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#121 NewSim v0.5.0 Changelog


Rocketcan

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Hello coaches!

Here is the changelog for NewSim v0.5.0.

Bug Fixes:

  • Fixed a case where penalties at the end of a long play could result in the new line of scrimmage being in the endzone.
  • Fixed a case where penalties occurring on the 1 yard-line could result in a new line of scrimmage in the endzone.
  • Removed penalties from 2 point conversions to make them consistent with extra points. (For simplicity and lack of controversy)
  • Fixed an error resulting from RPO weights not adding up to 100.
  • Fixed an issue where a receiver would not be selected, causing the sim to be set on fire and initiating SkyNet's global takeover protocol.
  • Fixed an issue where some RPOs would not be assigned a direction properly.

New Features:

  • Scheme Rework
    • Replaced the 4 old offensive schemes with 12 new offensive schemes. New Schemes:
      • Power Run
      • Vertical
      • West Coast
      • I Option
      • Run and Shoot
      • Air Raid
      • Pistol
      • Spread Option
      • Wing-T
      • Double Wing
      • Wishbone
      • Flexbone
    • Replaced the 2 old defensive schemes with 6 new defensive schemes. New Schemes:
      • Old School
      • 2-Gap
      • 4-Man Front Quarters (Spread Stopper)
      • 3-Man Front Quarters (Spread Stopper)
      • Speed
      • Multiple
    • Replaced all old offensive formations with 34 new formations.
      • Big Pistol
      • Big Spread Gun
      • Double Tight
      • Double Wing
      • Double Wing Strong
      • Double Wing Wide
      • Double Wing Spread
      • Double Wing Split
      • Empty Gun
      • Flexbone
      • Flexbone Strong
      • Flexbone Wide
      • Flexbone Gun
      • Flexbone Gun Wide
      • I Formation
      • I Formation Heavy
      • Near/Far
      • Singleback
      • Singleback Gun
      • Splitback Gun
      • Pistol
      • Power Pistol
      • Heavy Power Pistol
      • Spread Pistol
      • Spread
      • Spread Gun
      • Pony Spread Gun
      • Wing-T
      • Wing-T Split
      • Wing-T Double Tight
      • Wing Split Back Gun
      • Wishbone
      • Wishbone Strong
      • Wishbone Wide
    • Replaced all old defensive formations with 24 new formations.
      • 3-2-6 Big Penny
      • 3-2-6 Penny
      • 3-2-6 Dime
      • 3-3-5 Base
      • 3-3-5 Nickel
      • 3-3-5 Over
      • 3-4 Bronco
      • 3-4 Eagle
      • 3-4 Okie
      • 3-4-4 Heavy
      • 4-1-6 Big Dime
      • 4-1-6 Dime
      • 4-2-5 Base
      • 4-2-5 Nickel
      • 4-2-5 Over
      • 4-3 Base
      • 4-3 Heavy
      • 4-3 Light
      • 4-3 Over
      • 4-4 Base
      • 4-4 Heavy
      • 4-4 Jumbo
      • 4-4 Over
      • 4-4 Under
    • Added 4 new Option plays
      • Read Option
      • Speed Option
      • Inverted Option
      • Triple Option
    • Added 2 new RPO plays
      • Choice (Quick passes with an attached run of either Inside, Outside, or Power)
      • Peek (Short passes with an attached run of either Inside, Outside, or Power)
    • Added Gameplan settings for defenses to focus more on the QB or handoff, and the QB or the pitch for option plays.
    • Added Scheme Fits and Bad Fits where certain player archetypes at different positions would have a bonus (Scheme Fit) or a malus (Bad Fit) in certain schemes.
    • Added Rock-Paper-Scissors style strengths and weaknesses on defenses (ex. Speed is good vs. West Coast and Vertical, but bad against Wing-T and Double Wing)
    • Added Out Of Position Penalties.
      • Players can gain new positions by playing in that position for a significant number of snaps.
    • Added Defensive Double Teams
      • Users can now select an opposing receiver to double team, which will make it more difficult to complete passes to that receiver.
      • Players not double teamed will have a slight bonus on deep routes to simulate less help over the top of the formation.
    • Reworked weight distributions for ball carriers and receivers.
      • Users now assign weight to a player, not a position. That weight will follow that player around regardless of the position they are playing.
      • Users can also assign preferred depth targets for receivers. For example, if you want a player to be targeted more on Long passes, setting their preference to Long will add a bonus to their weight on Long passes, making it more likely that they are chosen as the target.
  • Added Focus Plays on Defense (Plays that the defense will get a bonus against. To simulate defensive gameplanning).
  • Added Shotgun Rating to players.
  • Added Clutch Rating to players (hidden).
  • Added Two Point Conversions.
  • Added new information to the play-by-play output that will be useful for gameplanning, flavor, and immersion.

Balance Changes:

  • Buffed Practice Squad progression.
  • Buffed Redshirt progression.
  • Added Boom/Bust System for players going to the NFL.

Misc:

  • Added position-based snap information under the hood to help with position conversions at the end of the season.
  • Added stats to the player data sent to the interface database.
  • Added stats to the team data sent to the interface database.
  • Added Play-by-Play data object to assist with potentially hosting the play-by-play on the interface.

Feel free to ask any questions on these changes here.

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The out of position introduction indicated that “starting” at another position for a season gets a player to become that position, but it also mentioned being at the new position but *not* starting for 2 seasons would also work to transition

is there a mechanism for that? If, say, an OG is placed as the backup OT for 2 seasons in a row and sees minimal snaps would they get an OT designation?

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4 minutes ago, tsweezy said:

The out of position introduction indicated that “starting” at another position for a season gets a player to become that position, but it also mentioned being at the new position but *not* starting for 2 seasons would also work to transition

is there a mechanism for that? If, say, an OG is placed as the backup OT for 2 seasons in a row and sees minimal snaps would they get an OT designation?

It is based on the number of snaps the player receives at the new position. If they reach enough snaps to get the "starter" designation for progressions, they will receive the new position. If they get enough snaps to meet that threshold across both seasons after year 2, then they will get the new position.

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