Digital Diamond Baseball User Manual: Version 5.0.4
Digital Diamond Baseball User Manual: Version 5.0.4
4. LEAGUE PLAY 54
5. CUSTOMIZING PLAY-‐BY-‐PLAY 55
To learn more about playing games with Digital Diamond Baseball, see Section 2.8.
Players
that
do
not
meet
the
minimum
playing
time
requirements
(plate
appearances
or
batters
faced)
will
be
displayed
in
red.
If
a
player
did
not
meet
the
minimum
playing
time
requirements,
their
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Digital
Diamond
Baseball
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Manual
Version
5.0.4
Last
modified
on
February
23,
2015
performance
will
be
adjusted
towards
the
library’s
average
performance.
Players
that
are
currently
inactive
will
be
displayed
in
a
grey
italic
font.
Retired
players
are
hidden
by
default
on
this
tab.
If
you
wish
to
show
retired
players,
click
on
the
Filter
toolbar
button.
Retired
players
will
be
shown
on
this
tab
in
green.
In
addition
to
real-‐life
statistics,
the
Browse
Real
Life
Stats
tab
also
contains
rating
tables
that
show
a
players’
pitching
ratings,
hitting
ratings,
running
ratings,
and
fielding
ratings
at
each
position.
The
statistics
listed
in
the
batting
and
pitching
tables
are
self-‐explanatory.
However,
the
ratings
are
what
ultimately
determine
the
player’s
performance
and
should
be
explained
in
more
detail.
The
following
lists
describes
the
ratings
used
to
simulate
a
player’s
performance
at
the
pate,
on
the
mound,
on
the
bases,
and
in
the
field:
• OUT%:
This
specifies
the
probability
that
a
batter
will
make
an
out
(not
counting
a
strikeout),
or
that
a
pitcher
will
get
a
batter
out
(not
counting
a
strikeout).
• SO%:
This
specifies
the
probability
that
a
batter
will
strikeout,
or
that
a
pitcher
will
strikeout
a
batter.
• BB%:
This
specifies
the
probability
that
a
batter
will
walk,
or
that
a
pitcher
will
give
up
a
walk.
• 1B%:
This
specifies
the
probability
that
a
batter
will
hit
a
single,
or
that
a
pitcher
will
give
up
a
single.
• 2B%:
This
specifies
the
probability
that
a
batter
will
hit
a
double,
or
that
a
pitcher
will
give
up
a
double.
• 3B%:
This
specifies
the
probability
that
a
batter
will
hit
a
triple,
or
that
a
pitcher
will
give
up
a
triple.
• HR%:
This
specifies
the
probability
that
a
batter
will
hit
a
home
run,
or
that
a
pitcher
will
give
up
a
home
run.
• BNT:
The
bunt
rating
for
a
player.
This
represents
the
odds
that
a
batter
will
be
able
to
successfully
execute
a
sacrifice
bunt.
This
rating
will
typically
be
between
1
and
5,
with
1
being
the
best
and
5
being
the
worst.
However,
during
a
game
this
rating
will
be
displayed
as
the
actual
probability
of
a
successful
bunt,
and
will
include
game
factors
such
as
if
the
infield
is
in.
• RN:
The
run
rating
for
a
player.
This
represents
the
base
running
ability
of
a
player
and
is
used
during
a
game
to
determine
how
likely
a
player
will
successfully
take
an
extra
base.
His
rating
will
typically
be
between
1
and
5,
with
1
being
the
best
and
5
being
the
worst.
• Dur:
The
durability
rating
for
a
pitcher,
which
indicates
how
many
batters
a
pitcher
can
face
before
they
are
susceptible
to
becoming
fatigued.
Pitcher
durability
ratings
are
displayed
in
the
game
interface
using
one
of
two
formats.
The
first
format
is
used
for
pitchers
with
the
same
starter/reliever
durability.
For
example,
a
pitcher
with
a
starter
and
reliever
durability
rating
of
27
will
have
their
durability
rating
displayed
as
(27).
Using
the
second
format,
a
pitcher
with
a
starter
rating
of
21
and
a
reliever
rating
of
14
will
have
their
durability
rating
displayed
as
(21|14).
An
indication
of
how
many
batters
a
has
faced
will
always
be
displayed
next
to
the
pitcher’s
durability
rating.
For
example,
if
a
pitcher
has
a
starter
rating
of
28
and
a
relief
rating
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Diamond
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23,
2015
of
12,
and
that
pitcher
has
faced
9
batters,
their
fatigue
status
will
be
displayed
as
(28|12)/9.
This
means
that,
if
they
started
the
current
game,
the
pitcher
can
face
19
more
batters
before
they
are
susceptible
to
becoming
tired,
and
if
they
are
being
used
in
relief,
they
can
face
3
more
batters
before
they
are
susceptible
to
becoming
tired.
Once
susceptible,
a
pitcher
will
only
become
tired
if
they
allow
a
batter
to
reach
base,
or
if
they
start
an
inning
while
susceptible
to
becoming
tired.
On the Bases:
• STL:
The
steal
rating
for
a
player.
This
represents
the
odds
that
a
runner
will
be
able
to
steal
a
base
given
he
gets
a
good
lead.
If
the
runner
does
not
get
a
lead
they
will
not
be
able
to
attempt
a
steal
until
the
next
batter
comes
to
the
plate,
and
could
possibly
get
picked
off!
• LD:
The
lead
rating
for
a
player.
This
rating
represents
how
easy
it
will
be
for
a
runner
to
get
a
good
lead
and
attempt
a
steal.
This
rating
will
typically
be
between
1
and
5,
with
1
being
the
best
and
5
being
the
worst.
However,
during
a
game
this
rating
will
be
displayed
as
the
actual
probability
of
a
good
lead,
and
will
include
game
factors
such
as
the
pitcher’s
hold
rating,
and
if
the
runner
is
being
held
on
the
base.
In the Field:
• Err:
The
error
rating
for
a
player.
This
rating
represents
the
probability
that
a
player
will
make
an
error
at
a
given
position.
The
player's
error
rating
at
their
primary
position
(the
position
they
have
the
most
fielding
chances
at)
will
be
displayed
using
a
bold
font
and
a
dark
green
background.
Other
positions
that
a
player
qualifies
for
are
shown
with
a
light
green
background.
Positions
that
a
player
does
not
qualify
to
play
are
shown
without
any
background
highlighting.
Error
ratings
displayed
in
a
red
font
indicate
that
the
player
did
not
meet
the
minimum
number
of
chances
at
the
specified
position.
If
a
player
did
not
meet
the
minimum
number
of
chances,
their
fielding
rating
will
be
adjusted
towards
(up
or
down)
the
library’s
average
fielding
rating
for
the
given
position.
• Rng:
The
range
rating
for
a
player.
This
rating
represents
the
ability
for
a
player
to
get
to
a
ball
hit
their
vicinity
on
the
field.
This
rating
will
always
be
between
1
and
5,
with
1
being
the
best
and
5
being
the
worst.
Players
with
a
good
range
rating
will
occasionally
make
a
great
play
to
take
a
base
hit
away
from
the
batter.
Players
with
a
poor
range
rating
will
occasionally
allow
a
ball
through
that
should
have
resulted
in
an
out.
• Arm:
The
strength
and
accuracy
of
a
fielder’s
arm.
This
rating
only
applies
to
catchers
and
outfielders.
This
rating
will
always
be
between
1
and
5,
with
1
being
the
best
and
5
being
the
worst.
Outfielders
with
a
good
arm
will
have
a
better
chance
of
preventing
runners
from
taking
an
extra
base
and
throwing
them
out
if
they
try.
Catchers
with
a
good
arm
will
increase
the
chance
that
a
runner
will
be
thrown
out
when
trying
to
steal.
• Hld:
A
pitcher’s
ability
to
keep
a
runner
from
getting
a
good
jump
when
attempting
to
steal
a
base.
This
rating
will
typically
be
between
1
and
5,
with
1
being
the
best
and
5
being
the
worst.
However,
during
a
game
this
rating
will
be
displayed
as
the
amount
that
will
be
added
to
or
subtracted
from
the
lead
runner’s
lead
rating.
Page 5 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
For more details about how these ratings are calculated, please see Sections 8.2 and 8.3.
Each
table
on
the
Browse
Real
Life
Stats
tab
can
be
sorted
by
clicking
on
the
column
header
that
you
wish
to
sort
by.
Clicking
on
the
header
more
than
once
will
toggle
between
ascending
and
descending
order.
A
toolbar
is
displayed
at
the
top
of
each
table
in
the
Browse
Real
Life
Stats
tab.
Using
this
tool
bar
you
can
perform
the
following
actions:
• Group
players
in
the
library.
When
a
player
plays
for
more
than
one
team
during
a
season,
they
will
be
given
multiple
records
in
the
library.
Clicking
on
the
Group
Players
toolbar
button
will
organize
all
the
records
for
each
player
under
in
a
collapsible
row
in
the
table,
and
this
row
will
contain
the
totals
for
all
of
the
player’s
records.
You
can
expand
or
collapse
this
row
by
clicking
on
the
baseball
in
the
first
column
in
the
row.
You
can
also
expand
or
collapse
all
rows
by
clicking
on
the
+
(expand)
or
-‐
(collapse)
in
the
toolbar.
• Filter
the
players
shown
in
the
table.
This
can
be
done
by
viewing
a
dialog
box
containing
all
of
the
filtering
options,
or
by
using
the
quick
filter
controls
on
the
toolbar.
