Subpage under development, new version coming soon!
Onderwerp: Sokker Asistente
kayalce naar
The_Ripper
How could I add a striker training in week 4 if none of my training orders were striker that week?
kayalce naar
The_Ripper
Sorry the messages keep duplicating.
I meant for the sandbox test player, not for a regular player. Is there a way to completely isolate that test player from the rest of the team?
I meant for the sandbox test player, not for a regular player. Is there a way to completely isolate that test player from the rest of the team?
Still not
Ok, I will give priority to this. It Will help to show old owner trainings too
Ok, I will give priority to this. It Will help to show old owner trainings too
Just an FYI.
So I messed up my coach selection last week and trained a skill on a player who had 100% minutes.
The Coaches skill was only Incredible.
The player according to SA only received 41 minutes worth of training for the calculations (for an Incredible skill on the main coach).
I would have thought Incredible would train a lot more of a skill than that, whether it be due to diminishing returns or if every skill increased added 1/17th to the effectiveness of the training.
It doesn't bother me at all as really its all just an estimate over a long period of time, just bringing it up as I think that calculation may be a bit out, which may purely be because there isn't a lot of training data out there for people not having their coaches skill level at magical/unearthly.
I know in one post, Raul said for the youth coach, just how little difference there was between an unearthly and magical skill (don't remember it exactly, but I think it was like 2-3% or 4-5%) due to diminishing returns. I'd have expected this to be the same for individual skills on your main coach
So I messed up my coach selection last week and trained a skill on a player who had 100% minutes.
The Coaches skill was only Incredible.
The player according to SA only received 41 minutes worth of training for the calculations (for an Incredible skill on the main coach).
I would have thought Incredible would train a lot more of a skill than that, whether it be due to diminishing returns or if every skill increased added 1/17th to the effectiveness of the training.
It doesn't bother me at all as really its all just an estimate over a long period of time, just bringing it up as I think that calculation may be a bit out, which may purely be because there isn't a lot of training data out there for people not having their coaches skill level at magical/unearthly.
I know in one post, Raul said for the youth coach, just how little difference there was between an unearthly and magical skill (don't remember it exactly, but I think it was like 2-3% or 4-5%) due to diminishing returns. I'd have expected this to be the same for individual skills on your main coach
The_Ripper naar
achmid
You can check the efficiency of a coach here https://sokker.org/pl/app/training/reports/
Unearthly skill is 94%, incredible skill is ~76%.
I'm not sure how SA takes this into account though .
Unearthly skill is 94%, incredible skill is ~76%.
I'm not sure how SA takes this into account though .
The code is like this:
float direct_training = Math.min(100f, this.minutes) * direct_training_factor * (1f - general_training_factor);
float general_training = Math.min(100f, this.minutes) * general_training_factor;
And the factors:
direct_training_factor:
int coach_level = coach == null ? 16 : coach.getValue_skill(skill);
return (coach_level + 0.5f) / 16.5f;
general_training_factor = user.getGeneral_factor() * (direct_training_factor + assistants_level.divide(new BigDecimal("16.25"), RoundingMode.HALF_UP).floatValue()) / 2f;
user.getGeneral_factor() = the value of the configuration
Then, if you train the skill directly, it is shown (direct_training + general_training). Otherwise it shows only general_training
(gewijzigd)
float direct_training = Math.min(100f, this.minutes) * direct_training_factor * (1f - general_training_factor);
float general_training = Math.min(100f, this.minutes) * general_training_factor;
And the factors:
direct_training_factor:
int coach_level = coach == null ? 16 : coach.getValue_skill(skill);
return (coach_level + 0.5f) / 16.5f;
general_training_factor = user.getGeneral_factor() * (direct_training_factor + assistants_level.divide(new BigDecimal("16.25"), RoundingMode.HALF_UP).floatValue()) / 2f;
user.getGeneral_factor() = the value of the configuration
Then, if you train the skill directly, it is shown (direct_training + general_training). Otherwise it shows only general_training
(gewijzigd)
Hidden 2nd user done
Now you can change the test player team info independently of the rest of the team
Now you can change the test player team info independently of the rest of the team
The_Ripper naar
Terrion
Doesn't work somehow...
I get "∞" as minimum talent.
Any idea why?
I get "∞" as minimum talent.
Any idea why?
Terrion naar
The_Ripper
Oh, probably I forgot to change the user in that part. The Code is full of references to the user everywhere, so it's easy to miss some of them. I will check it later
achmid naar
The_Ripper
Thanks, I hadn't noticed that.
The calculation is definitely out then as it had credited 41minutes for a player who had either full or almost full training minutes.
Good to know the effectiveness though
The calculation is definitely out then as it had credited 41minutes for a player who had either full or almost full training minutes.
Good to know the effectiveness though
I'm not sure what you mean. Training points assigned are independent of the final effectiveness once taken into account the trainers Skills. They only depend on the minutes played during the week and the type of match
After clicking into Team history I can only see GK's. I'm pretty sure all players were kept in history :D
EDIT: Alright I played with it a little and found out issue. When You create test player and delete it from main team then it will keep it position. Then it will only generate position up to one assigned to test player. So in my case I had GK test player, then when i set DEF test player i saw both GK and DEF players in history and so on. Not sure about priority of this, but may be worth to keep track of it somewhere :)
(gewijzigd)
EDIT: Alright I played with it a little and found out issue. When You create test player and delete it from main team then it will keep it position. Then it will only generate position up to one assigned to test player. So in my case I had GK test player, then when i set DEF test player i saw both GK and DEF players in history and so on. Not sure about priority of this, but may be worth to keep track of it somewhere :)
(gewijzigd)
It happened to me the day after I introduced the test player that, when I sent it to the history and added a new one, It recovered It from the history. I thought that wasn't the expected behaviour and since then I removed directly the player. It shouln't go to history anymore unless he already was there since that 1st day. But, if you recover It and remove it again, it should dissapear
There shouldn't be more than 1 test player in any case :?
(gewijzigd)
There shouldn't be more than 1 test player in any case :?
(gewijzigd)
Just got started on this, what should i set my configurations to (on the left hand side)?