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Rocketcan

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  1. Hello coaches! Here is the changelog for v0.3.3. This is the version that will be used for both NCAA and NFL games during this season. NewSim v0.3.5 Balance Changes Nerfed Home Field Advantage (both NFL and college) [specifically the function to determine how bad a player could get on the road was changed from a linear to a logarithmic function]. Special Thanks to @Sarge and @alexfall862 for the data that went into this change. Feel free to ask any questions on these changes here.
  2. Hello coaches! Here is the changelog for v0.3.3. This is the version that will be used for NFL games during this season. NewSim v0.3.3 Bug Fixes Got rid of @ symbol in front of AI coaches [*]Balance Changes Tweaked NFL gameplan scheme rules: Long Pass: All schemes will be limited to no more than 20% of throws to be long passes. Play Action Long: All schemes will be limited to no more than 10% of throws to be long play action passes. [*]Buffed NFL coverage stats (All tiers are simply bumped up one level) NFL users do not need to update their gameplans as admins have already done so. If old user gameplans violated the new rules, the new gameplans where adjusted using the following rules: Whatever % over the Long Pass threshold a gamplan was, that % was given to Short Pass. Whatever % over the Play Action Long Pass threshold a gameplan was, that % was given to Play Action Short Pass. Feel free to ask any questions on these changes here.
  3. Hello coaches! Here are the changelogs for v0.3.1 and v0.3.2. v0.3.1 applies to the first week of NFL Preseason Games. The current version is now v0.3.2. NewSim v0.3.1 New Features Added NFL Overtime NewSim v0.3.2 Bug Fixes: Fixed snaps not being counted properly for certain players (usually players that did something like make a tackle or throw a pass, etc.) [*]Balance Changes NFL only Tweaked Passing to get rid of the top and bottom tiers. Made the middle tiers a bit easier to reach. Removed the top tier for long passes. Tweaked NFL gameplan scheme rules: Pro must have a RTP ratio between 35-60 Air Raid must have a RTP ratio between 20-40 Spread Option must have a RTP ratio between 40-65 Double Wing Option must have a RTP ratio between 55-80 Any teams that as a result of this change were outside of the boundaries were moved inside of them. [*]Buffed Pass Rush [*]Buffed Run Defense [*]Tweaked Running so top and bottom tiers were removed. [*]Both NFL and NCAA All long runs are rerolled. Fiddled with less chances for breakaway runs on passes.
  4. Hello Coaches! Excellent news today: we have settled on the start date for the upcoming 2022 season (both NFL and NCAA)! The dates are as follows: NFL: NFL Preseason Week 1: Thursday, June 16th through Sunday June 19th NFL Preseason Week 2: Thursday, June 23rd through Sunday June 26th NFL Preseason Week 3: Thursday, June 30th through Sunday July 3rd NFL Regular Season Week 1: Thursday, July 7th through Sunday, July 10th I will be sending out depth charts and gameplans to teams beginning today, but please allow me some time to get them to you. Every team should have theirs by the end of the week. NCAA: NCAA Regular Season Week 0: Thursday, July 7th through Saturday, July 9th (REDSHIRTS ARE DUE THE NIGHT BEFORE) NCAA Regular Season Week 1: Thursday, July 14th through Saturday, July 16th (This is when recruiting "begins", but you can add players to your board and offer scholarships now) Week 0 Match-ups: Tulsa at Oklahoma Florida State at UCLA Purdue vs. Ball State (at Lucas Oil Stadium) San Diego State at Rutgers Baylor at Texas State North Texas at Utah UMass at Liberty Wake Forest at Kentucky East Carolina at Colorado State Gameplans and Depth Charts are due by 11:59pm ET on Wednesdays of each week. I have an automated script that will pull the NFL sheets, and the NCAA ones will be pulled directly from the interface whenever I run the games. I will run them anytime after that 11:59pm ET mark, and before the first games will be posted Thursday evening. Thus, make sure everything is set how you want it Wednesday night, and then leave it set until you see the first games for that week posted. Happy Coaching!
  5. Great question. The short answer is it is pretty random. The long answer is that the sim will add all possible blitzing players to the pool of players to choose from. So if you have CB and S blitzing off, that pool will just consist of your off-ball LBs (3-4 OLBs not included as they line up on the LOS). If you turn on either or both of those options, all players in those categories will be put in the pool as well. Then, the sim will select equally from the list of possible blitzing players. It will continue to do this until it has the number of blitzing players it needs for that play, based on the play call (1, 2 or 3). Given that, if your best blitzers are LBs, don't turn on CB and S blitzes to maximize the LB's usage.