• If
the
library
contains
L/R
platoon
stats,
you
can
choose
to
view
the
left-‐handed,
right-‐handed,
or
combined
statistics.
• Clear
the
current
player
filter.
• Create
a
new
player
or
edit
the
selected
player.
• Delete
the
selected
players.
• Trade
the
selected
players.
Trading
a
player
moves
the
player
to
a
new
team
and
retains
a
record
of
the
player’s
accumulated
season
statistics
on
their
previous
team
• Move
the
selected
players
to
a
new
team.
Moving
a
player
places
the
player
on
a
new
team
and
does
not
retain
a
record
of
the
player’s
performance
on
their
previous
team.
• Edit
the
league
average
file
associated
with
selected
players.
The
league
average
file
puts
a
player’s
real-‐life
statistics
in
the
context
of
when
they
were
accumulated.
For
example,
a
player
that
played
for
an
American
League
team
during
the
1993
season
should
be
associated
with
the
league
averages
of
all
American
League
players
that
played
in
1993.
• Activate
or
deactivate
the
selected
players.
• Retire
or
un-‐retire
the
selected
players.
Double
clicking
on
any
player
in
the
Browse
Real
Life
Stats
tab
(or
any
other
tab
within
the
main
game
window)
will
display
the
Player
Popup
dialog.
This
dialog
will
show
a
complete
summary
of
the
currently
selected
player,
including
real-‐life,
simulated,
and
career
statistics.
In
addition,
if
the
selected
player
has
a
valid
Baseball
Reference
ID
or
Retrosheet
ID
entered
in
the
library,
you
will
be
able
to
view
their
Baseball
Reference
or
Restrosheet
pages
from
within
the
Player
Popup
dialog.
Page 6 of 74
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Diamond
Baseball
User
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Version
5.0.4
Last
modified
on
February
23,
2015
You
can
choose
to
keep
this
dialog
open
if
you
like,
and
as
you
select
different
players
on
the
Browse
Real
Life
Stats
tab
(or
any
other
tab
within
the
main
game
window)
the
dialog
will
be
updated
to
show
selected
player’s
information.
The
Browse
Real
Life
Stats
tab
also
contains
player
cards,
which
are
shown
on
the
right-‐hand
side
of
the
tab.
Each
card
shows
a
summary
of
the
event
probabilities
for
a
given
player
and
compares
these
probabilities
to
the
average
player
in
the
library
(as
defined
by
the
selected
player’s
league
average
file).
For
each
event
on
the
card
(e.g.,
SO,
OUT,
BB),
the
likelihood
of
the
event
is
shown
using
a
percentage
and
a
range
of
numbers
based
on
the
roll
of
a
1000-‐sided
die
(Digital
Diamond
Baseball
uses
a
1000-‐
sided
die
to
determine
the
outcome
of
a
plate
appearance).
Events
are
colored
red
if
they
are
larger
than
the
library’s
average
probability
for
that
event.
Each
player
card
also
shows
the
overall
on
base
percentage
(OBP)
and
extra
base
percentage
(EBP)
for
the
selected
batter,
as
well
as
the
lead,
steal,
bunt,
durability
and
hold
ratings.
The
Browse
Real
Life
Stats
tab
contains
three
player
cards.
The
Batter
Card
shown
on
top
displays
the
event
probabilities
for
the
currently
selected
batter
and
the
average
batter.
The
Pitcher
Card
shown
on
the
bottom
displays
the
event
probabilities
for
the
currently
selected
pitcher
and
the
average
pitcher.
The
Combined
Card
shown
in
the
middle
shows
the
event
probabilities
for
the
matchup
between
the
selected
batter
and
pitcher.
If
the
library
you
are
working
in
contains
L/R
platoon
splits,
you
will
be
able
to
view
either
the
combined,
left-‐handed
or
right-‐handed
statistics
for
the
batter
and
the
pitcher.
The
arrow
displayed
at
the
top
of
the
Combined
Card
shows
how
the
batter’s
on
base
percentage
is
affected
by
the
matchup
against
the
selected
pitcher.
A
red
arrow
indicates
an
advantage
for
the
pitcher
and
a
green
arrow
indicates
an
advantage
for
the
batter.
If
you
hover
the
mouse
over
the
arrow,
a
popup
will
appear
showing
exactly
what
factors
are
contributing
to
the
advantage
(e.g.,
the
pitcher’s
ability,
the
current
ballpark).
The
probabilities
shown
on
the
right-‐hand
side
of
the
combined
card
represent
how
the
average
batter
would
do
against
the
currently
selected
pitcher.
All
four
of
the
tables
shown
in
the
Browse
Real
Life
Stats
tab
also
contain
draft-‐rating
field
(DRAT)
for
each
player
in
the
library.
DRAT
represents
a
single
number
designed
to
indicate
the
player’s
overall
ability
as
a
hitter
or
pitcher,
but
it
does
not
have
any
impact
on
the
player’s
performance
during
a
simulation.
The
DRAT
number
for
a
batter
considers
the
hitting,
fielding,
and
running
ability
of
the
player.
A
DRAT
above
150
for
a
batter
is
excellent.
The
DRAT
number
for
a
pitcher
considers
only
the
pitching
ability
of
a
pitcher.
A
DRAT
below
2.0
for
a
pitcher
is
excellent.
The
draft-‐rating
is
only
used
by
the
system
during
a
draft.
The
computer
manager
uses
DRAT,
along
with
several
other
factors,
to
decide
who
pick
during
a
player
draft.
To
learn
more
about
the
drafting
system
see
Section
3.4.1.
Page 7 of 74
Digital
Diamond
Baseball
User
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Version
5.0.4
Last
modified
on
February
23,
2015
replay.
The
season
stats
are
cleared
whenever
a
season
is
restarted
or
a
new
season
is
created.
You
can
also
reset
the
season
stats
manually
using
the
Players-‐>Reset
Season
Stats
menu
item.
This
tables
and
toolbars
on
this
tab
function
just
like
they
do
in
the
Browse
Real
Life
Stats
tab
described
in
Section
2.1.
This
tables
and
toolbars
on
this
tab
function
just
like
they
do
in
the
Browse
Real
Life
Stats
tab
described
in
Section
2.1.
The
Group
Players
toolbar
button
is
especially
useful
on
this
tab
because
it
will
group
each
player’s
career
seasons
under
one
item
in
the
table,
so
you
can
view
the
player’s
career
totals,
or
expand
the
top-‐level
item
and
see
the
totals
for
each
season
in
a
player’s
career.
Leagues,
divisions,
and
teams
can
be
added
or
removed
from
your
organization
using
the
toolbar
buttons
located
on
the
Organization
tab.
Removing
a
team
from
a
division
does
not
delete
the
team
from
your
library.
However,
if
a
team
is
not
included
in
a
division
it
will
not
be
considered
by
many
of
the
game
features.
For
example,
the
automatic
schedule
generator
will
not
include
teams
in
a
schedule
if
they
are
not
in
a
division
in
your
organization.
As
a
result,
when
creating
a
new
library
it
is
important
to
populate
your
organization
with
the
leagues,
divisions,
and
teams
as
soon
as
possible.
When
creating
or
editing
a
league
in
the
Organization
tab
you
can
specify
if
the
league
should
use
the
DH
rule.
Teams
in
a
DH
league
will
use
the
DH
rule
for
all
of
their
home
teams.
Each
time
you
manually
play
a
scheduled
game,
the
system
will
check
to
see
if
there
are
any
transactions
listed
on
this
tab
that
should
take
place
on
or
prior
to
the
date
of
the
game.
If
there
are,
you
will
be
asked
if
you
would
like
to
execute
the
pending
tractions.
If
you
answer
yes,
the
transactions
will
be
executed
before
the
game
starts.
If
you
fast
play
several
games,
the
Fast
Play
dialog
provides
an
option
to
have
pending
transactions
executed
automatically
as
the
games
are
played.
All
transactions
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23,
2015
are
reset
when
a
season
is
restarted.
Importantly,
transactions
are
deleted
from
a
library
when
a
brand
new
season
is
created.
Digital
Diamond
Baseball
supports
three
different
types
of
transactions:
activations,
deactivations,
and
trades.
Activations
and
deactivations
can
be
used
to
represent
events
such
as
promotions,
demotions,
and
time
spent
on
the
DL.
Trade
transactions
assume
that
the
player
being
traded
has
a
player
record
on
both
the
team
they
are
being
traded
from
and
being
traded
to.
This
is
typically
the
case
for
most
Digital
Diamond
Baseball
libraries
that
were
designed
for
accurate
season
replays.
When
a
trade
transaction
is
executed,
the
player
record
on
the
current
team
is
deactivated
and
the
player
record
on
the
destination
team
is
activated.
Using
the
Import
button
on
the
toolbar,
it
is
possible
to
import
a
comma
separated
text
file
(CSV)
of
transactions
directly
into
the
library.
The
game
currently
supports
three
different
formats:
the
Simple
Format,
Mark
Miller’s
Baseball
Goodies
ATMGR
format
(http://ballstat.com/markmiller/Goodies.htm),
and
Retrosheet’s
transaction
format
(http://retrosheet.org/).
The
Simple
Format
can
be
used
to
create
your
own
transaction
import
file.
The
first
line
in
the
import
file
is
always
ignored.
Spreadsheet
software
can
be
a
very
helpful
tool
for
creating
CSV
files
(be
sure
to
save
your
file
as
a
CSV
file
before
you
try
to
import
it).
Your
import
file
should
contain
the
following
fields
(one
transaction
per
line)
in
comma-‐separated
format:
Mark
Miller’s
Baseball
Goodies
ATMGR
format
is
the
most
comprehensive
format
currently
supported.
