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Old 06-26-2025, 01:20 PM   #14
Bagpipes5
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Join Date: Dec 2001
Location: TX
Posts: 519
Quote:
Originally Posted by matskralc! View Post
As Brad K points out, OOTP is not a physics simulation. OOTP generates a play result and then backfills the details with stuff that mostly makes sense.

In other words, OOTP doesn't decide that Aaron Judge hits a home run because of his launch angle and exit velocity. OOTP decides that Aaron Judge had an X launch angle at Y exit velocity because he hit a home run.

Launch angle, exit velocity, ball distance, etc, are purely cosmetic. Like Brad K suggests, push all of your fences out to 900 feet. You will get the same amount of home runs you were already getting, they'll just all be 900+ feet.

Incorporating things like spin rate in a deterministic, rather than cosmetic, way would require a complete and total re-write from the ground up of the game's core engine, and that's not very likely to happen.
Your insights into OOTP's simulation mechanics are spot on. It's clear that to sustain another 25-year run, the game must adapt to incorporate advanced metrics like spin rate. Evolution is key to staying relevant in the ever-changing world of baseball analytics.

So we agree that the simulation engine needs an update to reflect these advancements and maintain fan interest. How do you see these changes shaping the future of OOTP?

Looking forward to your take on this pivotal evolution!
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