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About WacoKid

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    September Call-Up

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  1. I'll experiment with this in a bit and let ya know what i find.
  2. But the actual values ares still there for each pitch. I think these numbers weight the values of control, velocity, and movement to come up with the overalls for each pitch and thats it. For example the difveloc number for a FB is .500. If you lowered it to .300, the velocity rating a pitcher has on their fastball will have 40% less influence on the overall rating of the pitch. Thats my theory anyways. Does that make sense?
  3. There are 3 ratings for individual pitches. These probably coorespond to those, and generate the overall based on velocity, movement and control. I'll put them all to 0 later and see what happens in game. When you change those values the ratings for the particular pitches are still there, they just dont seem to get added as part of the overall.
  4. K so, I took this value down to zero, and this happened to the overall rating of Chris Sale, and the average FB rating for the entire league. So this is a big part of the overall rating of the pitch itself. I did pitch to contact with it, and didn't notice it getting hit harder than usual. I threw a few pitches going beyond the pitch meter max, still did the same thing it usually does, go where ever. One thing I have noticed with the three values DifVeloc, DivUnexpec, and DifTraj is that they add up to 100 for all pitches. These values seem to build the system on which pitch overall ratings are determined. I just don't know how they affect game play.
  5. I'll have a look when im off work. I'll set it 0 and see what happens.
  6. Here is a video with some results from latest edits of 4sfb, 2sfb, and slider. Got video from both hitters and pitchers perspective. Finally was able to get the slider flattened out a little bit.
  7. Not sure, my guess was P4 was horizimp2. Ive played with the number and it doesnt seem to effect anything else. The diff is probably for hitters. At first i thought this was the difficulty at executing the pitch, but it doesnt make sense for the pitcher to find what he is throwing unexpected.
  8. Thanks for your help and answering my questions. I'm confident I'll have something great to turn in for your 2k20 roster project.
  9. Ok, so update on this. You were not totally wrong about spin rate and the downward impulse attributes. They are connected. I started wondering why, when for instance, a 4 seam fastball has 800 DI1, and 2400 DI2 by default has no drop. Trajectory is everything as it relates to the values in the parameters tab. A vanilla 4 seamer has a 0 trajectory, and is therefore unaffected by either of the downimp values. However, I experimented with taking those values down to 0, changing nothing else, and the result was a straight, 90+ mph knuckle ball. A fastball with no spin. So these are connected, but i think it was to give the ball correct spin based on trajectory. It appears to be tied the downimp and horizimp values, and gives the different pitches realistic spin. So once i discovered that, I realized if I wanted a more live 4 seamer. I had to add some trajectory so that there would be some horizontal movement. Average is between 4-5". Changed its trajectory to 265, added default downimp values back in. I also did a global edit for all pitchers to have 80 movement on all pitches, for observational purposes, movement would be the same no matter who is pitching. This is where i discovered how individual pitch movement ratings affect things. At default 80, a 4 seamer at that trajectory had about 1.5' of movement into a RHB, from a RHP. Good lord! I then went and lowered this pitchers 4 seam movement, down to 25. The effect was much better visually, but it seemed to produce ground balls at a ridiculous rate. So not the answer, but I've learned how all of these values interact and I've got a much better idea of how to achieve the results I want. I think the best bet to get some more realistic pitching movement effects, will be some minor trajectory adjustments, as well as tweaking the down and horiz imp to get pitches with average break and drop, at the base movement value of 80 for each pitch. Once a realistic result for these is achieved I can begin looking at individual pitchers to give them their best weapons. Which brings me to my next point, I think I can now start assigning pitches to players more accurately. For example, Look at the difference between the big sweeping slider from Chris Sale, and one from Scherzer, which behaves more like a slurve in game. So I will be working to make sure we can have these differences better represented in both how pitches behave and how they are assigned to pitchers based on their throwing style.
  10. Thanks man! Any feedback would be helpful if you notice anything that could be better or just needs to be changed. Still got a lot of work to do with this so it is by no means done. Lots of individual stats to update and testing with different movement attributes and sliders.
  11. Ahhhh ok Thanks! Can't believe that was that simple! I tend to over complicate things lol
  12. Here is 15 minutes of a game with modded pitch physics. Scherzer vs Keuchel. Game ended up close, won 4-3 in the 10th, on a single by Freddie Freeman down the left field line. I do think this is affecting the spray distribution when the ball is put in play, getting a lot more variance, less balls hit up the middle and into the alleys, more even distribution around the field. Also attached the pitches.csv here that has some changes made to the slider. Adjusted trajectory to 120 from 115, also may look into flattening it out a little by removing some vertical How the game ended. Pitches.csv
  13. Trying to figure out how to get global edits of stats to work in reditor. I saw a thread on how to do it, followed the steps, but after applying the filter for what I wanted to change, the option for the global editor still remains greyed out so I can't use it. Am I missing something with this, followed those steps to a T. Am trying to get all pitchers control and movement to 80 as a baseline for the pitching project I am doing. Any help would be appreciated.
  14. Something I am working on today, is looking at Sinkers and 2 seamers. These two pitches perform fairly similarly in real life, but have wildly different stats in game. In many analysis I have found, it appears the differences are so minimal, that these pitches can be classified together at times due to them being difficult to differentiate. Based on PitchF/X data, the 2 seamer actually has a little more vertical movement than the sinker, and the sinker moves horizontally slightly more than the 2 seamer. Trajectory wise, there doesn't appear to be much difference either, they will probably be withing 10-15 degrees of each other there. The differences i see watching video of the two pitches is going to be the downward impulse. I will look to flatten out the two seamer flight path a little bit, and add slightly more downward impulse to the sinker on the back end of the flight path. Also playing with the 4 seamer, to accentuate horizontal movement just a bit more, I changed the trajectory to 350. For a RHB and RHP, this means the ball will run in a little. Gives the four seamer more life than being a straight laser. I got to play a game in my Braves franchise today with the pitch physics altered for the 4-seam, 2-Seam, Slider, Change, and sinker. The game was a barn burner until the 11th inning, Braves vs Nats. Strausberg started, got injured halfway through the third. The Nats opened up on me in the 11th for 6 runs including a Grand slam by Soto off Luke Jackson. Threw a slider I wanted in on his hands, didn't get down or in enough, he went down and gave it a ride. Some things I noticed, ground ball % up on sinkers/2 seamers low and away, which is what you would expect. The outside pitches batters get ahead of and roll over on result in weak grounders, or pop ups, like you would expect. Batters seem to go with the pitches a bit more and spray seems more realistic. Would really like some feedback on the sinker. Trying to get this similar to 2 seamer, with a different Trajectory. Results in the box score below. Also attached the pitches.csv if someone wants to import and give a go. Highlight reel from game just for fun. Pitches.csv
  15. No Problem! Was inspired by all the work I saw going on around here to keep this game current by yourself and many others. Glad I held onto my copy. I'll have plenty more coming this week. Thanks for the kind words.
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