Retrosheet’s
transactions
are
missing
several
transactions
including
most
minor
league
promotions
and
demotions.
When
importing
transactions,
the
team
and
player
names
in
the
import
file
may
not
always
match
up
with
the
names
in
the
library.
For
example,
the
team
name
in
the
import
file
might
be
NYA
and
in
the
library
it
might
be
NYY.
Alternatively,
the
player
name
in
the
import
file
might
be
Jim Smith
and
in
the
library
it
might
be
Jimmy Smith.
If
an
ambiguity
like
this
is
encountered,
you
will
be
prompted
by
the
game
to
resolve
it.
In
addition,
some
transactions
in
an
import
file
may
be
for
a
player
with
little
or
no
major
league
experience.
If
this
happens
you
may
not
be
able
find
a
match
for
the
player
in
the
library.
In
this
case
you
can
skip
the
transaction
when
prompted
using
the
Skip
button.
The tool bar on the Transactions tab also allows you to perform the following functions:
Page 9 of 74
Digital
Diamond
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23,
2015
• Create
a
new
transaction.
This
option
allows
you
to
add
a
new
transaction
to
your
library.
• Edit
the
selected
transaction.
This
option
allows
you
to
edit
the
currently
selected
transaction.
• Delete
the
selected
transactions.
This
option
allows
you
delete
the
currently
selected
transaction.
• Execute
the
selected
transactions.
However,
transactions
are
executed
automatically,
so
you
should
not
have
to
use
this
toolbar
button
very
often.
• Undo
the
selected
transactions.
This
will
reverse
the
action
taken
by
the
selected
transaction.
F
or
example,
if
it
is
a
player
activation
transaction,
undoing
it
will
deactivate
the
player.
In
addition,
there
are
a
few
things
you
can
do
by
interacting
directly
with
the
report.
For
example,
you
can
sort
most
of
the
tables
in
the
report
by
clicking
on
the
column
you
would
like
to
sort
by.
You
can
also
collapse
many
of
the
tables
by
clicking
on
the
table
header.
Finally,
some
tables
support
contain
a
Search
field
along
the
top
that
allows
you
to
filter
the
rows
in
the
table
based
on
the
words
you
enter
in
the
field.
All
of
these
dynamic
features
are
available
to
you
when
viewing
the
reports
in
the
game
interface,
or
if
you
have
saved
them
as
HTML
files.
For
reports
that
show
league
leaders,
the
top
ten
players
in
each
category
will
be
shown.
For
statistics
that
are
based
on
number
of
plate
appearances
(e.g.,
AVE,
SLG),
batters
must
have
at
least
3.1
plate
appearances
for
each
game
played
by
their
team
during
the
season.
For
statistics
that
are
based
on
number
of
innings
pitched
(e.g.,
ERA,
SO/9)
pitchers
must
have
at
least
1.0
inning
pitched
for
each
game
played
by
their
team
during
the
season.
All
reports
located
in
the
Library
Export
category
were
designed
for
creating
library
import
files.
If
you
save
these
reports
in
CSV
format
they
can
be
used,
as
is,
to
populate
a
Digital
Diamond
Baseball
library.
Page 10 of 74
Digital
Diamond
Baseball
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on
February
23,
2015
These
reports
match
the
Lahman
database
import
format
described
in
3.1.8.
These
reports
provide
an
excellent
way
to
backup
the
players
in
a
library
using
ordinary
text-‐based
CSV
files.
Sitting
between
the
Schedule
pane
and
the
Create
Lineups
pane
is
a
divider
bar
that
can
be
dragged
left
or
right
to
increase
or
decrease
the
size
of
the
Schedule
pane.
Depending
on
your
screen
resolution,
you
may
want
to
use
this
divider
to
optimize
your
display.
If
your
screen
resolution
is
very
small,
you
might
find
that
the
Schedule
pane
is
completely
collapsed
on
the
left-‐hand
side
of
the
tab.
If
this
is
the
case,
simply
grab
the
divider
on
the
left-‐hand
side
of
the
tab
and
drag
it
to
the
right
to
view
the
Schedule
pane.
The
position
of
this
divider
will
be
saved
when
you
exit
the
game
and
restored
each
time
start
the
game.
The
Schedule
pane
contains
the
schedule
of
games
in
your
library.
Games
that
have
already
been
played
are
shown
in
red.
The
games
that
are
ready
to
be
played
are
shown
in
black.
Finally,
games
that
cannot
be
played
yet
are
shown
in
gray.
All
games
are
grouped
by
the
day
they
will
be
played.
You
can
collapse
and
expand
each
day
by
clicking
on
the
arrow
next
to
the
game
date.
An
explanation
point
(!)
next
to
a
played
scheduled
game
indicates
that
a
special
event
took
place
during
that
game.
A
star
(*)
next
to
a
scheduled
game
indicates
that
the
schedule
contains
the
actual
lineups
that
were
used
in
real
life
for
that
game
(also
known
as
as-‐played
lineups).
You
can
add
or
modify
as-‐
played
lineups
for
a
game
using
the
Edit
button
located
along
the
top
of
the
Schedule
pane.
Finally,
playoff
games
are
displayed
in
in
the
schedule
using
italics.
If
you
hover
over
a
game
in
the
Schedule
pane
a
popup
will
be
displayed
showing
you
additional
information
about
that
game.
The
information
shown
will
vary
depending
on
if
the
game
was
played
or
not.
Double-‐clicking
on
a
played
game
will
display
the
box
score
and
play-‐by-‐play
account
for
the
selected
game,
if
they
were
saved
when
the
game
was
played.
It
is
also
possible
to
import
or
export
a
played
game
into
your
library.
This
is
a
very
handy
feature
for
users
that
are
playing
in
a
league
with
other
users.
In
league
play,
managers
export
their
played
games
and
send
the
exported
files
to
the
league
Commissioner.
The
Commissioner
then
uses
the
export
files
to
import
the
games
into
the
master
library.
You
can
export
games
or
import
games
by
right
clicking
on
one
or
more
games
in
the
Schedule
pane
and
selecting
the
Import
Game
or
Export
Game
menu
items.
See
Section
4
for
more
information
about
league
play.
Page 11 of 74
Digital
Diamond
Baseball
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Manual
Version
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February
23,
2015
The
Schedule
pane
contains
a
tool
bar
that
allows
you
to
perform
a
variety
of
schedule
maintenance
tasks.
You
can
create
a
new
scheduled
game,
edit
an
existing
scheduled
game,
delete
a
scheduled
game,
expand
or
collapse
all
of
the
game
date
groupings,
play
a
scheduled
game,
or
fast
play
one
or
more
games.
When
creating
a
scheduled
game
you
can
specify
the
date,
away
team,
and
home
team.
You
can
also
specify
if
the
game
should
be
played
during
the
day
or
at
night,
how
many
innings
the
game
should
be
played
(by
default,
of
course
this
value
is
9
innings),
and
the
as-‐played
lineups
for
the
game.
To
generate
an
entire
schedule
of
games
you
must
create
a
new
season.
You
can
create
a
new
season
using
the
Season-‐>Create
New
Season/Schedule
menu
item.
The
first
step
in
playing
a
game
is
to
decide
which
teams
you
want
to
play
with.
If
you
want
to
play
a
scheduled
game,
select
the
game
you
want
to
play
in
the
Schedule
pane
and
click
on
the
Play
Selected
Game
toolbar
button
located
above
the
Schedule
pane.
This
will
pre-‐populate
the
Create
Lineups
pane
with
information
about
the
game
(e.g.,
the
away
and
home
teams)
including
as-‐played
lineups
if
they
were
included
in
the
schedule.
In
addition,
the
Play
toolbar
button
will
change
to
a
red
Cancel
toolbar
button.
If
you
change
your
mind
and
do
not
want
to
play
the
scheduled
game,
just
click
on
the
Cancel
toolbar
button.
If
you
want
to
play
an
unscheduled
game
(an
exhibition
game),
you
will
have
to
select
the
teams
manually
in
the
Teams
and
Pitchers
section
of
the
Create
Lineup
pane.
The
next
step
is
to
decide
which
teams
the
computer
will
manage,
and
which
teams
you
will
manage,
using
the
check
boxes
located
just
above
the
team
name
in
the
Teams
and
Pitchers
section
of
the
Create
Lineup
pane.
You
can
choose
to
manage
one,
both,
or
none
of
the
teams.
If
the
computer
manages
both
teams
you
will
be
able
to
watch
as
the
game
unfolds.
The
managers
for
each
team
can
also
be
changed
during
the
game
using
the
in-‐game
options.
You
will
also
want
to
decide
if
the
game
will
use
the
designated
hitter
(DH)
and
if
it
will
be
a
day
game
or
a
night
game.
These
decisions
can
be
made
using
the
two
checkboxes
located
on
bottom
right-‐hand
side
of
the
Play
tab.
If
you
are
playing
a
scheduled
game,
the
Day
Game
check
box
will
be
disabled
and
the
DH
check
box
will
be
automatically
populated
depending
on
the
DH
rule
used
by
the
home
team’s
league.
You
can
override
the
suggested
DH
rule
if
you
like.
The
starting
pitchers
should
be
selected
next.
For
unscheduled
games,
starting
pitchers
can
be
selected
by
allowing
the
computer
to
make
the
choice
(using
the
Default
Starter
button)
or
by
using
a
pitcher
specified
in
the
team’s
profile
(using
the
Load
From
Profile
button).
