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Everything posted by Kccitystar
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Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
There's additional properties to each slot that isn't accounted for in Vlad's editor, like Inside Edge data, hot/cold zones, etc but REDitor was never really developed further for MLB 2K12 -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
I mean the existing values can be tested, sure, but the dif values for the revamped pitches haven't been adjusted. After adjusting the Dif values, a roster maker would just need to re-calculate every pitcher's pitch rating in the game to accomodate the changes since it would change the weight of each rating and affect CPU behavior -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
WacoKid and I spent some time working on these new pitch shapes. For these demos, my pitcher, Firstman Lastings, has his arsenal set to their maximum OVR so these are all considered "elite" pitches by the game. I've also adjusted the difficulty slider for Pitch Speed to 100 so you can see the movement in the game's concept of "real world speed". Circle Changeup - We adjusted the trajectory values so there's some fade and the DownImp values were adjusted so there's some downward force applied to the pitch, but not as drastic. Very Devin Williams-esque. Looks phenomenal. Changeup, with fastball followup. The changeup has less drop than the circle change, and the fastball was tweaked slightly to have some small arm-side deviation so it doesn't appear to be laser straight. The speed differences are absurd for someone who clocks their fastball at 104. Sinker with arm-side fade. Jordan Hicks style movement is possible! Two-Seam Fastball - Even though it can be often interchangeable with the Sinker these days in MLB, we wanted to give it some more lateral run like a traditional two-seamer but it's adjusted enough to break late. Looks good. I revamped the cut fastball and it looks absolutely devastating. Mariano Rivera would be proud. Lastly, we spent some time looking at developing a pitch that doesn't exist in the game, the Sweeper. The idea was to have its movement somewhere in between the curveballs in the game and the slider (which is what it is in real life), and I think we got there. While we can't add pitches, I wanted to experiment so I swapped out the values of the Eephus pitch with what a sweeper would look like. Ian Kinsler never stood a chance. Would love to hear some feedback! -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
The Astros being visible in the AL West column is related to changes to your roster, not through the IFF you're looking to modify -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
Interesting. I'll continue to tinker with this -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
So about those Dif values for each pitch...: The DifVeloc, DifUnexp, and DifTraj values are used in combination to contribute to a 100-point scale that determines a pitch's overall rating in the game, and they correlate directly with a player's attributes for speed, movement, and control. The values act as weights for each attribute in calculating the pitch's effectiveness. In this system, the Dif values would effectively scale a pitcher's individual attributes against a league average to determine the pitch's overall rating. This would mean that adjustments to the Dif values need to be made with careful consideration of how they would affect the weighting of each attribute in the overall calculation. Let's take Clayton Kershaw's slider as an example: If his slider attributes are 86 speed, 99 movement, and 98 control, and we're using the DifVeloc, DifUnexp, and DifTraj values as weights, the calculation for the overall rating of a pitch, like the slider in this case, would be something like this: Pitch OVR = (Speed * DifVeloc) + (Movement * DifUnexp) + (Control * DifTraj) Those three values are meant to help the game calculate dominant pitches from individual players. -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
I'll DM you with the revised pitch values for you guys to test -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
Tinkering with this tonight, specifically tinkering with the properties of the default slider. I've set the difficulty sliders to 50 which is baseline (or the "Pro" difficulty setting) I chose the slider for two key reasons: If I'm trying to figure out if the wind settings play a factor with pitch movement, the lateral movement a slider has is clearly visible If I'm tinkering with trajectory and lateral movement, I can see that too. Here's the default behavior of the slider. Kershaw has the most elite slider in the game, so thats' who I used to test the pitch. Additionally, the location is static. Just a max-ed out slider down the middle. This guarantees I'm going to have the pitch land in the same spot every time. Here's the modified slider with all of the values adjusted on the right side of the screen. Looks like it's got more bite than the default pitch characteristics! Here's the more complete, final overhaul of the slider with every adjusted value on the side. Can't wait to see what a revamped fastball looks like in the game! -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
the sweet sweet art of pitch physics my friend -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