  6. No. The number of snaps is determined by *average* the number of snaps they play per game. To clarify: a player that plays 50 snaps in game 1 and zero snaps in game 2 has an average of 25 snaps per game, and would use 25 snaps per game to determine their progression.
  7. Yes. However, OGs, OTs, and Cs are probably going to be pretty close in terms of the breakdown of their skills.
  8. Hello coaches! Spring Scrimmages are almost here! The schedule is about to be locked in (in about a little over an hour), and that means it's time to tell you guys exactly what you need to do to be ready for them! First off, the big point of the scrimmages (besides being fun) is to test our new setup! We have a lot of things different this year as opposed to the last (engine updates, interface instead of Google Sheets, etc.) and all of these things needs to be tested before we jump into a season. So be ready for some bugs or weird things. It's entirely possible that we find some strange stuff still. That's the point though! To find these things *now* and not *in the middle of a season that counts*. With that said, everything you need to know how to do is located in this Dev Diary: Dev Diary #51 What Do You Need To Do: The big things you need to do are the following: Ensure that your gameplan is set to your liking by the time games are run. Ensure that your depth chart is set to you liking by the time games are run. That's it! Again, if you have questions on how to do this, check out the Dev Diary linked above. Schedule: Scrimmages will be run after 11:59pm Eastern Time each Friday for the next two weeks (13th and 20th of May). Any changes you make to things after this time will NOT be guaranteed to make it into the scrimmages that night. Then, each Saturday, the games will be posted at some point during the day (likely whenever an admin has time to check them and post them). If you have any questions, please post them below. Happy Scrimmaging! ***EDIT: SCRIMMAGES WILL BE RUN EARLY ON THE 13th. PLEASE GET YOUR GAMEPLAN IN BY THURSDAY NIGHT!***
  9. Hello coaches! So here it is! The engine updates for NCAA are complete! The NFL ones still need to be stood up, but that will be done in the v0.3.1 update. Without further ado, here are the changes for the next college season of NewSim! NewSim v0.3.0 Bug Fixes: Fixed safety checks for runs and passes. Penalty fixes: Fixed penalties resetting everything to 1st and 10. Fixed yardage being applied improperly. Fixed penalties on punts not flipping the field. [*]Turnover TDs should be fixed. [*]Fixed INT yardage. [*]Fixed Scrambles not being reported. [*]If the time left in a quarter has zero in the seconds place, the game should report that as “00” not “0”. [*]Fixed Field Goal blocks not being handled properly. [*]Stamina System fix [*]New Features Overtime (NCAA) Homefield Advantage. Discipline affects how well teams travel. Gameplan Updates: HB Substitution When to Punt, kick a FG, or go for it on 4th. Use pre-fab gameplans for situational football based on scheme. [*]Teams will now hurry up if down or tied in the final two minutes of the 2nd or 4th quarters. [*]Improved play selection logic based on down and distance to go. [*]New Stats: Pancakes Individual Sacks Allowed D/ST TDs Safeties Passes Defended [*]Added line to box scores to identify the coach of each team. [*]Added running score to play-by-play [*]Balance changes Tweaked blocking matchups to allow for more off-ball LB tackles and less interior DL tackles. Tweaked play timing to hopefully allow for fewer plays per game. Slight nerf to pass blocking overall Slight buff to pass rushing overall Slight nerf to long passing (way too many guys with ridiculous YPC numbers) Added slight buff to run defenders if they have high strength or speed (does not stack), and if they have high FBIQ (can stack with speed or strength bonus). Complimentary to this is a slight nerf to run defenders if their FBIQ is too low. Added slight buff to pass rushers if they have high strength or speed (does not stack), and if they have high FBIQ (can stack with speed or strength bonus). Complimentary to this is a slight nerf to run defenders if their FBIQ is too low. Slightly buffed lower-tier running backs to account for increase in run defense abilities. Slightly buffed FG kicking Buffed lower and mid-tier QB’s completion and INT rates
  10. @subsequent is the Big 10 commissioner and will approve your application shortly.
  11. @subsequent is currently away, but once he get's back, he can handle this.
  12. Hello Coaches, Please respond to this thread with a post stating the following: Team Name (Penn State, Alabama, etc.) Discord Name (@Rocketcan#0724) [iNCLUDE THE # AND NUMBERS] This list will be used to set teams as AI teams in the interface and in the sim. If you do not respond to this post by the deadline (March 28th, 2022), then you team will be set to AI. It is important we get this list now as we will soon begin offering Spring Games to users as a way to test out the newest patches to NewSim.