For
scheduled
games
that
also
Page 12 of 74
Digital
Diamond
Baseball
User
Manual
Version
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Last
modified
on
February
23,
2015
contain
as-‐played
lineups,
you
have
the
option
of
selecting
the
starting
pitcher
that
actually
started
that
game
in
real
life
(using
the
Load
From
As
Played
button).
After
you
have
selected
the
starting
pitchers
you
are
ready
to
pick
the
lineups.
For
unscheduled
games,
starting
lineups
can
be
selected
by
allowing
the
computer
manager
to
make
the
choice
(using
the
Default
Lineup
button),
by
using
a
lineup
stored
in
the
team’s
profile
using
the
Load
From
Profile
button,
or
by
manually
building
the
lineup.
If
you
decide
to
pick
a
pitcher
or
a
lineup
by
selecting
the
Load
From
Profile
button,
you
will
be
given
two
options.
The
first
is
to
allow
the
computer
manager
to
pick
a
lineup
or
starter
from
the
team
profile.
Depending
on
how
the
team
profile
is
setup,
the
computer
manager
may
make
substitutions
for
the
scheduled
starter,
or
players
in
the
lineup.
The
computer
manager’s
decision
to
make
substitutions
is
based
on
player
usage,
and
various
team
profile
settings.
As
a
result,
this
option
might
produce
a
different
starter
or
a
slightly
different
lineup
each
time
it
is
selected.
The
second
option
is
to
select
a
specific
lineup
or
starter
from
the
team
profile.
You
should
select
this
option
if
you
don’t
want
the
computer
manager
to
make
any
changes
to
your
selection.
If
you
are
playing
a
scheduled
game
that
contains
as-‐played
lineups,
you
also
have
the
choice
of
selecting
actual
lineups
used
in
real
life
for
that
game.
Click
on
the
Load
From
As
Played
button
to
populate
a
lineup
with
the
as-‐played
lineups.
If
you
wish
to
manually
build
the
lineup,
click
on
a
spot
in
the
lineup
and
select
a
player
and
a
position.
You
can
also
use
the
Up
and
Down
buttons
to
move
a
player
up
or
down
in
the
lineup.
Double
clicking
on
the
slot
number
in
the
lineup
table
will
display
the
Player
Popup
dialog
with
a
detailed
summary
of
the
currently
selected
player.
Hovering
the
mouse
over
a
player
will
also
display
information
about
that
player.
When
valid
lineups
have
been
selected
for
both
teams,
the
boarder
around
the
lineup
tables
will
change
from
red
to
green,
and
the
Play
Ball!
button
along
the
bottom
of
the
window
will
turn
green.
To
start
the
game,
just
click
on
the
Play
Ball!
button
located
at
the
very
bottom
of
the
Play
tab.
This
button
will
only
be
enabled
if
valid
lineups
have
been
selected
for
both
teams.
After
you
confirm
that
you
want
to
play
the
game,
you
will
be
presented
with
the
Play
Ball
pane.
• A
line
score
is
displayed
across
the
top.
This
pane
will
show
team
logos
if
they
exist,
as
well
as
a
detailed
account
of
the
scoring.
Hovering
over
a
team
in
the
line
score
will
display
a
popup
of
the
team’s
current
record.
• The
playing
field
is
displayed
in
the
center.
This
pane
shows
an
image
of
the
home
team’s
ballpark.
Also
on
the
pane
is
the
name
of
the
ballpark,
the
name
of
each
player
on
the
field,
the
number
of
outs
in
the
inning,
the
position
of
the
infield,
and
if
the
runner
on
first
is
being
held.
Each
player’s
error,
range,
arm
rating
(catchers
and
outfielders);
hold
rating
(pitchers);
and
lead,
steal,
and
run
rating
(for
runners),
is
shown
next
to
each
player’s
name.
If
the
current
pitcher
is
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tired,
the
pitcher’s
icon
will
be
displayed
with
a
red
border.
If
ballpark
factors
are
enabled,
you
can
hover
over
the
ballpark
image
to
view
the
current
ballpark’s
factors.
• The
player
picture
for
the
current
pitcher
and
current
batter.
These
are
displayed
along
the
top
of
the
play
area.
Player
pictures
are
only
shown
if
they
have
been
added
to
the
PlayerPics
folder
(see
section
3.5.14).
If
you
are
using
a
low-‐resolution
screen,
you
may
want
to
disable
this
option
using
the
in-‐game
Options
dialog
box
or
the
Options-‐>General
Options-‐>Other
menu
item.
• A
play-‐by-‐play
window
is
displayed
below
the
play
area.
• A
control
panel
is
displayed
below
the
play-‐by-‐play
window.
This
window
contains
buttons
for
all
of
the
actions
a
manger
can
take
during
a
game.
The
most
important
button
is
the
Pitch/Swing
button
located
in
the
top-‐left
corner
of
the
control
panel.
Because
this
button
is
the
most
commonly
clicked
button,
it
is
given
focus
after
each
play
completes.
This
allows
you
to
activate
the
button
by
simply
hitting
the
Space
Bar
key.
• The
lineup,
current
Player
tab,
bench,
and
bullpen
are
shown
on
the
left
for
each
team.
The
batter
that
is
currently
up
is
displayed
in
red
in
the
lineup,
and
the
batter
that
is
due
up
in
the
next
half
inning
is
shown
in
blue.
Used
players
on
the
bench
are
shown
in
blue.
Tired
pitchers
are
shown
in
the
bullpen
in
red.
The
current
Player
tab
shows
the
player
picture
(see
Section
3.5.14),
the
real-‐life
stats,
and
the
season
stats
for
the
current
batter
or
pitcher.
The
season
stats
will
update
in
real-‐time
as
the
game
unfolds.
• A
toolbar
button
is
shown
just
above
the
away
lineup/bench/bullpen.
This
toolbar
allows
you
to
change
the
in-‐game
options,
view
the
Matchups
dialog,
hide
the
cards
shown
on
the
left-‐
hand
side
of
the
Play
Ball
pane,
and
zoom
in/out
on
the
ballpark
image.
The
Matchups
dialog
is
an
indispensible
tool
for
helping
you
make
managerial
decisions.
You
should
consult
this
dialog
whenever
you
are
contemplating
bringing
in
a
pinch
hitter,
relief
pitcher,
or
pinch
hitter.
Hiding
the
cards
is
handy
if
you
have
a
small
screen
resolution
or
are
using
an
oversized
ballpark
image.
Finally,
the
zoom
buttons
are
a
great
way
to
scale
a
ballpark
so
that
it
fits
nicely
on
your
screen.
• The
player
cards
are
shown
on
the
right.
The
top
card
displays
event
probabilities
for
the
current
batter
as
compared
to
the
average
batter
in
the
library.
The
bottom
card
displays
event
probabilities
for
the
current
pitcher
as
compared
to
the
average
pitcher
in
the
library.
The
middle
card
displays
the
combined
event
probabilities
for
the
batter/pitcher
matchup.
This
card
succinctly
displays
the
probabilities
for
all
events
for
the
given
situation.
Hovering
over
the
green
or
red
arrow
in
this
card
will
display
all
of
the
factors
affecting
the
current
batter.
When
playing
a
game
it
is
possible
to
transition
between
the
Play
Ball
pane,
the
Box
Score
pane,
and
the
Play-‐By-‐Play
Account
pane
using
the
green
button
located
at
the
bottom
of
the
Play
tab.
If
you
are
currently
viewing
the
Play
Ball
pane,
clicking
the
button
along
the
bottom
will
bring
you
to
the
Box
Score
pane,
which
contains
HTML
and
text
versions
of
the
box
score
for
the
game
in
progress.
This
pane
also
allows
you
to
save
the
a
copy
of
the
box
score
to
a
file.
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If
you
are
currently
viewing
the
Box
Score
pane,
clicking
the
button
along
the
bottom
will
bring
you
to
the
Play-‐By-‐Play
Account
pane,
which
will
allow
you
to
view
an
HTML
version
of
the
play-‐by-‐play
account.
This
pane
also
allows
you
to
save
a
copy
of
the
play-‐by-‐play
account
to
a
file.
Finally,
clicking
on
the
button
along
the
bottom
of
the
Play-‐By-‐Play
Account
page
will
bring
you
back
to
the
Play
Ball
pane
so
you
can
continue
playing
the
game.
In
the
Fast
Play
dialog
you
can
specify
if
you
want
to
fast
play
the
game
selected
in
the
Schedule
pane,
all
games
up
to
a
specific
date,
all
games
during
the
day
except
for
a
specific
team,
or
all
of
the
games
left
to
play
on
the
current
day,
week,
month,
or
season.
You
can
also
specify
the
following
options:
• If
you
would
like
to
have
transactions
automatically
executed
while
the
games
are
played.
• If
you
want
the
computer
manager
to
use
as-‐played
lineups
if
they
exist.
If
you
do
not
select
this
option,
the
computer
manager
will
use
the
team
profiles
to
determine
starting
pitchers
and
starting
lineups.
The
computer
manager
will
search
through
all
of
the
lineups
in
a
team
profile
looking
for
a
valid
lineup.
If
it
cannot
find
a
valid
lineup,
or
if
a
profile
does
not
exist
for
the
team,
the
computer
manager
will
do
its
best
to
select
starting
pitchers
and
lineups
using
its
own
algorithm.
I t
is
a
good
idea
to
auto-‐generate
team
profiles
(or
build
them
by
hand)
for
all
teams
before
fast
playing
a
season.
• If
want
the
box
scores
and
play-‐by-‐play
accounts
to
be
saved.
You
can
choose
to
have
them
saved
for
all
games,
only
for
games
with
special
events,
or
not
at
all.
