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Earlier versions of OOTP: Technical Support Do you have a copy of OOTP Baseball 2006? Are you in need of help and assistance in running the game or do you have errors that you need help in resolving? This is your place!

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Old 03-30-2006, 12:17 AM   #21
mrbill
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Yeah, DIPS engine, never even tried using the old engine in OOTP 6.
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Old 03-30-2006, 02:10 AM   #22
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OK, I ran a set of sims using the parameters Eck laid out earlier. These were run using a 40 team league (just the 1 sub-league) in replay mode. Financials, injuries and trades were all turned off. All park factors were changed to the setting listed in the listed column


Dips engine:
Code:
P.F.		AVG	HR	R	AB	H	2B	3B	BB	K	OBP	SLG	OPS	SB

50		0.275	3,902	30,071	227,379	62,463	6,887	759	23,547	39,171	0.345	0.363	0.708	5,696
75		0.272	5,362	32,279	226,995	61,766	9,157	1,362	23,600	39,679	0.343	0.395	0.738	5,270
100		0.274	6,864	34,881	227,264	62,234	12,259	1,418	23,598	39,063	0.344	0.431	0.775	4,912
125		0.272	8,448	36,817	227,434	61,824	15,154	1,589	23,581	39,205	0.342	0.464	0.806	4,568
150		0.273	9,970	39,712	228,098	62,266	18,084	2,412	23,943	39,495	0.344	0.505	0.849	4,282


Traditional (old) Engine:
Code:
P.F.		AVG	HR	R	AB	H	2B	3B	BB	K	OBP	SLG	OPS	SB

50		0.155	3,195	14,418	208,568	32,400	6,413	714	21,111	32,481	0.237	0.239	0.476	4,029
75		0.207	4,500	21,936	214,642	44,423	8,803	1,276	21,847	33,320	0.283	0.323	0.606	4,383
100		0.269	6,102	33,142	226,809	61,103	11,958	1,470	22,869	35,117	0.339	0.416	0.754	4,886
125		0.343	8,581	52,328	246,614	84,585	16,724	1,762	26,251	37,885	0.407	0.529	0.936	5,488
150		0.423	11,909	82,528	275,199	116,393	22,257	3,134	32,868	40,136	0.483	0.656	1.140	5,753


So, it definitely appears that the new DIPS engine is virtually ignoring the Average park factors. The others seem to be working however.
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Old 03-30-2006, 03:12 AM   #23
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Quote:
Originally Posted by mrbill
The text box where you set park effect ratings specifically says 1-200 is the acceptable range, so I made sure to stay within specified boundaries.

I wouldnt try and go above 200, but that should work.
i know it allows up to 200 to be input. i just thought maybe it didnt actually recognize amounts over X (still a bug).

guess its a moot point anyway
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Old 03-30-2006, 03:13 AM   #24
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who'da thunk PF would have such an effect on SB. an inverse relation in the DIPS engine too
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Old 03-30-2006, 03:14 AM   #25
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Quote:
Originally Posted by gmo
I assume everyone is using the new DIPS engine for their tests. Is that correct?

I would be interested in seeing what happens if these experiments were repeated using the old engine since one hypothesis could be that AVG is not being influenced because in the new engine the path to the result is running through BABIP which may not being get influenced by the park RAvg & LAvg settings.
this looks to be exactly the case.
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Old 03-30-2006, 03:29 AM   #26
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Quote:
Originally Posted by disposableheros
who'da thunk PF would have such an effect on SB. an inverse relation in the DIPS engine too

I think it has to do with their being more extra base hits (and thus less runners on 1st base) as far as the dips engine is concerned. The old engine increased the total number of hits right along with the extra base hits, so it would make sense that stolen bases would go up.
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Old 03-30-2006, 04:47 AM   #27
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I think that's a very well done piece of research

I'm glad we nailed this bug down within a day of it being first reported, its too bad it took two years for someone to notice!
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Old 03-30-2006, 09:08 AM   #28
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bump...hopefully we can get a comment on this today.
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Old 03-30-2006, 09:28 AM   #29
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Nice work, Andy. At least we have confirmation that park factors aren't totally FUBAR. This is still a fairly significant gaffe though. Hopefully someone on the beta team for OOTP2006 is aware of this issue and can replicate your study.
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Old 03-30-2006, 09:39 AM   #30
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I'll link the beta forum to this for sure, thanks.
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Old 03-30-2006, 10:20 AM   #31
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Well done!
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Old 03-30-2006, 03:44 PM   #32
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Quote:
Originally Posted by andymac
I think it has to do with their being more extra base hits (and thus less runners on 1st base) as far as the dips engine is concerned. The old engine increased the total number of hits right along with the extra base hits, so it would make sense that stolen bases would go up.
oh, duh!
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Old 03-30-2006, 03:54 PM   #33
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At least its only the AVGs that are SNAFUed, it could have been a lot worse. Hopefully the beta crew and markus can get this resolved.
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Old 03-30-2006, 03:57 PM   #34
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andy, what do the BABIPs look like for the DIPS engine?
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Old 03-30-2006, 04:02 PM   #35
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Quote:
Originally Posted by disposableheros
andy, what do the BABIPs look like for the DIPS engine?

The numbers for the test run or the setting inside the game?
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Old 03-30-2006, 04:14 PM   #36
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Quote:
Originally Posted by andymac
The numbers for the test run or the setting inside the game?
the test
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Old 03-30-2006, 05:06 PM   #37
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Quote:
Originally Posted by disposableheros
the test

50: .332
75: .330
100: .331
125: .328
150: .330


BABIP didn't move.
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Old 03-30-2006, 08:15 PM   #38
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Quote:
Originally Posted by andymac
50: .332
75: .330
100: .331
125: .328
150: .330


BABIP didn't move.
hmmm, it really is broken!
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Old 03-30-2006, 08:20 PM   #39
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Thanks for doing all this work, Andy. Although it's pretty disappointing to see this problem, at least we've got it isolated and we know it's not quite as bad as it originally looked.
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Old 03-30-2006, 08:23 PM   #40
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Quote:
Originally Posted by Eckstein 4 Prez
Thanks for doing all this work, Andy....
"
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