  13. You've been approved for Notre Dame! Welcome to the Independents, who don't need no stinkin' conference. Right now we're in the off-season coming up on season 2 of CFB and season 1 for NFL. The most up to date will be found on the Interface after you request for Notre Dame. Read through this thread for important information regarding your depth chart and gameplan: IMPORTANT - College Football Rules Megathread This thread will walk you through the interface. You'll want to create an account there using the same username you have here. Dev Diary - #38 Interface Update @Kirby can update your avatar. Lastly, we are currently scheduling OOC games for which you use the link below https://www.simfba.com/index.php?threads/2022-out-of-conference-scheduling.3142/ Welcome to SimFBA! Please let me know if you have any further questions! Feel free to look around. We are also in the playoffs for our SimNBA season.
  14. Unfortunately not. However, I think TE and Red Zone WR get a slight bonus in the redzone.
  15. Hello Coaches! Welcome to another Dev Diary for NewSim on SimFBA! Last Dev Diary was only two days ago, but I realized with the first Pro Days coming up on Friday, I should probably go into a bit more detail into the information that everyone will get from them. This one should be a bit quicker, so let's get to it! Pro Day and Combine Differences First up, I want to be sure I am clear on what the differences in these events will be. Pro Days will NOT have the Wonderlic test, whereas the Combine will. While not in effect this year (since the sim doesn't have features that make this relevant yet), the Combine will eventually have interviews and physical examinations for injuries. Pro Days will have 8 players (or up to 8 if the school has less than 8 eligible players) chosen to participate (usually the top 8 or so from that school) per school, whereas the Combine will be based on certain number quotas per position across the entire class. Math A quick word on the math used for this stuff, as I think it is important to understand the numbers that pop out. We have to talk about the difference between linear and exponential. An event that is linear means that for a given increase in skill, the score on that event will increase by a proportional amount. So an example might be (FYI these are not the real numbers) that an increase in the Pass Block attribute of 5 will increase the Pass Block Drill score by 0.5. It doesn't matter if the Strength was 25 or 85, if you increased that number by 5, then you'll get 0.5 more on you Pass Block Drill score. A good way to think of this is that the skill difference between a score of 5.0 and 6.0 is the same as the skill difference between 8.0 and 9.0. An event that is exponential means that the better you get, the harder it is to get a better score. For example (again, with fake numbers), if you went from Speed of 20 to Speed of 25, that might shave half a second off of the 40 time, but if you increased speed from 90 to 95, you might only shave off one hundredth of a second. That is to say, the same increase in the base stat (5) resulted in different changes in the score depending on how big the number was to begin with. A good way to think of this is that the difference in skill between a 5.00 40 time and a 4.9 40 time is less than the skill difference between a 4.4 40 time and 4.3, Also, there is an element of randomness to these values. That means that just because two players have the same number for an attribute, that doesn't mean they will ALWAYS have a better score. There will likely be overlap between players. Pro Days tend to have their values skew positively (but not always!), while the Combine values are a *bit* more objective. Finally, these events and the math behind it have been designed to be absolute. What that means is, you should be able to compare numbers from this draft cycle against any other draft cycle to see which player was better. Drills/Events Now that we have all the nerd stuff out of the way, this is the list of events that will occur, followed by what these events actually test: Universal Events: 40 Yard Dash: Tests Speed in seconds. Higher Speed values result in lower times. Exponential Bench Press: Tests Strength in reps of 225lbs. Higher Strength values result in higher reps. Exponential 20 Yard Shuttle: Tests Agility in seconds. Higher Agility values result in lower times. Exponential 3 Cone Drill: Tests Agility in seconds. Higher Agility values result in lower times. Exponential Vertical Jump: Tests Strength plus Agility Divided by Weight in inches. Higher Strength and Agility combined with lower weights will result in higher values. Exponential Broad Jump: Tests Strength plus Agility Divided by Weight in feet and inches. Higher Strength and Agility combined with lower weights will result in higher values. Exponential Wonderlic Test (COMBINE ONLY): Tests Football IQ from 0-50. Higher Football IQ values result in higher scores. Exponential [*]Position Specific Drills: All of these drills will be scored on a scale from 0.0 to 10.0, with 10.0 being a perfect score. All of these scores are linear in nature. QB: Accuracy Drill: Throw Accuracy Distance Drill: Throw Power [*]WR/TE/RB: Catching Drill: Catching Route Running Drill: Route Running [*]RB: Inside Run Drill: Strength and Speed Outside Run Drill: Agility and Speed [*]OL/TE: Run Block Drill: Run Blocking Pass Block Drill: Pass Blocking [*]DL/Pass Rush OLBs: Pass Rush Drill: Pass Rush Run Stop Drill: Run Defense [*]Off-Ball LB: Run Stop Drill: Run Defense Coverage Drill: Man and Zone Coverage [*]DBs: Man Coverage Drill: Man Coverage Zone Coverage Drill: Zone Coverage [*]K/P: Kickoff Drill: Kick Power (or Punt Power if Punter) Field Goal Drill: Kick Accuracy Punt Distance Drill: Punt Power Coffin Punt Drill: Punt Accuracy That's all there is for this Dev Diary. Please ask questions below, and I will get to them as soon as I can. Until next time, Rocketcan