• If
the
fast
play
process
should
halt
if
an
invalid
lineup
is
encountered.
If
you
check
this
box,
the
computer
manager
will
halt
the
fast
play
if
the
as-‐played
lineups
are
invalid
for
the
selected
game,
or
if
the
team
profile
does
not
contain
a
single
valid
lineup.
If
this
box
is
not
checked,
the
computer
will
do
its
best
to
resolve
any
lineup
issues.
• The
maximum
number
of
games
to
play
in
parallel.
The
more
games
you
play
in
parallel,
the
faster
you
will
be
able
to
play
the
entire
season.
However,
the
optimal
value
for
this
option
depends
on
the
number
of
processing
cores
your
computer
has.
The
more
cores,
the
more
games
you
can
play
in
parallel.
Your
best
bet
is
to
experiment
with
different
values
to
determine
what
is
best
for
your
computer.
To
start
the
fast
play
process,
click
on
the
Start
button.
When
the
fast
play
process
begins
the
Start
button
will
change
to
a
Stop
button.
You
can
halt
fast
play
at
any
time
by
clicking
on
the
Stop
button.
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notes
about
the
standards
that
were
used
when
creating
the
library.
Using
the
toolbar
on
this
tab,
you
can
save
your
notes
as
an
HTML
file,
or
load
an
HTML
file
into
the
notes
editor.
The
Library-‐>Open
A
Library
menu
item
allows
the
user
to
open
an
existing
library.
Only
libraries
installed
in
the
Libraries
folder
can
be
opened.
The
Library-‐>Save
This
Library
As
menu
item
allows
the
user
to
save
the
current
library
using
a
different
name.
This
is
a
great
way
to
create
a
copy
of
an
existing
library.
The
Library-‐>Delete
A
Library
menu
item
allows
the
user
to
delete
a
library.
Using
this
menu
item
you
can
delete
any
library
except
the
DefaultLibrary
or
the
library
that
is
currently
open.
The
Library-‐>Download
Free
Libraries
menu
item
will
open
your
Web
browser
and
take
you
to
the
library
download
page
at
digitaldiamondbaseball.com.
When
backing
up
a
library
you
will
be
asked
if
you
want
to
include
any
of
the
box
scores
and
play-‐by-‐
play
accounts,
custom
ballpark
images,
custom
player
images,
custom
logos,
or
custom
sound
files
that
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are
part
of
your
library.
Any
files
that
you
choose
to
include
in
your
backup
will
be
automatically
unpacked
when
the
library
is
restored.
This
makes
library
backups
a
great
way
to
share
your
library
with
other
users.
Users
should
back
up
their
libraries
often!
It
is
easy
to
do,
and
gives
you
the
ability
to
restore
your
library
if
something
goes
wrong.
It
is
also
a
good
idea
to
backup
your
Backups
folder
onto
a
completely
different
disk.
To
do
this,
simply
copy
your
Backups
folder
and
paste
it
onto
a
flash
drive,
CD,
or
someplace
on
the
Cloud.
Library
backups
are
also
the
easiest
way
to
share
your
library
with
other
users.
If
you
want
to
share
you
library,
browse
to
the
backup
library
file
using
your
operating
system’s
file
manager
(the
file
will
have
the
same
name
as
the
library
and
will
also
have
a
ddbbz
or
ddbbz4
extension),
and
email
this
file
to
the
person
you
want
to
share
the
library
with.
That
person
can
install
your
library
using
the
Library-‐
>Restore
a
Library
menu
item.
After
selecting
this
menu
item
you
will
be
asked
to
specify
what
libraries
you
would
like
to
use
for
your
player
pool,
how
many
players
to
select
at
each
position,
and
minimum
requirements
for
the
players
that
are
chosen
(e.g.,
age,
minimum
games
played).
In
addition,
you
can
specify
if
you
want
the
selected
players
to
retain
their
actual
names,
or
have
the
names
randomly
created.
All
players
will
be
selected
from
teams
in
the
pool
of
players
you
selected.
If
you
specify
that
you
want
to
use
random
names,
the
players
names
will
be
changed
before
they
are
imported
into
your
library.
Players
will
not
be
selected
if
they
already
exist
in
your
library.
See
Section
5
to
learn
more
about
how
this
feature
can
be
used
with
Digital
Diamond
Baseball’s
career
mode.
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possible
for
Digital
Diamond
Baseball
to
include
a
version
of
the
database
with
the
game.
The
database
file
is
stored
in
the
game’s
Import
folder.
This
is
useful
for
updating
older
libraries
that
do
not
have
these
identifiers
populated.
Once
your
library
contains
these
identifiers,
you
will
be
able
to
view
each
player’s
Baseball
Reference
page
and
Retrosheet
page
from
within
the
Player
Popup
dialog.
The
game
also
uses
the
Baseball
Reference
identifier
to
optimize
certain
features
of
the
game,
so
it
is
a
good
idea
to
make
sure
that
all
of
the
players
in
your
libraries
have
Baseball
Reference
identifiers
if
possible.
To
use
this
feature
you
must
be
using
a
Windows
PC
and
have
a
copy
of
the
latest
Lahman
database
(http://www.seanlahman.com/baseball-‐archive/statistics/).
Using
this
menu
item
you
can
generate
import
files
for
all
players
in
a
given
season,
or
for
just
a
single
team
of
players.
After
you
select
the
source
library
you
will
be
asked
to
select
a
team,
and
then
the
players
on
that
team
that
you
would
like
to
import.
You
can
import
all
the
players
on
a
team
by
clicking
on
the
Import
Entire
Team
checkbox.
Once
you
have
selected
the
players
you
want
to
import
you
will
be
asked
to
select
the
team
in
your
current
library
that
you
would
like
the
players
to
be
added
to
(the
source
team).
You
can
either
select
an
existing
team,
or
create
a
new
one.
When
you
are
done
selecting
the
import
options,
the
selected
players
will
be
imported
into
your
library.
3.1.11. EXIT
The
Library-‐>Exit
exits
Digital
Diamond
Baseball.
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23,
2015
The
opening
day
roster
feature
can
be
combined
with
the
transactions
feature
and
the
as-‐played
lineup
feature
to
create
very
accurate
season
replays.
In
addition,
opening
day
rosters
can
be
used
to
create
playoff
libraries
that
can
restore
team
rosters
to
the
state
they
were
in
right
before
the
playoffs
start.
See Section 3.3.2 to learn more about how to enter or import opening day rosters.
The
Players-‐>Combine
Duplicate
Player
Records
menu
item
is
useful
for
when
you
want
to
run
a
draft.
This
menu
item
creates
a
team
called
DUP
(this
team
will
be
created
automatically
if
it
does
not
already
exist)
that
holds
all
duplicate
player
records.
It
then
combines
the
duplicate
player
records
into
a
single
player
record
and
places
that
player
record
on
a
team
called
TOT
(this
team
will
be
created
automatically
if
it
does
not
already
exist).
All
players
should
be
activated
in
the
library
before
running
this
command,
as
inactive
players
will
not
be
considered
by
this
command.
When
you
run
a
draft
using
the
Season-‐>Draft
menu
item,
you
can
request
to
have
this
operation
performed
automatically
for
you,
in
combination
with
releasing
all
players
to
the
free
agent
pool.
As
a
result,
users
typically
do
not
have
to
use
this
menu
item.
The
combination
of
combining
duplicates
and
releasing
all
players
to
the
free
agent
pool
will
generate
a
library
full
of
unique
player
records
all
stored
on
the
free
agent
team.
This
is
exactly
what
you
want
if
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2015
you
are
looking
to
draft
new
teams
from
an
existing
library.
See
Section
3.4.1
to
learn
more
about
drafting
players.
When
you
run
a
draft
using
the
Season-‐>Draft
menu
item,
this
operation
is
usually
performed
automatically
for
you,
in
combination
with
combining
all
duplicate
records.
As
a
result,
users
typically
do
not
have
to
use
this
menu
item.
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2015
Digital
Diamond
Baseball
calculates
default
values
for
some
of
these
ratings
using
the
player’s
real-‐life
statistics
(see
Section
8.3
for
more
information
about
how
these
are
calculated).
However,
because
these
statistics
can
be
somewhat
subjective,
the
user
can
override
any
of
them
if
they
wish.
All
of
these
ratings
can
also
be
viewed
in
the
ratings
section
of
the
Browse
Real
Life
Stats
tab.
Digital Diamond Baseball currently supports the following extended player ratings:
• Bunt
Rating:
The
bunt
rating
specifies
how
often
a
player
will
be
able
to
execute
a
successful
sacrifice
bunt.
Digital
Diamond
Baseball
calculates
a
default
value
for
this
rating.
• Lead
Rating:
The
lead
rating
specifies
how
often
a
player
will
be
able
to
get
a
good
enough
lead
to
attempt
stealing
a
base.
Digital
Diamond
Baseball
calculates
a
default
value
for
this
rating.
• Run
Rating:
The
run
rating
specifies
how
often
a
player
will
be
able
to
take
an
extra
base.
Digital
Diamond
Baseball
does
not
calculate
a
default
value
for
this
rating.
Instead,
all
players
are
assigned
a
3.
• Range
Rating:
The
range
rating
specifies
how
much
ground
a
player
can
cover
when
in
the
field.
Player’s
with
good
range
can
make
plays
on
batted
balls
that
other
players
can’t.
Digital
Diamond
Baseball
does
not
calculate
a
default
value
for
this
rating.
