Currently trying to refine a slider set / gameplay conditions package to give a more realistic look, feel and play on All-Star level. The end result would basically involve a minimal amount of screen clutter utilizing classic pitching. In other words, just like playing a sport, you want to perform by the "muscle memory" of the game and how well you know your players (especially pitchers) versus a bunch of meters and numbers. Unfortunately, I haven't found a viable way to get rid of the catch circle because of how difficult it is to emulate 3D vision.
So this will include a file that will take the pitch meter off the screen and eliminate most pre- and post-pitch visuals. I'm trying to reduce the size of the catch circle as well (see below).
The difficulty is in finding the right marriage between pitch sliders, datafile.txt (to which I made a bunch of adjustments last night, much to my liking in hit variety and improved behavior in the ball, including significanlty less outlandishly high choppers, hitting the ball too early in front of the plate excessively, bloopers, liners, hit speed to balls getting through to the outfield, but not sacrificing the long ball), and roster percentages. The largest curiousity is that I can put HR % on zero, contact and power on (-)50 and the cpu will still knock out 2 or 3 in a game. Therefore, some of this will be on the player and actually "pitch" to a given player instead of thinking you can overpower or fool every player within the strike zone, though running the risk you're going to walk one or multiple batters.
Currently testing where I'm at so stay tuned. If anyone can help me with the .fsh file for the catch circle, let me know...... for some reason I can't keep photoshop adjustments I make from crashing when I recompress to .fsh. (yet I did it before).