Quote:
Originally Posted by jhart05
Thanks, but yes, I've tried those things and read the manual. I've spend many hours of research on my own to try and figure out the problem. Posting here is my last resort.
I've had it with trying to figure out the build in totals and modifiers calc.
What I'm going to try now is to input my own stats for each level of minors. I've taken the actual minor league totals for 1970 thru 1989, entered some formulas to calculate league totals based upon my number of teams and games per league. Which I believe will essentially eliminate the need for modifiers all together as I've pretty much already factored that part into my calculation. So those modifiers will all be "1.000". I'll plug these into the game and see how they work out.
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OK bear with me and I'll try to explain. Apologies in advance if I'm restating what is obvious to you. It's the only way I can say it and make sense to myself.
Modifiers are needed in addition to league totals because the talent distribution of a fictional league
may not match that of the real life league that produced the output. The raw league totals establish the occurrence rate of each stat per AB. That is critical for non-counting or occurrence based stats like DP PB SBA BK etc. Autocalc modifiers adjust the output to account for variation in player ratings at the time autocalc is run.
Autocalc runs a 3-season simulation where the simulated totals are compared with the raw totals on the left. It may be more complicated internally but If HR are found to be 20% high the existing modifier for HR will be multiplied by 0.8. If strikeouts are 8% low the the existing modifier for K will be multiplied by 1.080. Note I said existing modifier since one can never assume a starting modifier of 1.000 except for the first time you do it. Each succeeding autocalc adjusts the existing modifier. I try never to use autocalc more than once before a season starts.
My suggestion is that you calculate revised league totals vs AB instead of teams or games. Your choice of course; for me it keeps things simple. If you have data for a 77000 AB league and yours is 66000 AB all totals from the 77000 AB league would be multiplied by 0.8571428 or however many sig digits you want. Enter the revised totals set all modifiers to 1 then run autocalc. It's important to realize that even after doing this variations of ±0.20 can occur each season especially in the minor leagues due to the development engine and player movement.
That is where the automatic control of the game engine check box may help at the lowest levels only IMO. It's not useful at AA or AAA. Following this process for several seasons tends to stabilize counting stats well. Occurrence based stats are less stable because the game engine (my guess) cannot replicate base/out states exactly like real life.
Hope this makes sense.
Quote:
Originally Posted by jhart05
Yep, going to this now.
I don't understand why simply putting in 1973, then hitting auto-calc modifiers, doesn't seem to work for me. Makes no sense.
I've tried pretty much every option there is. Checking the boxes, not checking the boxes, checking some/not checking others, not checking some/checking others, etc ...
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Clicking 1973 etc doesn't work because the totals are from MLB history. The occurrence rate ie
stat X/AB is not the same for many stats. The minor leagues often have different rates of PB Errors DP Balks and HR due to radically different conditions and dynamic player development. The PCL is legendary for killing pitchers so much so that teams avoid putting good prospects there. Altitude, heat, dry air and rock hard infields all contribute to a hitting dominant stat output. Teams generally keep good young pitchers in AA on the east coast if possible.
Correct minor league totals correct occurrence rates to some degree. The output remains volatile due to the dynamic nature of OOTP's player development engine. It's not 100% but it helps to move things in the right direction.
Sorry to be so long winded.