sportznut wrote:I'm trying to figure this one out here.
First my team was down a TD at the 22 with 3:24 on the clock and decided to kick a FG.
Well, that really only works if I had all 3 time outs, which I do, but...........
2:32 | 1 and 10 @ 18 (82)... Joseph Addai runs for 5 yards (15-65yds | 4.3 ave:4.3). TIMEOUT Arizona (2 left)
2:23 | 2 and 5 @ 23 (77)... Peyton Manning (21-for-30 300 yds | 70%:70) passes complete to Manuel Johnson for 10 yards.
1:51 | 1 and 10 @ 33 (67)... Mike Hart runs for 8 yards (5-13yds | 2.6 ave:2.5). TIMEOUT Arizona (1 left)
1:41 | 2 and 2 @ 41 (59)... Mike Hart runs for 2 yards (6-15yds | 2.5 ave:2). TIMEOUT Arizona (0 left)
0:49 | 1 and 10 @ 46 (54)... Mike Hart runs for 2 yards (7-17yds | 2.4 ave:2).
0:05 | 2 and 8 @ 48 (52)... Joseph Addai runs for 3 yards (17-71yds | 4.2 ave:3).
0:00 | 3 and 5 @ 49 (49)...
Look at the play at 2:23, and then at 1:51. Why am I calling a timeout at 1:51? Where is the two minute warning?
I should've had all 3 timeouts and a 2 minute warning.
I've never noticed that before.
Is there not a two minute warning b/c there should be.
I know we're still working on things here, but the logic at the end of games definitely still needs some work.
I would've been much happier going for it on 4th down at the 22 yard line than kicking a FG in that situation anyways.
Sim Bugs
Re: Sim Bugs
I am new but if I am interpreting this right, timeout call stopped it at 2:23, next play ran it to 2 minute warning then timeouts were used on next 2 plays. My guess of course, could be wrong.
Re: Sim Bugs
You could be right, but it should say two minute warning there then.vikingfan wrote:I am new but if I am interpreting this right, timeout call stopped it at 2:23, next play ran it to 2 minute warning then timeouts were used on next 2 plays. My guess of course, could be wrong.
sportznut wrote:I'm trying to figure this one out here.
First my team was down a TD at the 22 with 3:24 on the clock and decided to kick a FG.
Well, that really only works if I had all 3 time outs, which I do, but...........
2:32 | 1 and 10 @ 18 (82)... Joseph Addai runs for 5 yards (15-65yds | 4.3 ave:4.3). TIMEOUT Arizona (2 left)
2:23 | 2 and 5 @ 23 (77)... Peyton Manning (21-for-30 300 yds | 70%:70) passes complete to Manuel Johnson for 10 yards.
1:51 | 1 and 10 @ 33 (67)... Mike Hart runs for 8 yards (5-13yds | 2.6 ave:2.5). TIMEOUT Arizona (1 left)
1:41 | 2 and 2 @ 41 (59)... Mike Hart runs for 2 yards (6-15yds | 2.5 ave:2). TIMEOUT Arizona (0 left)
0:49 | 1 and 10 @ 46 (54)... Mike Hart runs for 2 yards (7-17yds | 2.4 ave:2).
0:05 | 2 and 8 @ 48 (52)... Joseph Addai runs for 3 yards (17-71yds | 4.2 ave:3).
0:00 | 3 and 5 @ 49 (49)...
Look at the play at 2:23, and then at 1:51. Why am I calling a timeout at 1:51? Where is the two minute warning?
I should've had all 3 timeouts and a 2 minute warning.
I've never noticed that before.
Is there not a two minute warning b/c there should be.
I know we're still working on things here, but the logic at the end of games definitely still needs some work.
I would've been much happier going for it on 4th down at the 22 yard line than kicking a FG in that situation anyways.
It may be there, and just not announced, but there should be one at the end of both halves.
I guess I never noticed it before.
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Re: Sim Bugs
This is a pretty minor bug, but I thought I might as well point it out anyway. At the end of a quarter, the very first play of the new quarter does not totally show up. You see the end result, just not who or what.
Examples:
0:00 | 2 and 2 @ 42 (42)...
End of Quarter 1 (Indianapolis 7 to Arizona 7)
Incomplete pass.
and :
0:00 | 2 and 11 @ 33 (33)...
End of Quarter 3 (Indianapolis 14 to Arizona 14)
Indianapolis gets the interception!
Examples:
0:00 | 2 and 2 @ 42 (42)...
End of Quarter 1 (Indianapolis 7 to Arizona 7)
Incomplete pass.
and :
0:00 | 2 and 11 @ 33 (33)...
End of Quarter 3 (Indianapolis 14 to Arizona 14)
Indianapolis gets the interception!
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Re: Sim Bugs
Rushing: Dallas - Barber: 11 for 52 yards (4.7 ave, 1 TD), Jones: 2 for 2 yards (1 ave, 0 TD), Choice: 13 for 39 yards (3 ave, 0 TD), Jackson: 2 for 8 yards (0 TD)
Jones was injured this week but somehow managed to get 2 carries.
For the 2 min warning there is one. The time shown is the time left after the play not before atleast that is how I understand it.
Jones was injured this week but somehow managed to get 2 carries.
For the 2 min warning there is one. The time shown is the time left after the play not before atleast that is how I understand it.
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Re: Sim Bugs
Not sure why in the world anybody would be coming out throwing the football up with just over 2min left on the clock...
2:19 | 1 and 10 @ 83 (83)...
2:19 | 1 and 10 @ 17 (83)... Denver gets the interception!
1:35 | 1 and 10 @ 41 (41)... Incomplete pass.
1:30 | 2 and 10 @ 41 (41)... Incomplete pass.
