by slimm44 on Wed Nov 19, 2014 5:04 am
I've been talking to Skoadam and want to remind you that the 2015 roster is a base. The sim stats won't be accurate until the next update which will probably be around all-star break. There simply have not been enough games yet to re-edit the entire roster so the sim engine will reflect the first 10 games of the season. I edited the Clippers to reflect the first 10 games of the season and these are the results for their top 5 players in MPG:
Sim Stats (one simulation):
Jordan 36MPG, 5PPG, 11.3RPG, .7APG, .4SPG, 1.8BPG, 53%FG
Paul 35MPG, 16.6PPG, 5RPG, 9.5APG, 3.1SPG, .1BPG, 44%FG, 34%3PT
Griffin 34MPG, 25.3PPG, 6.6RPG, 3.2APG, .8SPG, .3BPG, 55%FG, 32%3PT
Reddick 29MPG, 11.5PPG, 3.2RPG, 1.4APG, .2SPG, 0BPG, 34%FG, 30%3PT
Crawford 27MPG, 18.7PPG, 2.8RPG, 2.6APG, .2SPG, 0BPG, 39%FG, 31%3PT
Real life stats:
Jordan 36MPG, 9.1ppg, 12.4RPG, .9apg, 1.4spg, 2.8bpg, 74%FG
Paul 36MPG, 17.3PPG, 4.8RPG, 9.8APG, 2.2SPG, .6BPG, 47%FG, 38%3PT
Griffin 36MPG, 23PPG, 7.3RPG, 3.7APG, .3SPG, .4BPG, 47%FG, 50%3PT
Reddick 29MPG, 12PPG, 1.9RPG, 1.7APG, .4SPG, .1BPG, 38%FG, 30%3PT
Crawford 29MPG, 18PPG, 1.5RPG, 3.1APG, 1.3SPG, .1BPG, 42%FG, 32%3PT
That's pretty close, guys.
URB WHERE SIM HAPPENS [38 Complete Seasons Mods]
2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962What makes this mod “sim”? Here are a few of the features that set this project apart from all others:
- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project
Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts
- Accurately updated Coaching profiles and playbooks
- Draft classes that have realistic player information for every player
- A few slider sets designed to be a base for realistic game play