any longer! But there is a catch... There will now be a penalty applied to the attributes of all the players on a side of the ball if you change that side's scheme. That means if you go from Pro to Air Raid, all of your offensive players will suffer from a scheme change penalty (but not your defensive players!). Same thing will happen if you change from a 4-3 to a 3-4 mid season: your defensive players will get a penalty. The good news is that this penalty decreases every week that passes in the sim. After a few weeks, the penalty will go away all together. The penalties are as follows: First Week after a scheme change: 25% penalty Second Week: 10% penalty Third Week: 5% penalty Fourth Week: No penalty Also, to be clear: this penalty only applies if you change the overall scheme of that side of the ball (Air Raid to Double Wing or 3-4 to 4-3). You receive no penalties for changing anything else in your gameplan as long as they are within the limits of the scheme you have already selected. BYE Weeks Now, given the nature of how the penalties are applied, BYE weeks become the ideal times for teams to change their schemes, if they so choose. This is because the BYE week counts as another week in the sim, which means that 25% penalty would apply if you played a game that week. But you don't! Meaning that once the week rolls over and you have an actual game to play, the penalty reduces to 10%. Not great, but much more manageable. Preseason and Spring Games With this update, scheme changes are much more punishing (as they are in real life). Thus, they should really only be done out of desperation or because a new coach comes in mid-season (the 25% and even 10% penalties are no joke). That means that figuring out what you want to run at the beginning of the season will be much more critical than before. As a result, you will receive no scheme change penalties during the NFL preseason or NCAA Spring Games. This gives you an opportunity to figure out what you want to run before you get punished for changing things. That is it for this dev diary. I hope this update makes things a bit more realistic (no more having to disclose your devious plans after a BYE week) and makes things easier on you guys. Until next time, Rocketcan
  10. Check out the Google Doc that the MWC Commissioner @DarthJarJar linked to. Specifically this one: https://docs.google.com/document/d/1_arSTDmag8WV76jPynKSC3Hxa9klEJHv5AcXOXuNZXI/edit?usp=sharing That will get you started. If you have any further questions after reading it, please let us know.
  11. Based on things like whether or not you are blitzing, and if you played the pass or run on that play. Playing the pass leaves 2 safeties, playing the run leaves one, and blitzing more than 1 player leaves zero.
  12. For now the matchups are still pretty much the same, but the zone attribute is applied to determine the outcome of the matchup rather than the man attribute. For safeties, it is a matter of how many deep safeties you have. The more deep safeties, the more deep routes have penalties applied to them. This is all for now, and might change in the future as we improve. But for now that's how it works.
  13. In base they are both pass rushing for now. This will likely change after the upcoming season.
  14. Great question. If so, very far future. Part of me says no though. Could be a layer too deep or really skew things too far from IRL. Short answer: not for a long time, if at all.
  15. It's about 30 minutes per test season, so about 2.5 hours. Closer to 3 though because I didn't always notice when the season was over to run the data collection script.
  16. Hello Coaches! Welcome to another Dev Diary for NewSim on SimFBA! In v0.3.0, we introduced Homefield Advantage (HFA) to the simulation engine. At the time, it was purely a function of player discipline: undisciplined players could be affected by over 10 points in attributes (dropping some players 3 or more tiers of skill), while undisciplined players had the potential to not be affected at all. After a few games, this was *seriously* OP, to the point where we took the very drastic step of nerfing it mid-season. This lowered the maximum drop to attributes to 7 points, rather than 10. This helped somewhat, but there were still too many home wins (about 73%). The real-life number is closer to 63%. So we went into this offseason with a high priority attached to redoing HFA. Here is what we came up with. HFA Now The way that HFA works now takes the previous model as a base and expands upon it by taking into account stadium sizes. For now (and likely for the foreseeable future), attendance will not matter. We will assume that all fans of these schools are diehard and will fill the stands, come hell or high water. Stadium size will now cap the amount of drop that a player can see from playing on the road. Small stadiums will still have an effect, but it will be a bit smaller than the largest stadiums. Any stadium that has a capacity less than or equal to 25,000 fans will have the lowest cap (only about a maximum of 2 points drop), whereas any stadium with a capacity greater than or equal to 75,000 fans will have the maximum cap (about 7 points). So here is a step-by-step walkthrough of what happens to a player visiting another team: The sim checks against the player's discipline rating to see what the maximum debuff to their attributes will be this game. Higher discipline means a lower maximum debuff, and lower