Pitches Tab: Took a while but I was able to understand what these values were that we were so stumped on for some time that weren't explained completely through Vlad's documentation for REDitor, like these values: DownImp1 DownImp2 Param4 DifVeloc DifUnexp DifTraj Since they're shorthand names for global pitch attributes/characteristics, this is kind of what I've been able to breakdown, and I may be wrong to an extent. I will note that sliders in the game can impact pitch characteristics and how the CPU behaves: DownImp1 and 2 might represent two different aspects of the downward impulse applied to the pitch. This could relate to how the pitch's speed or trajectory is affected by gravity or the pitcher's motion over two different phases of the pitch's flight (initial release from the hand vs arrival to home plate) HorizImp would suggests Horizontal Impulse, which would affect the pitch's movement left or right. This could be a measure of the pitch's ability to break or move horizontally, influenced by the spin and the angle of the pitch as released by the pitcher. For a curveball, sinker or a slider, a higher value might indicate a greater break. The default is 0 for these pitches. Param4 was the big one I was trying to figure out, but because it only has decimal values going from 0.5 to 0.8, it's probably a coefficient related to one of the pitch attributes, so I'm going to tinker with this a bit DifVeloc, DifUnexp, DifTraj (or as I call them, "The Dif's") are meant to simulate the dynamics of facing different pitch types from the perspective of the hitter/cpu and it's scaled from 0.0 to 1. I'll use the fastball in the game as a baseline: DifVeloc would represent how difficult a pitch is to hit because of the velocity variation (difference between MinSpeed and MaxSpeed). A value scaling up from 0.0 to 1 affects how hard it is for you or the CPU to time a fast pitch. So if a pitch has a 0 value, there's no additional challenge from velocity variation, but if a pitch has a 1 value it's extremely hard to get solid contact on a pitch. The pitch speed is predictable or doesn't significantly impact how you can time the pitch. A fastball has a default value of 0.5 for example, so it's still challenging to time but you're able to square it up. DifUnexp might represent how difficult a pitch is to hit due to unpredictability in when you or the CPU are sitting on one. A value scaling from 0.0 to 1 would affect how predictable the pitch is for you or the CPU to anticipate. So a value of 0.0 means the pitch is easy to read or anticipate in a certain count, but if a pitch has a 1 value it means it's extremely unpredictable, so either the pitch is not often used, it moves closely to another pitch until it's final approach to the plate or its movement can fool you. A fastball has a default value of 0.5, for example, so it might be used in certain counts or it's deceptive enough to make you or the CPU lookout for one. DifTraj might represent difficulty due to trajectory, so a value scaling from 0.0 to 1 means a pitch might be hard to hit based on how clear the pitch's path is to you or the CPU. So a pitch with a 0.0 value would mean it's a completely flat pitch or its movement is predictable for you or the CPU, but if a pitch has a value of 1, it means that the pitch's trajectory is challenging, either there's significant break, drop, or unexpected movement that you or the CPU need to adjust to. A fastball has a default value of 0, for example, so you would only need to worry more about timing and speed of the pitch. Let's use the baseline Dif values of a fastball (0.5, 0.5, 0) and compare that to two other pitches, a 2-seam fastball, and a Curveball. It's an example of a pitch that doesn't deviate much from the in-game fastball vs a pitch with completely different characteristics. Compared to the fastball, the 2-seam fastball's Dif values have a slightly higher variance from the fastball (0.4, 0.4, 0.2). What does that mean for you? This means that you or the CPU can anticipate and adjust to 2-seamers but the DifTraj being 0.2 means it's more challenging to hit it squarely. Which 2K attempted to have reflect real life, because two-seamers have different degrees (default is 260 for the game's 2FB) of armside fadeaway so they induce grounders, like sinkers. A Curveball in the game has Dif values of (0.05, 0.5 and 0.45). What does that mean for you? It means that it's not hard to time (DifVeloc) but it's speed is fairly consistent. It's got the same level of unpredictability as a fastball (a value of 0.5 means that it can surprise you in any count, and there's a 50/50 chance the CPU will take the pitch), but the high DifTraj value (0.45) means that it's much harder for you or the CPU to hit because of the big break (default is 150 for the curveball). -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
I was researching how to accurately build out a physics system within Unity for a baseball sim, and it led me to look into MLB2K12 regarding specific attributes from that Pitches tab on REDitor -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
wake up gang, there's work to do thanks to chatgpt -
This is fine, these are all AAAA fringe guys
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They mentioned they were playing the game through a Mac and AetherXS2 which is a PS2 emulator for Mac
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Firstly welcome aboard! Second, I've got some sad news. This game doesn't have that many PS2 mods, let alone PS2 mods compatible with an emulator. You'd be hard pressed to find any content in that capacity here unfortunately.
