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					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? 
			
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 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?
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				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?
			
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 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.
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				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.
			
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 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.