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WacoKid

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Everything posted by WacoKid

  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.
  16. Thank you! Ill take a look into the Streamable option to see how it works. I do like the ease of recording with windows, just win+alt+r and I'm good, very quick and I can record at full resolution and 60fps. The issues I was having was recording with Nvidia, was giving me weird resolutions and only recording 1/4 of the screen. I'll give it a shot throwing the pitches at medium effort to see how things change for sure. Tinkering with the horiz. impulse and parameter 4 values I'm discovering if you add or increase the value in horiz impusle, you need to lower the value in parameter 4 to balance out, or the effect is way over the top. Also it appears that using low values will help create the effect i was looking for. Next week I will be able to actually play through a game to see how this affects the AI batting, and also playing with the individual pitchers movement values to see how drastic the changes would be with a higher attribute score. I'm a little concerned the changes will fool the AI too much. I have maybe thrown 50 pitches, they look at them a lot more. I think the game could use a little more looking strikes/k's for realism but don't want to make it easy. Here is 4 Seamer Take 1 Effect I am going for with 4 seamer, average lateral movement on a 4 seamer is between 4-5 inches. and Circle Change Take 1 I think the circle change needs to have parameter 4 lowered for sure, it fools hitters kinda easily. Chris
  17. Hey Everyone, After discovering reditor, and learning a little bit, I started messing with the Pitch Physics. Thanks to @Kccitystar for pointing me in the right direction of where to start. I think I got my first decent result toward a more realistic flight path of the 2 seamer. The settings I edited for the pitch are in the description of the youtube video. I think the flight path is pretty good. I haven't tried hitting against it yet, or determined if there is going to be a huge effect on contact for hitters yet. This is just a preview of whats going on. Input is welcome. Thanks, Chris
  18. Yeah figured moving this to 1.000 would clearly show what the effect would be. Reading the description, it seemed to me that this was movement in the first phase of the pitches flight. I need to figure out my recording issues so i can post good video of what i had. Also note i also have edited the roster for the pitcher control and movement values for experimentation there as well, so it may account for some difference you are seeing. I didnt have fluttering like a knuckleball on the 2 seamer. I did see a little on the circle change. Trajectory differences on those pitches could account for that as well.
  19. Yeah I knocked the trajectory down to 255, and had horiz impulse at 1.000(lowered to 0.750 after that) and parameter 4 I had at 0.600. Honestly it looked funny but a little better and more noticable as to what kind of pitch it was.
  20. @Kccitystar Thanks for the info, I didn't think to check the 2k11 docs. I'll read that next chance i get. My GF leaves town for a week Saturday so I'll have some actual time into these projects. I had quite a solid 2 seamer myself. Ya need the movement when you arent overpowering anyone with your heater. No better feeling than to catch someone looking an a corner. With ya on Maddux, he was a master of his craft. Did get to play around with the horizontal and trajectory values today. On a 2 seam fastball was able to get a more realistic effect, but it was a bit over done and needs to be toned down. Only got to run through a few at batters, but did see both ground and fly balls, not enough to determine how much it affects batted balls. I have a video, but it recorded very small and hard to see. I need to figure put my settings for that so I can start a thread with results of experiments.
  21. Got Reditor working on my laptop finally. Was perusing through getting familiar and I noticed there is a pitches tab to my chagrin. There is an area to adjust the trajectories of the actual pitches, as well as horizontal and vertical movement. One thing I noticed specifically with horizontal movement, there are 2 values. The first is generally left empty, Horizontal impulse. The next one is labeled parameter 4, but is described and an unknown parameter, and looks to be Horizontal impulse 2 for the second phase of the pitches flight, since it is usually where that value is input for. Has anyone ever messed with this value, didn't see any topics here or at OPS? Watching video of pitches, and then how they appear in the game, There is opportunity to bring new life to a pitching system that is already pretty solid in my opinion. I'm going to mess around with the Horizontal impulse 1 for certain pitches, initially 2 seam fastballs and change-ups to see if i can get a more realistic effect for the balls path to the plate. 2 seam fastballs in game, just seem to kind of start straight, and then break late. In real life, part of the deception of a good two seamer, is that it initially looks like it may be inside/outside and cuts back to catch a corner, or generally fool the hitter long enough to make them not swing, miss, or draw soft contact. The deception starts upon release. Linked some videos for reference to what i mean.
  22. Looking at how to come up with a good way to implement pitch movement attributes in game this morning. I was doing some reading on Pitchf/x and learning how to interpret the charts. The great thing about this is that it seems like using pitchf/x, we can easily come up with an objective standard that can really help the game engine show the difference in command of pitches between elite pitchers and those who are above, at, or below average in this regard. Unlike the control rating, the movement rating can be higher regardless at what level(MLB->A ball) the pitcher is playing. Example, you could have a pitcher in your minor league system, with an exploding slider, having a movement rating of 90+, who is struggling the exhibit ability to throw the pitch or a strike. Below I attached two charts for example of how I would come up with a movement rating for specific pitch for each player. These charts were generated from LHP Mike Minor and were pulled from fan graphs. There is one chart for horizontal movement and one for vertical movement. The charts are very simple. Positive move away from a RHB, and negative values move into RHB. It is inverse with LHBs. Vertical movement is different, all pitches drop due to the effect of gravity. A postive value here Based on all that, I would need to find an average rating for movement, which will much lower than the average control rating since this is not tied to which league the player is in. With the average movement for all pitchers being 0 on the movement plane, I would be inclined to place this as 75-80 in the game scale. This will allow great ability to differentiate pitchers best weapons from pitches with around average movement. Added 6 tabs that ranks MLB pitchers by pitch on PitchF/X ratings. Fully sortable on all columns. Mlb2k20 Pitcher Attributes Project 2.0.xlsx
  23. @Kccitystar Took your advice and have been doing some reading in their forums on sliders. So much to dig through, with information scattered around, but did find some very interesting stuff. So thanks for the tip on that. Correct me if I am wrong, this is just what I deduced out of the context of the threads I read there, and my experience playing the game. Global difficulty and gameplay sliders only take affect when you are actually playing the game? Individual player ratings and attributes would be the decider in a simmed game right? Wondering because of all the global slider options and the threads dedicated to their results led me to believe this. If this is true then making changes to individual putcher attributes would need to work inside a recommended set of gameplay/difficulty sliders to get a consistent result? I didnt see anywhere that was discussed in the 2k20 project.
  24. Cool! If you have a methodology that works and you are willing share it, id be happy to work inside that to acheive a result that gets rid of any double work for anyone. My concern was diving into this, establishing those attributes for all those players which takes a lot of time all aspects considered, and then getting insane results due to the way the global sliders work. I didnt find much on this site concerning those mechanics, but will have to dive into operation sports forums to see if i can get a better understanding there.
  25. Thanks! Ive looked at some of that, but not too deeply. Mostly the general game slider threads. I'll do some more research tomorrow morning. I'm no game developer by any means and the hardest part about this is getting the desired effects for sure. It will take a lot of time and testing, excited to do it though, its an interesting experience. Love baseball and am very impressed with the work that goes on around here to keep this alive.
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