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While the exe bypasses the disc check, it's for the launch copy of MVP Baseball 2005 (the one that is installed off the disc). The game was patched several times to address several bugs and choppiness, so the exe was modified by those EA patches in that process, and a disk bypass exe for that version of MVP Baseball 2005 does not exist. I don't know what to do at this point to help, honestly.
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I did, and I removed the fixed exe off the site. The community can figure this out.
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(deleted) -KC
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Post is hidden but I will say that the method, while valid, puts a user's machine open to potential security risks that could compromise your computer. This puts the expectation on the person doing this that they will know what they are doing, but not all of us are fairly tech savvy. Also, while this method is not necessarily a piracy concern, trust me, I would love to have people be able to play MVP without some zany workaround, but if someone ruins their PC from taking a member's advice here then it becomes a finger pointing contest as to whose fault it is
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controller.cfg for XBOX controllers (for MVP on the PC)
Kccitystar replied to krawhitham's topic in Support
updated the Xbox One Controller for Windows settings profile= Controller_(Xbox_One_For_Windows) device= Controller_(Xbox_One_For_Windows) player= 1 number_of_buttons= 16 number_of_povs= 1 number_of_axis= 5 VPAD_VIRTUAL_BUTTON_START= button 8 VPAD_VIRTUAL_BUTTON_SELECT= button 7 VPAD_VIRTUAL_BUTTON_CROSS= button 1 VPAD_VIRTUAL_BUTTON_CIRCLE= button 2 VPAD_VIRTUAL_BUTTON_SQUARE= button 3 VPAD_VIRTUAL_BUTTON_TRIANGLE= button 4 VPAD_VIRTUAL_BUTTON_L1= button 5 VPAD_VIRTUAL_BUTTON_R1= button 6 VPAD_VIRTUAL_BUTTON_L2= axis- 3 VPAD_VIRTUAL_BUTTON_R2= axis+ 3 VPAD_VIRTUAL_BUTTON_L3= button 9 VPAD_VIRTUAL_BUTTON_R3= button 10 VPAD_VIRTUAL_BUTTON_DPAD_UP= pov0 1 VPAD_VIRTUAL_BUTTON_DPAD_DOWN= pov180 1 VPAD_VIRTUAL_BUTTON_DPAD_LEFT= pov270 1 VPAD_VIRTUAL_BUTTON_DPAD_RIGHT= pov90 1 VPAD_VIRTUAL_BUTTON_L_STICK_RIGHT= axis- 1 VPAD_VIRTUAL_BUTTON_L_STICK_LEFT= axis+ 1 VPAD_VIRTUAL_BUTTON_L_STICK_UP= axis+ 2 VPAD_VIRTUAL_BUTTON_L_STICK_DOWN= axis- 2 VPAD_VIRTUAL_BUTTON_R_STICK_RIGHT= axis- 4 VPAD_VIRTUAL_BUTTON_R_STICK_LEFT= axis+ 4 VPAD_VIRTUAL_BUTTON_R_STICK_UP= axis+ 5 VPAD_VIRTUAL_BUTTON_R_STICK_DOWN= axis- 5 VPAD_PITCH_1= button 1 VPAD_PITCH_2= button 2 VPAD_PITCH_3= button 3 VPAD_PITCH_4= button 4 VPAD_PITCH_5= button 6 VPAD_FIELD_PICK_OFF_THROW_FIRST= button 2 VPAD_FIELD_PICK_OFF_THROW_SECOND= button 4 VPAD_FIELD_PICK_OFF_THROW_THIRD= button 3 VPAD_PITCH_OUT= button 1 VPAD_THROW_BALL= not_assigned -1 VPAD_INTENTIONAL_WALK= button 10 VPAD_INTENTIONAL_HITBATTER= button 9 VPAD_PITCH_HISTORY_OPEN= button 9 VPAD_SWING_NORMAL= button 1 VPAD_SWING_BUNT= button 10 VPAD_CHARGE_MOUND= button 4 VPAD_FIELD_THROW_FIRST= button 2 VPAD_FIELD_THROW_SECOND= button 4 VPAD_FIELD_THROW_THIRD= button 3 VPAD_FIELD_THROW_HOME= button 1 VPAD_FIELD_SWITCH= button 5 VPAD_FIELD_RELAY_THROW= axis+ 3 VPAD_FIELD_CUTOFF_THROW= axis+ 3 VPAD_FIELD_FAKE_RUNDOWN_THROW= button 6 VPAD_RUNNER_FIRST_SELECT= button 2 VPAD_RUNNER_SECOND_SELECT= button 4 VPAD_RUNNER_THIRD_SELECT= button 3 VPAD_RUNNER_RUNFIRST= pov90 1 VPAD_RUNNER_RUNSECOND= pov0 1 VPAD_RUNNER_RUNTHIRD= pov270 1 VPAD_RUNNER_RUNHOME2SCORE= pov180 1 VPAD_BASERUNNER_ADVANCEALL= axis- 3 VPAD_BASERUNNER_RETREATALL= axis+ 3 -
