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#1 (permalink) |
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Minors (Single A)
Join Date: Oct 2002
Location: Indianapolis, IN
Posts: 58
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Runs Scored - Arod/Garlon Database
Looking for some suggestions out there, or maybe someone already has a solution. I've got my 1901 league to sim accurately in all the statisical areas except for runs scored and stolen bases. I'm using Arod/Garlon's latest database.
I cannot for the life of me get the run scoring to increase and I consistently get about 75% of the actual 1901 totals. I thought that the 55% stolen base rate set in A/G database was causing the low run totals with the low SB success rate possibly wiping out many run-scoring chances. However, I increased the success rate thru the engine file and it did affect SB % but unfortunately this did not increase the runs scored. Is there a way to tweak this to increase runs scored? Even getting the totals in the 90% range would be acceptable to me. Not a killer, but I'd still like to get it as close as possible.
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"The man who was the spearhead of the Dodger offense throughout the year, who saved them in the LCS, will not see any action tonight, for sure." -- Vin Scully on Kirk Gibson, 1988 WS Game 1 |
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#3 (permalink) |
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Minors (Single A)
Join Date: Oct 2002
Location: Indianapolis, IN
Posts: 58
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Ahh, great idea. I didn't even think of that. I wonder if I can compare the sim errors to actual errors?
__________________
"The man who was the spearhead of the Dodger offense throughout the year, who saved them in the LCS, will not see any action tonight, for sure." -- Vin Scully on Kirk Gibson, 1988 WS Game 1 |
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#4 (permalink) | |
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Hall Of Famer
Join Date: Mar 2002
Location: Canada
Posts: 2,962
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Quote:
Have you adjusted your league totals?
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It takes neither courage nor intelligence to cheer for a team only when that team wins. The true test of a fan's mettle is the same as it is for a player: Were you there when you were needed? |
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#5 (permalink) |
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Minors (Single A)
Join Date: Oct 2002
Location: Indianapolis, IN
Posts: 58
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Hey Bruce,
Arod/Garlon added CS data from those years in which it was missing. Since data wasn't available they estimated it and it turns out that the rate was around 55%. So every player steals at about that rate. I only mentioned that as a possible effect of my real problem, which is run-scoring. It is just not accurate. I have the league totals adjusted to where I want them, but it is just not producing accurate run totals. I think that low error totals may be the culprit. I'm at work now and can't compare my sim to actual. If I remember correctly, you do alot of historical simming. Have you ever run into this?
__________________
"The man who was the spearhead of the Dodger offense throughout the year, who saved them in the LCS, will not see any action tonight, for sure." -- Vin Scully on Kirk Gibson, 1988 WS Game 1 |
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#6 (permalink) |
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Minors (Single A)
Join Date: Oct 2002
Location: Indianapolis, IN
Posts: 58
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Feilding % was indeed the culprit. I adjusted the error frequency upward and I'm getting near perfect run scoring results now. Everything is just how I want it. Thanks for the suggestion Pepper!
__________________
"The man who was the spearhead of the Dodger offense throughout the year, who saved them in the LCS, will not see any action tonight, for sure." -- Vin Scully on Kirk Gibson, 1988 WS Game 1 |
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