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Posts posted by Rocketcan
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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
EDIT:
The sim will only check if you have changed your scheme once it goes to run games, and it will only check to see if you are running something different than what you ran the last time you ran a game.
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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.
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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.
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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.
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In base they are both pass rushing for now. This will likely change after the upcoming season.
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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.
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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.
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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
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He basically has been already. He processed all the transactions and basically wrote all of the contract rules.
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Unfortunately, the sim does not say whether a pancake block occurred on the play. Rather it just records the stats overall.
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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."
- Game: NCAA National Championship
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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.
- What: What are you trying to sell/get people to do?
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It is the same website. Keep an eye on the discord for updates on basketball!
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UCF's circle logo is awesome
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@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.
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Welcome @PersonnelGuy! I would highly recommend getting a discord as a lot of discussion happens there.
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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].
- 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.
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- Balance Changes
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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)
- Long Pass: All schemes will be limited to no more than 20% of throws to be long passes.
- Got rid of @ symbol in front of AI coaches
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.
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- Bug Fixes
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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
- 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.
- Pro must have a RTP ratio between 35-60
[*]Both NFL and NCAA
- All long runs are rerolled.
- Fiddled with less chances for breakaway runs on passes.
- Tweaked Passing to get rid of the top and bottom tiers. Made the middle tiers a bit easier to reach.
- Fixed snaps not being counted properly for certain players (usually players that did something like make a tackle or throw a pass, etc.)
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- New Features
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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!
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- Tulsa at Oklahoma
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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.
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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.
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Yes.
However, OGs, OTs, and Cs are probably going to be pretty close in terms of the breakdown of their skills.
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Sad PAC-12 noises
Jamzz
in Job Applications and Interviews
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