Instead,
all
players
are
assigned
a
3
(average)
if
they
qualify
to
play
a
position
and
a
5
for
positions
they
are
not
qualified
to
play.
• Catcher
Arm
Rating:
The
catcher
arm
rating
specifies
how
hard
it
will
be
for
a
runner
to
steal
a
base
against
a
catcher.
Catchers
with
good
arms
are
more
likely
to
throw
a
base
runner
out
when
they
attempt
a
steal.
This
rating
is
combined
with
runner’s
steal
percentage
to
determine
how
likely
the
runner
will
be
able
to
steal
a
base
given
they
get
a
good
lead.
Digital
Diamond
Baseball
does
not
calculate
a
default
value
for
this
rating.
Instead,
all
catchers
are
assigned
a
3
rating.
• Outfield
Arm
Rating:
The
outfield
arm
rating
specifies
how
hard
it
will
be
for
a
runner
to
take
an
extra
base
when
an
outfielder
makes
a
play.
Outfielders
with
good
arms
are
more
likely
to
throw
a
base
runner
out
when
they
attempt
an
extra
base,
or
even
prevent
a
base
runner
from
attempting
an
extra
base.
Digital
Diamond
Baseball
does
not
calculate
a
default
value
for
this
rating.
Instead,
all
outfielders
are
assigned
a
3.
• Hold
Rating:
The
hold
rating
specifies
how
hard
it
will
be
for
a
runner
to
get
a
good
enough
lead
to
attempt
to
steal
a
base.
This
rating
is
combined
with
the
runner’s
lead
rating
to
determine
the
likelihood
that
the
runner
will
get
a
good
lead.
Pitchers
with
a
good
hold
rating
will
make
it
more
difficult
for
a
runner
to
get
a
good
lead
and
will
increase
the
chance
that
a
runner
will
get
picked
off.
Digital
Diamond
Baseball
does
not
calculate
a
default
value
for
this
rating.
Instead,
all
pitchers
are
assigned
a
3.
The
Customize
Ratings
dialog
box
allows
the
user
to
browse
through
all
of
the
players
in
the
library
and
view,
override,
or
reset
their
extended
ratings.
In
addition,
this
dialog
allows
you
to
reset
all
player
ratings
to
their
default
ratings,
temporarily
disable
customized
player
ratings,
import
player
ratings
in
bulk,
or
export
player
ratings.
Disabling
customized
player
ratings
is
especially
useful
if
you
want
replay
a
season
without
using
customized
ratings,
but
you
don’t
want
to
loose
the
customized
ratings.
Page 21 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
If you want to import custom ratings in bulk, your rating file must follow the following format:
The
Rating
Type
field
can
have
one
of
the
following
values:
CARM, OFARM, HOLD, RUN,
RANGEP, RANGEC, RANGE1B, RANGE2B, RANGE3B, RANGESS, RANGELF, RANGECF,
RANGERF.
The first line in the import file is always ignored.
The following is an example of what an import file might look like:
In
addition
to
the
extended
player
ratings
listed
above,
there
are
three
other
ratings
used
by
Digital
Diamond
Baseball
to
determine
player
performance:
the
steal
rating,
error
rating,
and
pitcher
durability
rating.
These
ratings
are
automatically
calculated
by
Digital
Diamond
Baseball
using
the
player’s
real-‐life
statistics
and
cannot
be
overridden
by
the
user.
Therefore,
they
are
not
included
in
the
Customize
Ratings
dialog
box.
This
menu
item
also
allows
you
to
import
the
opening
day
rosters
for
all
players
in
the
library.
The
opening
day
roster
files
available
on
Mark
Miller’s
Baseball
Goodies
website
(http://ballstat.com/markmiller/Goodies.htm)
can
be
used
to
import
opening
day
rosters
for
most
seasons
in
history.
Page 22 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
You
can
also
choose
to
create
your
own
opening
day
import
files.
The
importer
always
ignores
the
first
line
in
the
file.
The
remaining
lines
specify
each
player
in
the
library
that
started
the
season
on
an
opening
day
roster.
Each
row
in
the
file
should
contain
the
following
four
fields,
separated
by
commas:
• Transaction
Type:
This
field
should
always
be
equal
to
Opening Day
for
all
rows
in
the
file.
• Year:
This
specifies
the
year
that
the
player
was
on
an
opening
day
roster.
• Team:
This
specifies
the
team
that
the
player
started
the
season
with.
• Player:
This
specifies
the
player
that
started
the
season
on
an
opening
day
roster.
Microsoft
Excel,
or
some
other
spreadsheet
software,
is
recommended
for
creating
import
files.
If
you
use
a
spreadsheet
program,
be
sure
to
save
the
file
in
CSV
format.
When
you
ask
the
computer
manager
to
generate
team
profiles
you
will
be
presented
with
one
or
more
of
the
following
options:
• Include
inactive
players:
this
option
will
include
inactive
players
in
the
team
profile.
If
a
player
is
inactive
when
the
profile
is
used
in
a
game,
the
computer
will
substitute
an
active
player.
This
is
a
good
option
to
select
if
you
are
generating
profiles
for
a
season
that
contains
real-‐life
transactions.
• Use
old-‐school
reliever
usage:
this
option
will
generate
a
profile
that
does
not
utilize
modern
relief
roles
such
as
setup
and
closer.
In
addition,
this
option
may
use
pitchers
listed
in
the
starting
rotation
as
relievers
on
days
they
do
not
start.
• Make
decisions
based
primarily
on
real-‐life
usage:
this
option
will
select
players
based
on
how
often
they
played
in
real-‐life.
This
is
a
good
option
to
select
if
you
are
looking
to
replay
a
real-‐
life
season
as
accurately
as
possible.
Users
selecting
this
option
may
also
want
to
edit
the
Global
Managerial
Tendencies
so
that
starters
will
last
longer
and
pitch
more
complete
games.
To
do
this
set
the
Relief
Rest
tendency
to
More
or
Much
More
and
the
Reliever
Usage
tendency
to
Less
or
Much
Less.
Please
see
section
3.5.4
for
more
information
about
Global
Managerial
Tendencies.
• Make
decisions
based
primarily
on
real-‐life
ability:
this
option
will
select
players
based
on
how
well
they
performed
in
real-‐life.
This
is
a
good
option
to
select
if
you
are
building
profiles
for
a
draft
league
and
you
want
your
best
players
on
the
field
regardless
of
their
actual
real-‐life
usage.
Page 23 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
Each
section
in
the
Team
Profile
Editor
has
a
toolbar
that
allows
you
to
perform
the
following
operations:
• Save:
Saves
all
changes
that
have
been
made
to
the
current
team
profile.
• Generate
Section:
Automatically
generates
the
currently
selected
profile
section
(i.e.,
Lineups,
Starting
Rotation,
Reliever
Usage,
or
Tendencies).
• Generate
Team:
Automatically
generates
the
entire
team
profile
for
the
currently
selected
team.
• Generate
Teams:
Automatically
generates
team
profiles
for
all
of
the
teams
in
the
library.
This
is
a
great
way
to
populate
your
library
with
default
profiles.
However,
you
should
be
careful.
This
option
will
overwrite
any
profiles
that
you
have
created
by
hand!
• Clear
Section:
Clears
all
players
from
the
currently
selected
profile
section.
• Clear
Team:
Clears
all
players
from
the
entire
team
profile
for
the
currently
selected
team.
• Clear
Teams:
Clears
all
players
in
all
team
profiles.
• Set
Use
Closers:
Checks
the
Use
Closers
check
box
for
all
teams
in
the
library.
• Clear
Use
Closers:
Un-‐checks
the
Use
Closers
check
box
for
all
teams
in
the
library.
• Import:
Allows
you
to
import
a
previously
exported
team
profile.
• Export:
Exports
a
team
profile
so
that
it
can
be
imported
at
a
later
time.
This
allows
you
to
create
a
collection
of
team
profiles
that
you
can
import
as
needed
during
a
replay.
This
feature
is
also
handy
if
you
are
participating
in
a
league
with
other
Digital
Diamond
baseball
players.
You
can
use
this
feature
to
export
your
manager
profile
and
send
it
to
the
Commissioner
of
your
league
so
it
can
be
imported
into
the
master
library
file.
The
first
tab
in
the
Team
Profile
Editor
is
the
Lineups
tab.
This
tab
allows
you
to
create
several
different
lineups
and
specify
what
situation
they
should
be
used
as
well
as
how
often
they
should
be
used.
In
addition,
you
can
specify
how
substitutions
will
be
made
to
any
lineup
before
they
are
used
in
a
game.
To
help
you
make
decisions,
you
can
hover
over
any
player
in
the
drop-‐down
list
box
to
see
a
summary
of
their
real
life
and
simulated
statistics.
You
can
also
consult
the
Roster
Report,
which
is
accessible
in
the
Team
Profile
Editor
under
the
Roster
Report
tab.
Inactive
players
will
be
displayed
in
the
lineup
in
gray.
Each lineup you create can be placed in one of four different categories:
• LHP:
Lineups
in
this
category
will
be
used
when
the
team
is
facing
a
left-‐handed
pitcher
and
the
DH
rule
is
not
in
effect.
• RHP:
Lineups
in
this
category
will
be
used
when
the
team
is
facing
a
right-‐handed
pitcher
and
the
DH
rule
is
not
in
effect.
• RHP
w/
DH:
Lineups
in
this
category
will
be
used
when
the
team
is
facing
a
right-‐handed
pitcher
and
the
DH
rule
is
in
effect.
• LHP
w/
DH:
Lineups
in
this
category
will
be
used
when
the
team
is
facing
a
left-‐handed
pitcher
and
the
DH
rule
is
in
effect.
