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OOTP 22 - Historical Simulations Discuss historical simulations and their results in this forum.

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Old 10-24-2021, 10:44 PM   #121
Brad K
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1. Obtain a players vs L only stats.
2. Enter them into the stats section of the editor of a test player
3. Select "calculate ratings from these stats" or whatever close to that it is called.
4. The resulting "combined" ratings are the player's ratings vs L.
5. Record the ratings, BABIP, Avoid Ks, etc.

Repeat this for vs R

You now have ratings for the player for both vs L and vs R. Now you can create your actual player with these ratings. Put these ratings in the vs L and vs R columns and you're done.

The resultant stats in OOTP will likely not match real life stats because the stats shown on OOTP are weighted 25% vs L and 75% vs right. It is highly unlikely your player's actual matches this weighting. But it's irrelevant. The game runs on the split ratings not on the combined ratings or resultant stats.

Before the game offered real splits the choices were no splits or random splits. Random splits were created around the players overall rating based on some average difference between vs L and vs R with possibly some randomization thrown in. Dissatisfied with that I created a spreadsheet so I could convert a player's overall ratings for the season to L/R splits which applied his career splits (to get a good sample size) to his overall ratings for that season.

Last edited by Brad K; 10-25-2021 at 12:35 AM.
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Old 10-24-2021, 10:49 PM   #122
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In my situation working from the game's ratings of players the originating stats were neutralized. In your situation you're starting from "actual" real stats where in the game "real" means something else. Since only a few players are involved and they all had the same home park I suppose you could manually adjust them from the games era_ballparks file entry for Dodger Stadium.
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Old 11-09-2021, 10:01 PM   #123
thehef
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Quote:
Originally Posted by Brad K View Post
1. Obtain a players vs L only stats.
2. Enter them into the stats section of the editor of a test player
3. Select "calculate ratings from these stats" or whatever close to that it is called.
4. The resulting "combined" ratings are the player's ratings vs L.
5. Record the ratings, BABIP, Avoid Ks, etc.

Repeat this for vs R

You now have ratings for the player for both vs L and vs R. Now you can create your actual player with these ratings. Put these ratings in the vs L and vs R columns and you're done.

The resultant stats in OOTP will likely not match real life stats because the stats shown on OOTP are weighted 25% vs L and 75% vs right. It is highly unlikely your player's actual matches this weighting. But it's irrelevant. The game runs on the split ratings not on the combined ratings or resultant stats.

Before the game offered real splits the choices were no splits or random splits. Random splits were created around the players overall rating based on some average difference between vs L and vs R with possibly some randomization thrown in. Dissatisfied with that I created a spreadsheet so I could convert a player's overall ratings for the season to L/R splits which applied his career splits (to get a good sample size) to his overall ratings for that season.
Sounds like a pretty smart system. But how many players do you actually do that for? More than a few, it'd be quite an undertaking, I'd think...
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Old 11-09-2021, 10:12 PM   #124
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Quote:
Originally Posted by Garlon View Post
As for the 1yr recalc questions, I like using neutralize stats.
Why is that? What types of results do you get that are preferable for you compared to if you used "real" stats for a 1-ur recalc? (I'm still trying to understand the difference, in terms of results, output, etc.)

Quote:
Originally Posted by Garlon View Post
As for the import settings for 1yr I think you can go down to about 150 /50 for batters if you are using real lineups and injuries but you ay want to go with a larger if those are not enabled. I suggest looking at baseball reference and sort all of the players in a season by AB and see if there are players between 150-299 AB who you think will be overpowered. If you are managing every game for a specific team you may want to set the imports to give your team the advantage. For example , if I am using the 2016 Cubs then AI will use 150 AB or lower because they had many really good contributors on that team who had over 100 AB and if I use the default 300 AB setting those players will not be as good. The same can be said of selecting the pitching imports. The 2016 Cubs had 5 SP who had more than 160 IP, so the default of 40/10 is fine, but if you are managing a team who had a pretty good 5th starter with only 120 IP, then you may want to go with 30/10 so that pitcher is not adjusted.
This makes sense. However, if one likes to play like I do - 1-year recalc and other settings that are ideal for the most-accurate year-by-year results - then you can't follow the system you describe above because we're not talking about a single year. Rather, we are talking about multiple seasons. But OOTP only gives us one opportunity to set the adjust/weaken numbers. We can't, for example, use 300/75/30/15 for the 1920's and then decide to use 250/67/25/10 for 1930...
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Old 11-10-2021, 12:50 AM   #125
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Quote:
Originally Posted by thehef View Post
Sounds like a pretty smart system. But how many players do you actually do that for? More than a few, it'd be quite an undertaking, I'd think...
I just did it on my players. Once set the game kept the split ratios I set so it was a once in a career thing.

I don't know what the current game would do. I may try it. It may provide a clue on how the game is calculating splits.
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Old 01-31-2022, 08:10 PM   #126
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I thought I'd give this old thread a kick since I'm still wondering about this...

Quote:
Originally Posted by Garlon View Post
As for the 1yr recalc questions, I like using neutralize stats.
Why is that? What types of results do you get that are preferable for you compared to if you used "real" stats for a 1-yr recalc? (I'm still trying to understand the difference, in terms of results, output, etc.)

Definitely interested in Garlon's perspective on this, but also interested in anyone else's.

To clarify, if needed, as to what I'm looking for in an explanation, I'll use the injury setting options as a crude example:

- Use Injury frequency on Very High if you want the most injuries possible.
- Use Injury frequency on High if you want injuries to approximate the modern-day frequency.
- Use Injury frequency on Extremely Low if you want injuries, but as few as possible.
- Disable injuires if you want no injuries at all.

So, for real stats vs neutralized stats, I'm looking for the sentences to be finished in the same manner:

- Use real stats if you want...
- Use neutralized stats if you want...

Thanks in advance
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Old 02-03-2022, 06:29 PM   #127
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Originally Posted by thehef View Post
So, for real stats vs neutralized stats, I'm looking for the sentences to be finished in the same manner:

- Use real stats if you want...
- Use neutralized stats if you want...
Finally got some clarity on this! Thanks to Lukas for this information:


Basically, the idea behind neutralized stats in general is to clear out the noise that you find in stats based on things like the ballpark a player played in, how offensive the specific era/year they played in etc, to try and put everyone throughout all of baseball history on an equal plane. As if they'd all played for the same team in the same ballpark in the same year.

You can see a slightly more detailed explanation of this from Baseball Reference here: https://www.baseball-reference.com/a...iv_stats.shtml

Whether you'd want to use that or not, totally depends on what you want out of a specific sim. I would think it makes most sense for a random debut league or playing through all of baseball history if you were going to keep each year as having the same offensive environment, all neutral park factors etc just to see what might happen. But if you're trying to reply as close as possible to specific seasons, like I think you generally try to do, then neutralized stats would really not be helpful with that at all
.


I'll admit that I'm probably not going to immerse myself in the "slightly more detailed explanation" that can be found in the b-ref link. However, the part in bold above is the answer I was looking for, along with the everything else he wrote as the justification for it.

Thanks, Lukas!!!
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Old 02-03-2022, 07:15 PM   #128
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The recommendation is to not used neutralized stats. The alternative is to use "real" stats. Which are also neutralized. The difference is "real" stats have the home run peaks cut off. So following the recommendation changes nothing except player peak home runs are lower. I'm sticking with neutralized stats.
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