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Rocketcan

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  1. 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!***

    • Like 4
  2. 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

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  3. 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.

    • Like 1
  4. 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.

    • Haha 1
  5. 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...

     

     

     

    Home Field Advantage!

     

    That's right, it will now matter whether or not you play that imposing team on the road or at home! How does it work? Well, it is all based on your players' Discipline rating (just like with penalties). Players with high enough discipline, simply won't be affected by the crowd noise or the pressure of the big moment. They can cut through the extra stuff and see what they need to do with clarity. On the other hand, players with poor Discipline can be easily affected by playing on the road.

     

    How *exactly* does it work, though?

     

     

     

    The entire system is on a game-by-game basis and has an element of randomness to it. Players that have low discipline might not be affected one game, but might be massively affected the next. When away players are read in at the beginning of a game, their discipline stat is set aside. If it is greater than a certain threshold, they are unaffected, otherwise, it is used to roll for a malus to all stats (except discipline). The lower the discipline, the higher the maximum malus can be. This is done on the individual player level, so one player with poor discipline might be affected differently than another player with similarly poor discipline, even in the same game.

     

     

     

     

    How much can this affect players? Well the less discipline the player has, the more of an effect it *can* be. So moderately disciplined players might be affected, but it usually will be a small effect. Poorly disciplined players, however, could see a malus of up to 10 points on their stats, which is easily enough to drop them a letter grade at most attributes.

     

    Some important points to close this out:

    • This will NOT affect teams at neutral site games, and this includes bowl games/playoff games and neutral site regular season games (like the Army Navy game, or the Red River Showdown).
    • For now, this effect will be the same regardless of who the home team is. In the future, it might be affected by things like crowd size or fan support, but for now South Alabama at Alabama will be affected the same as Alabama at South Alabama (given all teams have the same discipline levels).

     

     

     

     

    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

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  6. Merry Christmas Coaches!

     

    As an early Christmas gift from all of us on the dev team, here are the NFL pools! These are the players you will choose from to seed your roster!

     

    Things To Know:

    • There are two ways that players are broken down. Age Group and Skill Level.
      • Age Groups:
        • Young (24-26 years old, or ~1-3 years of NFL experience)
        • Prime (27-29 years old, or ~4-6 years of NFL experience)
        • Veteran (30+ years old, or 7+ years of NFL experience)

        [*]Skill Levels:

        • Pro Bowler: Some of best players generated at their position for their age group
        • Starter: These players, while not the best, should be able to carry the load assigned to them without liability.
        • Below Average: These players are barely better than rookies (and some rookies will be better than them easily!).

      [*]These classes were generated and then progressed into the NFL.

      [*]You will only be able to choose some of these players. The rules for this process will be stated below.

      [*]Contracts will be generated randomly for these players after pools are complete.

    (Thank you to @Sarge for coming up with the rules)

     

    In an effort to expedite things we have decided on creating rules for roster building from the pool in lieu of creating a complicated point budget for one use so that Owners and SimNFL participants have something to work on during the offseason and engine patching.

     

    The rules:

    • All teams will be presented with their own 165 player pool. 165 was chosen predominantly because we need to control the size of the initial FA pool and it's triple the size of a traditional roster.
    • All teams will only be able to sign a maximum of 3 "Pro Bowl" level players, *6 "Starter" level players, and fill out the remaining roster spots with "Below Average".
    • The three Pro Bowl level players ages will determine how many additional Starter players you can sign to your initial 6.
      • (*) For every Veteran Pro Bowl level player you sign, you may sign an additional Starter player (no more than 3). i.e. if you sign 3 Veteran Pro Bowlers initially, you can have 9 Starter level players total.

      [*]Salaries will be randomly generated based on Overall and Age and will be done in a way to leave all 32 Teams enough cap flexibility to participate in FA but to varying degrees.

      [*]No Pro Bowl caliber players unsigned will be carried into the FA pool. A percentage of Starter players to be determined later will headline the FA pool and all unsigned Below Average players.

      [*]Pool submissions will be due on 10 JAN 2022 at 11:59pm Eastern US Time and will require all 55 initial roster spots to be filled before FA begins.

     

    Now that you have read the rules (?), here is the link to the full list of players in the pool: 2022 NFL Initial Pool

     

    Here is where teams will post their Pool selections: https://www.simfba.com/index.php?forums/pool-selections.401/

     

    Please use the following format in the Poll Selection posts for a player:

     

    [Age Group] Skill Level Position First Name Last Name (ID Number)

     

    I have provided a sample post in the Pool Selection forum to show you what it should look like with real players.

     

    I will be sending out the pools to their respective team owners. These are intended to be private, but obviously, you may do with them as you please.

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