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Old 08-02-2004, 07:32 PM   #23
gmo
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Join Date: May 2002
Location: Longmont, CO
Posts: 3,389
Quote:
Originally Posted by phenom
yes, that's what I did, but when I hit the Calculate button, my league froze when attempting to sim. If I didn't hit the Calculate button, or change the BABIP from .297, it ran fine, with the exception of the .550 thru June averages that several players had.

The numbers above - are those defaults after hitting "recalculate for historical accuracy" or are they modified from that, after the fact?
The 2nd set of numbers is strictly from hitting the "Recalc for Hist Acc" button. The only things I tried was hitting Calc for BABIP, and that changed the number from .297 to .197. I'm trying to figure out why you'd be getting the .500-type averages, but my brain isn't working really well with the league totals right now. The game looks for either BB/K/HR, then if not the ball is in play and maybe it's a hit. What are your other sim results when it did run at .297 BABIP - were power numbers off or was everything pretty good except for Avg?

Quote:
I understand what you're saying about H+K being more than AB and the problems that could result from that, but am I to assume the game itself doesn't have it's own checksum for that? No offense to Markus, but shouldn't that be an elementary element of the League Totals system?
Well, in my experience there is no check in the game. I agree that would be a good idea to basically not allow you to have "impossible" totals.

Quote:
At the same token, are we exposing a flaw in the League Totals section for historical leagues? If the default action leaves nothing much for singles, does the "recalculate for historical accuracy" become a highly inaccurate form of adjustment, more so than simply leaving it alone altogether?

What happened from 6.02 to 6.03? I think I might reinstall, start at 6.00, see what happens, and apply patches until it breaks again and go from there.
I don't think it is an issue with any of the patches, but I could be wrong. Maybe that was one of the primary functions all along, however I'd never thought of using the "recalculate for historical accuracy" at the very beginning of a custom league set in another time. Makes a lot of sense though. I think the problem is just that the system is not good for making gigantic adjustments. Tweaking 10, 20, even 50% is probably fine, but when you have to make huge modern-to-deadball changes to the numbers, those numbers generally don't have the flexibility to allow for that because you run into stuff like Hits+K>AB.
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