I am a fairly new member to the site, but I have visited for the last few years. I have tried to do a lot of reading, searching, dabbling, and testing before I decided to join. My hat goes off to all the great work and progress that has been done - from the first release of RoseBowl to TSB Manager to TSBTool to the 32-team rom to in-game playbook changes.
I know a great deal of time and work goes into all the roster updates and attribute adjustments. However, in every release I have come across, there seems to be a common misapplication of SIM data. I know it is only used in simulating SKP vs SKP games, but for some of us who don't have the time to play in online leagues, season play is a top priority. I enjoy playing against a league that is as accurate as possible. With that much said, here is the breakdown of SIM data that I have discovered.
Team SIM offense - offensive production
Team SIM defense - stopping opponents offensive production
Just like in real life, a good defense with a poor offense will not do well. Don't expect a team with OFF-2 and DEF-14 to lead the league in defense. That team may do well stopping their opponent, but if the offense cannot do anything, the other team will get more chances with their offense.
The pass/rush preference works as stated:
0-rush more; 1-rush much more; 2-pass more; 3-pass much more
The playbook only affects the proportion of carries; the passing game is unaffected.
QB SIM - rushing ability, passing ability, pocket tendency
So far, this is nothing new - I know.
RB, WR, and TE - these are the numbers I think people get confused on.
The first number affects rushing average.
The third number affects receiving average.
The fourth number is a fraction of passes thrown his way. There are 5 starting skill players (2 RBs, 2WRs, 1TE); the sum of their fourth numbers should be 32. So, if a player has a 4 for this SIM rating, he should get thrown to 4/32 or 1/8 of the time.
Compare the teams from the original 1991 rom. You'll find that even the programmers made mistakes with these figures. The Colts will never throw to Pat Beach in a SIM season (his number is 2) because the sum of the 4 starters in front of him is 32. It seems that the Bills were supposed to be the model team, but when programmers were assigned to the other teams, some of them didn't quite get it right. Some teams have a sum of 32 for all 10 skill players. The difficulty is deciding what number to give a backup. If the starter should get injured, what proportion of the throws should the backup get? Some teams put a 0 for all the backups.
Defense works the same way - only with sacks and interceptions. The sum for the team should be 255 for each. If Ware on the Cowboys got 20 of the team's 50 sacks, he should have a pass rush rating of 102. A player who had 8 sacks on a team with 40 total, should be rated 51.
I don't claim to know too much, and I don't want to come across offensive. I would just like to see the same great roms that are being produced - adjust the SIM data according to this and give us a more realistic simulation of a season.
BTW - I have never actually pinpointed with 100% accuracy the purpose of that 2nd SIM number. I ran some tests to see if it was return average, but it was too random. Any thoughts? If I have made an error in my conclusion, please correct me.