1:25 | 3 and 10 @ 41 (41)... Kyle Orton (25-for-40 281 yds | 63%:63) passes complete to Kelley Washington for 5 yards. TIMEOUT Denver (2 left)
It was first down...even if they had 3 TO's teams are not going to come out throwing the football in fear of the INT....especially the way my team was running the football...
2:19 | 1 and 10 @ 83 (83)...
2:19 | 1 and 10 @ 17 (83)... Denver gets the interception!
1:35 | 1 and 10 @ 41 (41)... Incomplete pass.
1:30 | 2 and 10 @ 41 (41)... Incomplete pass.
1:25 | 3 and 10 @ 41 (41)... Kyle Orton (25-for-40 281 yds | 63%:63) passes complete to Kelley Washington for 5 yards. TIMEOUT Denver (2 left)
It was first down...even if they had 3 TO's teams are not going to come out throwing the football in fear of the INT....especially the way my team was running the football...
Re: Sim Bugs
I think the target average was miscalculated for Eli Manning. Shouldn't his target avg have been 60, not 63? I was also surpised to see the sim let him get al the way up to 77% before an incompletion.
Baltimore QB Completion % Impacts (x.1): WR (6) + OL (6.5) - New England F7 (6.4) - SEC (6) = 0.01
Baltimore QB1: update 20-for-34 (59%, 0.01 adj) 292-yds (14.6 ypc) 3/1 | SIM: 15-for-20 (75%) 213-yds (14.2 ypc), 2 TD / 0 INT
13:29 | 1 and 10 @ 14 (86)... Adrian Peterson runs for 0 yards (12-26yds | 2.2 ave:2.3).
12:53 | 2 and 10 @ 14 (86)... Jerome Harrison runs for 5 yards (15-65yds | 4.3 ave:4.3).
12:12 | 3 and 5 @ 19 (81)... Eli Manning (7-for-10 107 yds | 70%:63) passes complete to Todd Heap for 18 yards.
11:28 | 1 and 10 @ 37 (63)... Adrian Peterson runs for 4 yards (13-30yds | 2.3 ave:2.3).
10:57 | 2 and 6 @ 41 (59)... Eli Manning (8-for-11 126 yds | 73%:63) passes complete to Percy Harvin for 19 yards.
10:11 | 1 and 10 @ 40 (40)... Eli Manning (9-for-12 134 yds | 75%:63) passes complete to Visanthe Shiancoe for 8 yards.
9:32 | 2 and 2 @ 32 (32)... Eli Manning (10-for-13 149 yds | 77%:63) passes complete to Jerome Harrison for 15 yards.
9:02 | 1 and 10 @ 17 (17)... Manning throws a 17 yard TOUCHDOWN to Todd Heap!
Re: Sim Bugs
I think the sim raised his completion percentage because he hadn't reached his target TD level. From what I understand, if the QB hasn't thrown all his TDs in the second half, it boosts the completion pct until the TD update is met. Then it would lower it back down to bring it back to average.John W. wrote:I think the target average was miscalculated for Eli Manning. Shouldn't his target avg have been 60, not 63? I was also surpised to see the sim let him get al the way up to 77% before an incompletion.
In this case, Manning didn't throw enough TDs until his last drive, so we didn't see it come back down.
I think it is set up this way because people seem to get more upset when a TD update isn't met than they do when the completion percentage isn't met. And in my opinion, it's fair to assume that Manning would have improved his performance as the game went on and it became more apparent that he needed to move the ball to score. He's a star QB who would perform well under the pressure.
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Re: Sim Bugs
I see that now. He did start the game with a 60% target. But then I still wonder why it managed to get to 80% actually with the TD included. It was a home game for the Pats and I would have expected the fans would still be around at the end of the game for crowd noise effect. As far as his updates go, he had an interception also that didn't show up in the sim so just getting his TDs shouldn't be the driving factor in my opinion.Ben C. wrote:I think the sim raised his completion percentage because he hadn't reached his target TD level. From what I understand, if the QB hasn't thrown all his TDs in the second half, it boosts the completion pct until the TD update is met. Then it would lower it back down to bring it back to average.John W. wrote:I think the target average was miscalculated for Eli Manning. Shouldn't his target avg have been 60, not 63? I was also surpised to see the sim let him get al the way up to 77% before an incompletion.
In this case, Manning didn't throw enough TDs until his last drive, so we didn't see it come back down.
I think it is set up this way because people seem to get more upset when a TD update isn't met than they do when the completion percentage isn't met. And in my opinion, it's fair to assume that Manning would have improved his performance as the game went on and it became more apparent that he needed to move the ball to score. He's a star QB who would perform well under the pressure.
I don't want this to sound like sour grapes, it was a good game that just didn't turn out in my favor. I do accept that and I look forward to playing the Ravens again in the Playoffs hopefully.
Re: Sim Bugs
To me, that looks like exactly what he should've had...
He was a TD short and an INT short... threw for fewer yards, but a higher completion %.
Ideally, he'd throw for closer to his update. However, he had about the same game as he did in real life. But, if a QB isn't going to get as many TD's, he shouldn't be locked into throwing INT's. I'd say it was a good game, but the Ravens won one that they were supposed to win. Especially when you consider his running game underperformed even with a small boost.
He was a TD short and an INT short... threw for fewer yards, but a higher completion %.
Ideally, he'd throw for closer to his update. However, he had about the same game as he did in real life. But, if a QB isn't going to get as many TD's, he shouldn't be locked into throwing INT's. I'd say it was a good game, but the Ravens won one that they were supposed to win. Especially when you consider his running game underperformed even with a small boost.
Re: Sim Bugs
Not a sim bug, but is this the way it is supposed to be with injuries?
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