discipline means a maximum higher debuff. Disciplines below a certain threshold have a maximum of 7. Disciplines above a certain threshold have a max debuff of 0 (they are unaffected). The sim checks against the stadium capacity formula to see what the cap to the debuff is. If the stadium debuff cap is *lower* than the maximum debuff for the player, the player's debuff is set to the stadium cap. This means that an undisciplined player playing in a less harsh environment might not be affected as much as they would be in a very harsh environment. Everything up until this point is just to determine the *range* of possible debuffs, *NOT* the actual debuffs themselves. Once the maximum debuff is established, the sim will roll to see what the debuff is. This roll will be anywhere from zero up to the maximum debuff for the player determined in previous steps. Importantly, this means that just because a player is undisciplined, that doesn't mean they will *always* be bad on the road. They just have the potential to have very bad games on the road, but they could be unaffected if they roll well. Test Runs Now that we have gone over how the system works, let's take a look at how it fares testing. As you can see here, last season we had about a 73.33% home win rate. Over the 5 test seasons that I ran, we averaged around 58%. This is even slightly under the target, but I think it is enough of a factor, with realistic origins to be worth it while also having a bit more parity than real life. That is it for this dev diary. I apologize for the length, but I hope it was worth it. Comment with any questions you have and I'll be sure to answer them as best as I can! Until next time, Rocketcan
  17. He basically has been already. He processed all the transactions and basically wrote all of the contract rules.
  18. Unfortunately, the sim does not say whether a pancake block occurred on the play. Rather it just records the stats overall.
  19. Ad Application: Game: NCAA National Championship Product: Whopper Company: Burger King Tagline: "Have It Your Way" Sponsoring all extra points. Script: "This Extra Point attempt is brought to you by the Whopper from Burger King. Burger King, Have It Your Way."
  20. Hello Coaches, This season we are going to try something different. We are going to create a "broadcast" like you would hear on the radio for the NCAA Championship Game and the NFL's Superbowl. And we want *you* to make the ads for it! Specifically, these will be what are called "Live Read" ads. This means the announcer/play-by-play guy will read it in between things like possessions, scores, etc. Here is an example of a Live Read ad that is used to set up a weather report: So what we need you to do is write up a quick ad that we can slot in a different times during the game. Here is a template not too dissimilar from what a real ad writeup would start with: What: What are you trying to sell/get people to do? Who: Who are you trying to get to buy/go do the thing? Where: Is there a specific location people need to go (physically or virtually) to get/do it? When: Is there a specific time people need to go to get/do it? Why: Why would anyone care about this product/thing/event? How (sort of covered already): How does one get/do the thing you want them to do? Some other things to think about: Company Names Brand Names Event Names Taglines ("I'm loving it" [McDonald's], "Just Do It" [Nike], "Meow Mix, so good cats ask for it by name", [Meow Mix]) Real World Examples Branding of things like Red Zones, Field Goal Attempts, Touchdowns, etc. ("Team X has now entered the 'Sherman Williams Red Zone'", or "Team X is lining up for a 'Bank of America Field Goal Attempt'") Do you need to write an entire script? No, however, if you do it will be greatly appreciated! Unfortunately, we will probably have to take all of the final ads for the NCAA Championship game by the end of the day Thursday, November 17th, 2022. This is so we have enough time to record the game. Superbowl ads will be taken all the way through Wednesday, November 30th, 2022. So, what all do we need from you to put an ad in the big games? List out the Product/Event/Whatever you are advertising. List out things like company name, tag lines, etc. List out as many of the "W" questions and answers as makes sense for your ad (OPTIONAL) A quick script that you think would sound good on the radio. I will comment with a good example. If you make your post look like it, it will be enough for us to work with. Be creative! Have fun! Final disclosure: it is possible that not all of these will be used. However, we will try our best to squeeze them in.
  21. It is the same website. Keep an eye on the discord for updates on basketball!
  22. @Theorupturetan you're approved for Georgia Southern! Welcome to the Sun Belt! You will need to do the following things: 1. Sign up for the interface and request for Georgia Southern from the interface. 2. If you do not have a discord, I highly recommend making one and joining the site discord server here. Of course if you do already, please join it as well. 3. I recommend you read this google doc for more information on the game and also how to use the interface. This will cover topics such as depth chart management, gameplan management, recruiting, and game days.
  23. Welcome @PersonnelGuy! I would highly recommend getting a discord as a lot of discussion happens there.
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