Page 24 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
Each
lineup
has
a
lineup
frequency
that
determines
how
often
the
lineup
will
be
used.
Each
time
the
computer
manager
is
asked
to
select
a
lineup
it
will
use
this
frequency
value
to
determine
which
lineup
to
select.
The
total
frequency
of
all
lineups
in
a
category
should
be
100%.
If
the
computer
manager
selects
a
lineup
that
is
invalid
for
some
reason
(perhaps
one
of
the
players
is
no
longer
active
due
to
a
transaction)
it
will
continue
to
search
all
of
the
lineups
in
your
profile
for
a
valid
lineup.
The
computer
manager
will
conduct
this
search
based
on
the
frequencies
you
specify.
The
frequency
feature
makes
it
really
easy
to
provide
the
computer
manager
with
a
rich
set
of
lineups
to
chose
from
as
it
manages
its
team.
Many
of
the
online
baseball
statistics
sites
(e.g.,
Baseball
Reference)
provide
the
most
frequent
lineups
used
by
a
team
during
the
season,
and
how
often
they
were
used.
You
can
enter
these
lineups
directly
into
the
profile
and
your
computer
manager
will
utilize
your
players
in
a
fashion
that
is
very
similar
to
real
life.
For
each
lineup
you
can
create
a
set
of
bench
player
settings
that
will
be
used
by
the
computer
manager
to
make
lineup
substitutions.
Using
bench
player
settings
you
can
list
the
players
you
would
like
to
be
inserted
into
the
lineup,
what
position
in
the
lineup
you
would
like
them
to
be
placed,
and
how
often
you
would
like
this
substitution
to
be
made.
You
can
also
ask
the
computer
to
create
bench
player
settings
for
you
by
clicking
on
the
Generate
Bench
and
Generate
Frequencies
toolbar
buttons.
Before
the
computer
generates
the
bench
player
settings
you
will
be
given
an
opportunity
to
specify
if
a
player’s
real-‐life
usage
or
real-‐life
ability
should
be
used
to
determine
how
often
a
player
should
be
substituted.
The
second
tab
in
the
Team
Profile
Editor
is
the
Starting
Rotation
tab.
This
tab
allows
you
to
create
a
starting
rotation
as
well
as
specify
spot
starters.
To
help
you
make
decisions,
you
can
hover
over
any
player
in
the
drop-‐down
list
box
to
see
a
summary
of
their
real
life
statistics.
For
each
pitcher
in
the
rotation
you
can
also
specify
a
spot
percentage.
The
spot
percentage
determines
how
often
a
spot
starter
will
replace
the
starter.
This
percentage
must
be
between
0
-‐
100%.
The
Use
strict
rotation
check
box
located
at
the
bottom
of
the
Starting
Rotation
table
allows
you
to
specify
if
you
want
the
computer
manager
to
stick
to
a
strict
rotation
or
skip
starters
at
the
bottom
of
the
rotation
when
top
starters
are
rested.
On
the
right-‐hand
side
of
the
Starting
Rotation
tab
is
the
Spot
Starters
table.
You
can
use
this
table
to
specify
which
pitchers
you
would
like
the
computer
manager
to
consider
when
selecting
a
spot
starter.
A
spot
starter
will
be
used
if
all
of
the
starting
pitchers
in
the
rotation
are
tired,
or
if
the
computer
manager
has
decided
to
replace
the
current
starting
pitcher
based
on
the
spot
percentage
value.
Each
spot
starter
in
the
Spot
Starters
table
has
a
frequency
value
associated
with
them
that
helps
the
computer
manager
decide
which
spot
starter
to
select.
The
total
frequency
for
all
spot
starters
must
be
100%.
The
Reliever
Usage
tab
allows
you
to
specify
what
relievers
should
be
used
in
a
particular
situation
and
if
the
computer
manager
should
give
special
consideration
to
the
closer
role.
In
addition,
you
can
specify
the
likelihood
that
a
rested
pitcher
in
a
particular
role
will
be
selected
by
the
computer
manager
during
Page 25 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
a
game.
To
help
you
make
decisions,
you
can
hover
over
any
player
in
the
drop-‐down
list
box
to
see
a
summary
of
their
real
life
statistics.
Inactive
pitchers
will
be
displayed
in
in
gray.
There
are
six
different
categories
that
a
reliever
can
be
placed
in:
• Long
Relievers:
Long
relievers
are
typically
used
when
a
reliever
is
required
before
the
sixth
inning.
However,
this
will
vary
based
on
the
team's
manager
tendencies
settings.
The
computer
manager
will
avoid
a
pitcher
in
this
list
if
they
are
tired.
What
constitutes
being
tired
also
varies
based
on
the
team's
manager
tendencies
settings.
If
there
is
not
a
rested
pitcher
in
this
category,
the
computer
manager
will
look
for
someone
in
the
Middle
Relievers
category.
• Middle
Relievers:
Middle
relievers
are
typically
used
when
a
reliever
is
required
after
the
fifth
inning
and
before
the
eighth
inning.
However,
this
will
vary
based
on
the
team's
manager
tendencies
settings.
The
computer
manager
will
avoid
a
pitcher
in
this
list
if
they
are
tired.
What
constitutes
being
tired
also
varies
based
on
the
team's
manager
tendencies
settings.
If
there
is
not
a
rested
pitcher
in
this
category,
the
computer
manager
will
look
for
someone
in
the
Setup
vs.
RHB
or
Setup
vs.
RHB
category.
• Setup
vs.
RHB
and
Setup
vs
LHB:
These
categories
are
typically
used
when
a
reliever
is
required
after
the
seventh
inning.
However,
this
will
vary
based
on
the
team's
manager
tendencies
settings.
The
computer
manager
will
avoid
a
pitcher
in
this
list
if
they
are
tired.
What
constitutes
being
tired
also
varies
based
on
the
team's
manager
tendencies
settings.
If
there
is
not
a
rested
pitcher
in
one
of
these
categories,
the
computer
manager
will
look
for
someone
in
the
Middle
Relievers
category.
• Closer
vs.
RHB
and
Closer
vs.
LHB:
These
categories
are
typically
used
when
a
reliever
is
required
after
the
eighth
inning,
the
team
is
winning
by
three
or
fewer
runs.
Once
a
closer
is
selected,
the
computer
manager
will
stick
with
him
until
they
successfully
close
out
the
game
or
they
blow
the
save.
The
computer
manager
will
avoid
a
pitcher
in
this
list
if
they
are
tired.
What
constitutes
being
tired
also
varies
based
on
the
team's
manager
tendencies
settings.
If
there
is
not
a
rested
pitcher
in
this
category,
the
computer
manager
will
look
for
someone
in
one
of
the
setup
categories.
If
the
Use
Closers
checkbox
is
not
selected,
the
computer
manager
will
not
distinguish
between
the
setup
role
and
the
closer
role.
All
closers
will
be
placed
in
the
setup
categories
and
special
consideration
will
not
be
given
to
closers.
The
Tendencies
tab
allows
you
to
specify
how
often
a
manager
will
make
a
particular
decision
during
a
game.
All
of
these
tendencies
are
determined
relative
to
the
global
managerial
tendency
settings,
which
can
be
accessed
via
the
Options-‐>Global
Managerial
Tendencies
menu
item.
There
are
several
different
tendency
settings:
• Base
Stealing:
This
tendency
determines
how
aggressive
the
manager
will
be
with
respect
to
stealing
bases.
More
Frequent
means
the
manager
will
try
to
steal
more
often
and
Less
Frequent
means
the
manager
will
try
to
steal
less
often.
• Sacrifice
Bunting:
This
tendency
determines
how
often
the
manager
will
sacrifice
bunt.
More
Frequent
means
the
manager
will
attempt
a
sacrifice
more
often
and
Less
Frequent
means
the
manager
will
sacrifice
bunt
less
often.
Page 26 of 74
Digital
Diamond
Baseball
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Manual
Version
5.0.4
Last
modified
on
February
23,
2015
• Pinch
Hitting:
This
tendency
determines
how
often
the
manager
will
pinch
hit.
More
Frequent
means
the
manager
will
pinch
hit
more
often
and
Less
Frequent
means
the
manager
will
pinch
hit
less
often.
• Reliever
Usage:
This
tendency
determines
how
often
the
manager
will
use
relief
pitchers.
More
Frequent
means
the
manager
will
be
more
willing
to
bring
in
a
reliever
and
Less
Frequent
means
the
manager
will
be
more
reluctant
to
bring
in
a
reliever.
• Reliever
Rest:
This
tendency
determines
how
much
rest
a
computer
manager
will
give
his
relievers.
More
Frequent
means
the
manager
will
rest
his
relievers
longer
and
Less
Frequent
means
the
manager
will
be
more
likely
to
bring
in
a
reliever
if
they
are
tired.
• Hit
and
Run:
This
tendency
determines
how
often
the
computer
manager
will
attempt
a
hit
and
run
for
this
team.
More
frequent
means
the
manager
will
try
to
hit
and
run
more
often
and
Less
Frequent
means
the
manager
will
try
to
hit
and
run
less
often.
• Base
Running:
This
tendency
determines
how
aggressive
the
computer
manager
will
be
when
there
is
a
chance
for
an
extra
base.
More
frequent
means
the
manager
will
try
to
take
an
extra
base
more
often
and
Less
Frequent
means
the
manager
will
be
more
conservative
on
the
base
paths.
• Infield
In:
This
tendency
determines
how
often
the
computer
manager
will
bring
the
infield
in.
