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Simgame and constants dat files
Posted: Sun May 20, 2007 4:20 pm
by nmleague
Now that Im getting back into the game it is time to stop concentrating on testing and actually set up and play leagues. During testing I started to fool around with the simgame.dat file to get results from the sim games that are more in line with the played games and with my perception of reality. Last night and today I did some more testing based on my earlier tests and have arrived at what Im going to use for my games, and thought I would share it. Others are welcome to try it out and share their results and opionions. Before making the changes it wouldl be a good idea to save the simgame.date file that came with the game to anohter location so you can always go back to it. Before I show the final simgame Im using here are some of the results Im getting from my latest tests, this is using US 11 man rules and my playbooks.
Scores for one week of simmed games
20-10
17-3
3-16
6-10
13-20
12-28
14-35
27-6
I think these are pretty realistic, I should mention in a game the previous week that there was one score of 48-14 so high scores are unheard of.
Here are some more detailed stats from 4 games using the final simgame file tested and what I plan to use.
Game 1
Total plays 115
score 24-6
rushing yards 187 ave 5.2, 127 ave. 4.5
passing yards 126 ave 11.5, 128 ave. 12.8
Game 2
Total plays 114
score 19-14
rushing yards 62 ave. 3.1, 214 ave. 6.7
passing yards 182 ave. 16.5, 216 ave 19.6
Game 3
Total plays 109
score 31-12
rushing yards 201 ave. 8.7, 73 ave. 3.8
passing yards 177 ave. 11.8, 195 ave. 15
Game 4
Total plays 116
score 48-14
rushing yards 112 ave. 4, 244 ave. 8.1
passihng yards 166 ave. 13.8, 351 ave. 18.5
Looks fairly realistic, really cuts down on the number of long pass plays.
Here is the simgame Im using.
PenaltyOdds=40
FumbleOdds=90
passcompletion=3
passyards_min=-1
passyards_max=18
rushyards_min=-5
rushyards_max=12
TimePunt_Min=20
TimePunt_Max=30
TimeIncomplete_Min=20
TimeIncomplete_Max=30
TimeKO_Min=20
TimeKO_Max=30
TimeBasicPlay_Min=27
TimeBasicPlay_Max=31
Next I will post the changes I have made to the constants.dat file, and also the changes I have made to the maindata file.
If anyone tries this simgame file please post your results in this thread with your ideas or any changes that would help.
Already noted one item I will probably change. The rushyards_min=-5 will probably be changed =-3.
RE: Simgame and constants dat files
Posted: Sun May 20, 2007 7:56 pm
by garysorrell
Im doing the same, but for the indoor game
tm.asp?m=1462876
Im anxious to see your constant settings. I am shooting for a lower completion % in passing during played games, thats about all ive looked at so far.
I use 3 as the rush min in the simgame and it seems to work well.
Has David ever said the constant dat is used for the Quick sim? Just curious if custom plays or the constant even matter in the sim engine.
RE: Simgame and constants dat files
Posted: Sun May 20, 2007 8:45 pm
by nmleague
I dont think custom plays are really used in the quick sim although as you watch the sim take place you see custom play names flash by in the play summary. Also I dont think the constants are used, just the simgame.dat.
I should post the edited constant.dat file I use tonight. During the time I havent been playing the game I did a reinstall of window XP and a new install of the game so my old constant.dat file was lost. But I checked notes/posts on the beta board that mentioned the edit I was using so will test those tonight to see if they are still what I want to use. There are only about 4 items that I actually edit in that file. Those along with the speed modification that I make in the maindata file seem to make the game pretty solid.
RE: Simgame and constants dat files
Posted: Sun May 20, 2007 9:09 pm
by garysorrell
I made RBs a bit faster, slowed down the top speed of DBs and WRs a bit. Im just not a fan of the 99 speed guys
I didnt figure the sim engine used any of that stuff. Actually no reason for it to I guess.
RE: Simgame and constants dat files
Posted: Sun May 20, 2007 9:35 pm
by nmleague
I will post all the speed ranges that I use for all players. I agree the DB and R had to many fast guys, so I dropped there top speed but more importantly made the range much wider so that all the player generated werent over 90. The main changes were to increase the speed of the LB and DL, I think that the stock ranges for those positions are way to slow. Also increase the speed of RB, most good RB are as fast as WR.
The increase in DL and LB speed along with the changes I make to the constants file, improve the defensive reaction and pursuit to the ball. There are still problems if the offense is calling outside runs vs m2m coverages, but at least the defense does a better job.
RE: Simgame and constants dat files
Posted: Sun May 20, 2007 10:55 pm
by nmleague
Here are the speed ranges that I have edited on the Maindata file
QB 60/73
WR 75/90
OL 50/60
RB 70/85
DL 55/68
LB 65/80
DB 80/90
TE 70/82
CT 50/60
RE: Simgame and constants dat files
Posted: Sun May 20, 2007 10:58 pm
by nmleague
Here are the 4 itmes I have edited in the constants.dat file
Defense_ReadBaseTime=.3
Defense_PassReadBaseTime=.4
PhysicsBaseAgility=.23
BlockingPushBlockTime=1.2
Tonight Im going to have a few CPU vs CPU games with the modified constants and maindata files.
RE: Simgame and constants dat files
Posted: Mon May 21, 2007 12:17 am
by redwolf1
Nmleague, I've spent 5 years looking at these sorts of things (stat averages, game averages, and tweaking, that is). Here is some data that you may find useful (ignore the first column as it is related to Madden 07 adjustments):
RE: Simgame and constants dat files
Posted: Mon May 21, 2007 1:18 am
by nmleague
Great Redwolf, I will check some of my results against those stats to see how reasonable they are. Just looking at them I think the sim game stats are coming in pretty good. Maybe completion % is lower.
I have done half of a CPU vs CPU game using all the modifications I mention above. I think it was pretty good, one team did well, fair completion % with yards and good rushing yards with several nice long runs. But the defense was pretty good on most plays. The other team couldnt do a thing, completed like 1 of 9 passes and had only about 17 yards rushing in the half. Trouble is they did have a HB with very good speed (94), but it was a computer controlled team and he didnt play.
I will try to capture the stats for some games tonight and post them here. Unfortunately I purchased a Microsof Ergonomics keyboard and the F keys are not working in the game, have to figure how to get them working again so I can capture screen shots.
RE: Simgame and constants dat files
Posted: Mon May 21, 2007 8:50 pm
by nmleague
After some testing last night I made some more changes. It seemed that both RB that got outside and turned up field and R making catches down field, were breaking way to many tackles. So in the constants file I changed the TackleTHreshold=15 to TackleTHreshold=12.
Also in the maindata file Im changing the DB speed range from 80/90 to 83/93.
RE: Simgame and constants dat files
Posted: Mon May 21, 2007 9:05 pm
by Marauders
I've spent 5 years looking at these sorts of things (stat averages, game averages, and tweaking, that is). Here is some data that you may find useful
Thanks Redwolf.
They key here is trying to get the sim game statistics to approximate the 3D game statistics and to simulate the 3D statistics close to the real statistics.
RE: Simgame and constants dat files
Posted: Mon May 21, 2007 10:05 pm
by nmleague
After somemore testing Im going to slow the RB up some, RB with a speed over 90 can break long outside runs to easily.
So making these changes to the RB speed range.
RB 70/82
RE: Simgame and constants dat files
Posted: Mon May 21, 2007 11:49 pm
by nmleague
Below are the stats from the first weeks games, using fast sim, and the simgame.dat file I mention above.