We have THE WORST MEDICAL STAFF IN THE ENTIRE LEAGUE gvcydusvgkjavcgjk
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You took the time to get back to all of us. I respect that! I personally, as someone who works for a data research company, feel like the idea of using analytics to optimize performance or being able to predict outcomes is not new to me. While analytics can provide valuable insights, I strongly believe that they should never be the sole factor in decision-making and team management. That overreliance is toxic to any organization in baseball, because the game is played by humans, and machines can't capture the intangible stuff baseball provides, like the emotional state of a player, the chemistry of a team, or the impact of a key play on a team's momentum. You had mentioned guys like Herzog and Earl Weaver, who were awesome managers but the funny part about this is that Earl Weaver was actually one of the first pioneers who utilized analytics! He was such a tactician on the baseball field who embraced new ideas and techniques to maximize his team's offensive production. He was one of the first managers to: Implement a platoon system based on how well guys hit against lefties/righties Advocate for valuing OBP as a way of measuring how guys contributed offensively so if you had a high OBP, chances are you were penciled in his lineups One of the first managers who started using defensive shifts based on tendencies from player statistics The most important thing of all though is that he was able to develop young guys and utilizing the analytics of the time to put them in situations where they could succeed. The platoon system he believed in helped so many undervalued players under his wing. Herzog is in a sense, the yin to Weaver's yang as Herzog wasn't reliant on the analytics of the time but he placed a strong emphasis on defense and refined the John McGraw style of small ball with speed on the basepaths, aggressive baserunning and good defense. Billy Martin, bless his soul, is a master tactician whose managerial style was actually a hybrid of both, but the fiery personality and competitive spirit was all Billy. Man I love baseball.
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Shifts are a valid strategy to address hitter tendencies but just like illegal formations on football, the league has to make rule adjustments to avoid "three true outcome" baseball which has been slowly poisoning the sport as more and more teams leverage data for decision making on the field. My hot take on all of these rules changes this year is that I am far more comfortable with a shorter game with more balls put in play than a long 4 hour affair where both teams cumulatively put 10 balls in play, especially attending those long 97 degree scorchers at field level in July.
