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Ball friction this year?


capa

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Last year I think someone made a mod in the datafile that slowed down the ball in the OF grass. I think the same thing is needed this year. The ball just rockets through the IF and OF and rolls unrealistically and way to fast in the OF. This causes way too many doubles and even triples.

I hope someone familiar with this tackles this one...

C

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Actually, MVP 2005 is correct. In 2003 and 2004, the ball tended to roll very unrealistically. Hard-hit balls would go from 120 m.p.h. to 2 m.p.h. in a matter of two seconds, so there were no grounders down the lines that rolled into the corners, etc.

If anything, automatic outfield defense needs to be fixed. I have no idea why the CPU outfielders back up on grounders hit right toward them.

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Last year I think someone made a mod in the datafile that slowed down the ball in the OF grass. I think the same thing is needed this year. The ball just rockets through the IF and OF and rolls unrealistically and way to fast in the OF. This causes way too many doubles and even triples.

I hope someone familiar with this tackles this one...

C

Really? I have been complaining about how slow the ball moved in the outfield last year (especially on balls hit right down the line), and the fact that the balls never stop on the turf. This year has been much better to me.

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Really? I have been complaining about how slow the ball moved in the outfield last year (especially on balls hit right down the line), and the fact that the balls never stop on the turf. This year has been much better to me.

I totally agree. Anybody who knows baseball knows balls do not go from 120 m.p.h. to 2 m.p.h. in 2 seconds, whether it's on dirt or grass. The ball just seemed way too "heavy" in 2004.

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I totally agree. Anybody who knows baseball knows balls do not go from 120 m.p.h. to 2 m.p.h. in 2 seconds, whether it's on dirt or grass. The ball just seemed way too "heavy" in 2004.

True...but a basehit that lands 5 feet beyond the infield dirt also doesn't take a second or less to roll to the wall. There should be a happy medium someplace.

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Ball friction was definitely a problem last year. This year I think it's much closer to being right. Still, I'd like to see more friction applied. In most cases, the ball DOES reach IFers and OFers too quickly (IMO).

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If somebody were to mod this, though, there'd have to be some research involved. We'd ahve to figure out how exactly the ball rolls on surfaces to be able to model the game realistically.

Not sure about that. I think like most mods it becomes an effort of trial and error...similar to what people do with sliders. It probably only needs a small tweak...but I am convinced it does need one. I am going to search the datafile to see if I can find the variable that controls this and play around with it a bit...I think I remember last year there was one for grass and a separate one for artificial turf...

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I just hope if there is a mod, it doesn't make the ball roll like a bowling ball on grass...

Yes...that wouldn't look right...I am sure whoever does this will make sure it looks and plays realtically. I know I would.

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Last year's datafile contained an entry called SweetspotPower. I wonder if this year's datafile contains something like it. If so, couldn't we reduce that a bit? Then the ball wouldn't "explode" so forcefully off the bat. It might also reduce HRs a bit (number and distance). Of course, I could be mistaken about that. :?

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Last year's datafile contained an entry called SweetspotPower. I wonder if this year's datafile contains something like it. If so, couldn't we reduce that a bit? Then the ball wouldn't "explode" so forcefully off the bat. It might also reduce HRs a bit (number and distance). Of course, I could be mistaken about that. :?

I actually find that MVP 2005 has the most realistic home run distances ever. The longest home run thus far that I have seen was 444 feet and others have either barely cleared the wall or bounced off the top of the fence for a homer.

I do think that there is just a little too many home runs...

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