  16. Yes, but as you can see from the list, there are only a few A's. So unlikely to be much higher than 60
  17. Hello Coaches! Welcome to another Dev Diary for NewSim on SimFBA! Last time, we went over the new stamina system, getting the NCAA FBS schedule together and the secret new feature of NewSim (which may or may not be Homefield Advantage...)! This time, we are going to be talk about the very first SimNFL draft class and the upcoming draft process! Let me first warn you all that this is still very much a WIP, so things may still change, but for now, this is how things are going. 2022 SimNFL Rookie Draft Class Here it is! The very first rookie draft class in SimNFL history! Take a peak: 2022 SimNFL Rookie Draft Class Some things to note about the draft class: There are about 1,500 draft eligible players! The individual attributes for the players are determined like before (relative to other players at their position), but specifically these ratings are just against the current draft class, not the NCAA or NFL as a whole. The overall attributes are based on the following scale: A: 60+ B: 54-59 C: 48-53 D: 42-47 F: <= 41 [*]There are 11 non-FBS players in this draft class, 10 FCS players and 1 NCAA Division II player. [*]The players are sorted by playerID (and by extension, stars), but the current sorting has nothing to do with one player being "better" than another. Importantly, this data is not the "final" set of data that NFL teams will have before the draft (date TBD). There will be several events and processes that will shed more light on a player's skills and give more in-depth information. Those events include: Pro Days NFL Combine Focused Scouting What are the point of these events? What does this matter? Well first, any player that attends a Pro Day, the NFL combine, or is specifically scouted by an NFL team (although only the team that asks about a player will know) will have more information about their skills revealed. This extra data includes: An added +/- to the player's overall if they fit into that category. Players that have been scouted will follow the following overall scale: A+: 64+ A: 62-63 A-: 60-61 B+: 58-59 B: 56-57 B-: 54-55 C+: 52-53 C: 50-51 C-: 48-49 D+: 46-47 D: 44-45 D-: 42-43 F: <= 41 [*]40 yard dash times, bench reps, 3-cone drill times, etc. [*]Position-specific drill results on a rating scale (specifics on this scale are not available just yet). Now, let's get into the actual draft process! Pro Days For now, Pro Days will be run by the admins, but in the future, we would like CFB coaches to take some control over which players they think deserve a look on a pro-day. Not all draft-eligible players from school will be selected, but those that are will have their extra information revealed publicly. We will do this on a weekly basis going through 2-3 conferences per week alphabetically. The Pro Days will follow this schedule: February 11th: AAC and ACC February 18th: Big XII and Big Ten February 25th: C-USA, Indy, and MAC March 4th: MWC, and PAC-12 March 11th: SEC and Sun Belt Remember, the numbers from these events are being done at their schools, and their schools want them to look good. This means that sometimes (but not always), a school might "put their fingers on the scales" so-to-speak when it comes to testing numbers. The one thing that will always be 100% correct, however, is the overall grade that is given. NFL Combine After the final Pro Days have been posted, the NFL Combine invitees will be announced. After that point, each NFL team will have the opportunity to invite 2 additional players that have not been invited. Players invited to the combine might have already had a Pro Day, but some might not, especially the team invites. Any players who attend the combine and have not already had a Pro Day will have the same information revealed about them that the Pro Day players did. If a player already had a Pro Day, their combine numbers might be different than their Pro Day numbers, but their overall +/- will NOT change, as this has a tight window for the number underneath. Also, it is possible for some players to not accept their invite! This can be due to several factors, including medical, religious, education, attitude, etc, so don't assume that your favorite prospect will decide to go! For now, the NFL Combine is tentatively scheduled for Friday, March 18th. Focused Scouting Focused Scouting is a system that will allow each NFL team to scout an additional 10 players that were not invited to the combine or participated in Pro Days. These players will be invited to the team's facility and run through a workout from the team's coaches. Then, the results of that workout (exactly the same as the Pro Day and Combine information) will be made available to the team that requested it. Here is where Focused Scouting gets interesting, however. Teams will submit their list of players they want scouted in secret. That is, they will submit their list directly to the NFL commissioners. Only the NFL team that invites a player to be Focus Scouted will get their information. Also, to be clear, any team can invite any player that wasn't at the NFL combine and didn't get a Pro Day and a player can be invited by multiple teams. However, because the team has to invite players to their facilities, the players invited will become public AFTER all teams have invited players. -------------------------------------------------------------------------------------------------------------------- I hope that you guys enjoy this part of the SimNFL experience. This is one of the parts of football I am VERY interested in and I think can be a HUGE event moving into future seasons. I look forward to seeing draft books, PFF grades, and media figures "leaking" information about how the draft process is going for NFL teams. I hope you guys have as much fun with this part of this sim as I know I will. That's all there is for this Dev Diary. Please ask questions below, and I will get to them as soon as I can. Until next time, Rocketcan