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I'd rather articulate my full thoughts to the thread than tidbits in the chatbox since it's easier to explain context and nuance this way with some takes. Also, I've been listening to a lot of fan podcasts and Michael Kay/Cone/Sabathia commentary on the team's 2022 season and playoff performance and the one common thread I keep hearing among fans and prominent personalities among the team is that the organization is run differently these days, and I've decided to just call the team the Zombie Yankees as I'd rather not taint my fond memories of the 90s teams. Calling them the Zombie Yankees is a lot more fitting considering they keep thumping out that same mission statement every year even though the sport itself has evolved far beyond the traditional method of building out teams and having championship windows. In the past 15 years or so, I've found that a lot of teams that are utilizing an analytical approach are actually investing a LOT into scouting and player development because new age GMs and owners actually came to the understanding that building out a franchise that is sustainable brings far more value and consistent revenue than just riding a hot core for 3 seasons as part of a "championship window", then overhauling your roster with free agents in those declining years as you're pulling off a dog and pony show appealing to nostalgia to keep butts in seats. The Yankees have had an aging front office and with that aging front office comes an echo chamber of old ideas and old approaches that don't fit the modern game. It's kind of why they haven't been as deep into the playoffs as recent as 2017 and internally they've struggled to develop prospects (Past 20 years the only homegrown guys they've built up have been Cano, Gardner, Judge, Severino among others but it's a small handful) and when they do successfully build up guys to call them up, they screw up their confidence by starting/stopping their momentum at the major league level to truly shine (Peraza/Cabrera) A lot of orgs have also come to understand that harvesting talent in perpetuity will keep you in a permanent competitive window forever *regardless* of who leaves through trades or free agency. Look at the Dodgers. The Dodgers are arguably what the Yankees should have been: An organization that can develop guys constantly so even if a SS like Trea Turner leaves this offseason they will almost always have the depth to fill that need internally, and they don't necessarily need to tank either for picks because they already develop homegrown talent well enough to trade current star talent and get prospects in perpetuity.
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I really liked the structure of Julio Rodriguez's contract that's likely going to keep him a Mariner for life over these ridiculous deals we would normally toss out for guys. His contract at least has an out for the team if he falls flat, but if he performs up to his potential, he gets paid market value. I mean I know I've been armchair-GM'ing all day but where would we even go this offseason? Signing Judge will be a massive contract. We'd be paying what, $30M/year for Donaldson and IKF? Plus $8M for Montas? Hicks has $30M left on his terrible contract at $10M/year. So effectively, three stupid blunders eat up every bit of the salary the team could have used to lock down Judge and then some. Now they're stuck with three useless roster spots with players nobody even wants. I'm afraid that if Judge comes back, that's the ONLY big move Hal and the front office are going to make. I'm glad we have Peraza and Cabrera because I have a feeling that's our SS and 2B next year, and the rest will pretty much look the same. If I were Judge, I'd look at that and cringe. I'm also pretty certain Judge would invest a serious amount into his conditioning after seeing the benefits for him this season, and he'll keep putting up consistent numbers on a team that's actually constructed well enough for his offense to make the team itself a juggernaut (thus keeping unnecessary pressure away from him having to constantly "deliver") vs having to carry a team and their offense on his back the way that he did this season (which warps the expectations of the fans). I'm just bummed that the organization couldn't figure to build around him and lock him down long term knowing just how talented he was as far back as 2017. I mean, we ALL saw the HR derby in 2017, and knew this kid was the real deal. I'm okay with him walking though, honestly. Seeing how some other contracts are hurting the team, I just don't think that the Yankees can give Judge what he wants. He did an incredible thing this season and got this team into the playoffs, but he won't be hitting 60+ homeruns next season, obviously. If the rest of the team was actually really solid, you absolutely have to pay him, but we have too many bad contracts as it is.