  18. In addition, @SandyToez, please consult this post to begin working on your OOC schedule: https://www.simfba.com/index.php?threads/2022-out-of-conference-scheduling.3142/
  19. Hello Coaches! Welcome to another Dev Diary for NewSim on SimFBA! Last time, Sub talked about the latest things I have been brewing behind the curtains, along with info about the SimNFL's inaugural rookie draft. This time, I am going to talk about the new Stamina system that Sub alluded to last time, college scheduling, and a surprise feature I have been working on! New Stamina System As many of you know, the previous stamina system was causing problems where some players with exceedingly low stamina would simply not play, or only a play one or two snaps. In order to rectify this, we tweaked the system a bit. First, we decided that any changes to players themselves was out of the question. There simply was just too much data to have to comb through. Plus, what if we made a mistake? There would be effectively zero way to catch it. Therefore, we decided to make some changes under the hood to adapt to the numbers the players had. So what *was* the old system exactly? And what was the problem with it? The nerdy answer: [spoiler=WARNING: HERE BE NERD SHIT] Each player's stamina was set as a "Maximum" stamina for the game. Each snap the player participated in would reduce their stamina. Every snap the player did not participate in would increase their stamina (up to their maximum). Every consecutive snap the player participated in, however, would reduce their stamina more than the last play. The same applies to stamina recovery: each consecutive snap the player sits out will increase their stamina more than the last one. If a player dropped below a certain stamina threshold, that player would be deemed "gassed" and would be forced to sit out. Only once their stamina reached above a slightly higher threshold would that player be allowed back onto the field. This system meant several things: Players could sit for a play, and while they might not gain back much stamina, it would lessen the impact of the next play's on stamina since it wasn't *consecutive*. Thus, you could get a player a quick breather and that might extend them the rest of the drive or so. Players should get progressively more tired the as the game goes on. Players should be their freshest in the 1st quarter, and their most tired in the 4th/overtime. This is where the problem occurred: some players' stamina was just so low that they could never recover once they were "gassed". The short answer: The old system would take away stamina more and more the player played, but some players would never be able to recover once they were pulled from a game. So, how has it been fixed? Well, now, each player gets a "boost" of 100 stamina from the beginning of the game, and the formulas that determine how much stamina a player loses/gains for each play have been tweaked to fit this new model. So what should happen now is players with stamina in the F and D range should start to get tired in the 4th quarter, and might only play sporadically. C stamina players might also be affected if they are at the bottom of their range, but only if they have been playing constantly. What can you do to help players with poor stamina? Remove them from special teams. Any chance they have of resting will reset their "consecutive plays" counter and will mean the next play they participate in won't affect them as much. Let them play in only role-situations. For example, if you run a Pro-style offense, put a stamina-poor WR at WR3. They simply won't be on the field in some formations, and so they will recover stamina for it. NCAA Scheduling So now let's move on to the next topic, NCAA scheduling! Today, I got ahold of the conference commissioners about setting the conference schedules up. Hopefully, they can accomplish this task within a week or so. Once that is completed and the conference schedule is audited, we will be able to open up 2022 OOC scheduling to everyone! FYI, we will still be operating on the way conferences were structured at the end of the 2021 IRL season, since so there still are so many moving parts to the IRL conferences. So if you want to start hammering out OOC deals, go ahead! We should be able to get an official thread going next week or so. Secret New Feature Before you guys do that, though, I figured you should know about this new feature (I just finished it!). I wanted to wait to tell you until the entirety of this off-season patch is complete, but I figured given the nature of it that I should show you *before* you set up your OOC schedules. And the new feature is... That's all there is for this Dev Diary. Please ask questions below, and I will get to them as soon as I can. Until next time, Rocketcan
  20. Perhaps eventually, but for now we are just trying to get the basics of football down.
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