More
frequent
means
the
manager
will
bring
the
infield
in
more
often
and
Less
Frequent
means
the
manager
will
bring
the
infield
in
less
often.
• Hold
Runners:
This
tendency
determines
how
often
the
computer
manager
will
hold
a
runner
at
first
base.
More
frequent
means
the
manager
will
hold
the
runner
run
more
often
and
Less
Frequent
means
the
manager
will
hold
the
runner
less
often.
• Intentional
Walks:
This
tendency
determines
how
often
the
computer
manager
will
intentionally
walk
a
hitter.
More
frequent
means
the
manager
will
intentionally
walk
the
hitter
more
often
and
Less
Frequent
means
the
manager
will
intentionally
walk
the
hitter
less
often.
The
Team
Profile
Editor
also
contains
a
Team
Roster
Report
and
a
Team
Profile
report
that
you
may
find
handy
when
creating
a
team
profile.
3.3.4. BALLPARKS
Digital
Diamond
Baseball
supports
the
creation
of
ballparks
that
can
be
assigned
to
one
or
more
teams
in
your
player
library.
Each
ballpark
can
have
several
different
attributes
assigned
to
it,
and
some
of
these
attributes
will
have
an
effect
on
the
outcome
of
games
played
in
that
ballpark.
To
access
the
Ballpark
Editor
select
the
Teams-‐>Ballparks
menu
item.
Each
ballpark
can
have
values
specified
for
any
of
the
following
attributes:
• Name
and
Nickname:
The
ballpark's
name
is
required
and
its
nick
name
is
optional.
If
the
name
is
omitted,
"untitled"
we
be
assigned
as
the
park's
name.
• City:
The
city
that
the
ballpark
is
located
in.
This
field
is
optional.
• Capacity:
The
maximum
attendance
of
the
ballpark.
This
field
is
optional.
Page 27 of 74
Digital
Diamond
Baseball
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Manual
Version
5.0.4
Last
modified
on
February
23,
2015
• Surface
and
Roof:
The
type
of
playing
field
and
the
type
of
roof.
This
field
is
optional.
Currently,
the
surface
and
roof
type
have
no
effect
on
the
outcome
of
a
game.
• Year
opened
and
Year
closed:
The
open
and
close
date
of
the
ballpark.
This
field
is
optional.
• Ballpark
images:
All
ballparks
can
be
assigned
an
image
for
day
games
and
night
games.
You
can
use
the
same
image
for
day
and
night
games
if
you
like.
The
game
comes
with
a
collection
of
ballpark
images,
each
in
two
different
sizes,
which
are
either
in
the
public
domain
or
have
been
made
available
via
the
Creative
Commons
License
(see
the
readme.txt
file
for
more
information).
If
you
do
not
specify
an
image,
the
Field.gif
image
located
in
the
Ballparks
folder
will
be
used
by
default.
You
must
also
assign
a
properties
file
for
your
image
that
contains
the
locations
of
the
players
on
the
field.
Property
files
are
also
provided
for
all
of
the
images
that
come
with
the
game.
NOTE:
custom
images
and
properties
files
must
be
stored
in
the
Ballparks
folder
(or
a
subfolder
of
the
Ballparks
folder)
located
in
your
Digital
Diamond
Baseball
installation
folder.
• Ballpark
dimensions:
The
ballpark
dimensions.
These
fields
are
optional.
Currently,
these
dimensions
have
no
effect
on
the
outcome
of
the
game.
• Ballpark
factors:
You
must
specify
five
different
ballpark
factors
for
each
of
your
custom
ballparks
(one
for
HR,
one
for
3B,
one
for
2B,
one
for
1B,
and
one
for
BB).
If
a
factor
is
omitted,
it
will
be
assigned
100,
which
has
a
neutral
effect.
A
factor
greater
than
100
means
the
park
gives
up
more
occurrences
of
a
particular
event,
and
a
factor
less
than
100
means
the
park
gives
up
less
occurrences
of
an
event.
Each
ballpark
factor
results
in
a
bonus
or
penalty
assigned
to
the
batter's
probabilities.
A
player’s
real-‐life
stats
already
reflect
the
factors
for
each
stadium
they
player
in
during
the
season.
Therefore,
ballpark
factors
should
have
an
overall
neutral
impact
on
a
player’s
performance.
To
accommodate
this,
Digital
Diamond
Baseball
adjusts
ballpark
factors
based
on
the
away
team’s
ballpark.
As
long
as
the
schedule
is
relatively
balanced
(each
team
plays
the
same
number
of
home
games
against
a
team
as
they
do
away
games
against
that
team)
the
overall
effect
of
ballpark
factors
will
be
neutral.
The
ballpark
factor
bonus/penalty
applied
to
a
player’s
event
probabilities
are
determined
using
the
following
formula:
New Event Probability = [(Home Park’s Event Factor/100) / (Away Park’s Event
Factor/100)] * Event Probability
Ballpark
factors
can
be
calculated
several
different
ways.
There
are
many
locations
on
the
World
Wide
Web
that
provide
ballpark
factors.
For
example,
ESPN's
ballpark
factors
can
be
found
at
http://espn.go.com/mlb/stats/parkfactor/_/year/2011.
NOTE:
Ballpark
factors
will
be
ignored
if
the
Enable
Ballpark
Factors
checkbox
is
not
checked
in
the
Options-‐>General
Options-‐>Other
dialog
box.
Page 28 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
As
mentioned
above,
when
customizing
ballpark
images
you
need
to
specify
an
image
and
a
property
file
that
specifies
the
locations
of
the
players
that
are
placed
on
the
image
during
game
play.
Specifically,
this
file
must
contain
X
and
Y
coordinates
for
each
fielder,
each
potential
runner,
a
left-‐
handed
batter,
and
a
right-‐handed
batter.
The
best
way
to
create
a
ballpark
property
file
is
to
use
the
Ballpark
Location
File
Editor.
You
can
access
the
Ballpark
Location
File
Editor
by
clicking
on
the
Edit
Park
Location
Files
button
located
at
the
bottom-‐right
of
the
Ballpark
Factors
dialog.
To
import
all
the
ballparks
from
one
library
into
another
library
you
can
use
the
Import
button
located
in
the
bottom
right
hand
corner
of
the
Ballpark
Editor.
When
you
click
on
this
button
you
will
be
asked
to
select
the
library
from
which
you
want
to
import
the
libraries
from.
After
you
select
your
library,
a ll
of
the
ballparks
in
that
library
will
be
imported
into
the
current
library.
You
should
feel
free
to
create
your
own
"ballpark
only"
libraries.
This
will
make
it
easy
for
you
to
share
ballparks
across
your
own
player
libraries,
and
also
share
your
ballpark
creations
with
other
Digital
Diamond
Baseball
users.
To
create
your
own
ballpark
library,
just
follow
these
simple
steps:
1. Create
a
new
player
library
using
the
Library-‐>Create
a
New
Library
menu
item.
This
will
create
an
empty
player
library.
2. Use
the
Teams-‐>Ballparks
menu
item
to
add
ballparks
to
your
empty
library.
That
is
it!
When
you
are
done
adding
parks
to
your
new
library,
you
can
import
these
parks
into
any
player
library
you
want
using
the
import
feature
described
above.
In
addition,
you
can
share
your
ballpark
library
with
other
Digital
Diamond
Baseball
users
using
the
Library-‐>Backup
Current
Library
and
Library-‐>Restore
A
Library
menu
item.
3.4.1. DRAFT
The
Digital
Diamond
Baseball
drafting
feature
allows
you
to
create
a
free
agent
pool
of
players
and
draft
teams
from
the
pool.
Drafting
is
conducted
from
the
Draft
dialog,
which
is
available
using
the
Season-‐
>Draft
menu
item.
When
you
first
open
the
Draft
dialog,
the
state
of
the
draft
currently
in
progress
will
be
displayed.
If
no
draft
is
in
progress,
the
first
round
will
be
displayed
and
no
draft
picks
will
be
listed.
At
this
point
you
can
continue
your
current
draft,
or
you
can
start
a
new
draft
by
clicking
on
the
Start
New
Draft
toolbar
button.
• Draft
Management
tab:
this
tab
is
where
you
will
make
your
draft
picks.
It
contains
a
list
of
the
teams
drafting,
the
current
round
and
draft
order,
the
draft
strategies
used
by
each
team,
and
a
history
of
all
of
the
picks
that
have
been
made
so
far.
In
addition,
the
target
player
distribution
that
the
computer
manager
will
be
trying
to
achieve
will
be
displayed
along
the
top
of
the
draft.
Page 29 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
The
majority
of
the
draft
action
takes
place
in
this
tab.
At
any
time
you
can
hover
the
mouse
over
a
draft
pick
to
get
a
tooltip
showing
a
summary
of
the
player's
real
life
statistics.
• Browse
Players
tab:
this
tab
is
a
handy
tool
for
exploring
who
you
might
want
to
pick
next.
It
displays
all
players
in
the
library,
and
allows
you
to
sort
and
filter
based
on
a
variety
of
statistics.
For
more
information
about
how
to
utilize
this
tab
for
examining
player
see
2.1.
• Draft
Rosters
tab:
this
tab
displays
up-‐to-‐the
minute
roster
reports
for
every
team
in
the
draft.
This
report
shows
all
players
on
the
currently
selected
team.
Players
are
organized
by
position
and
if
a
player
plays
more
than
one
position,
they
will
appear
in
more
than
one
section
on
the
report.
A
bold
font
indicates
that
the
position
is
the
player’s
primary
position.
Also
included
in
the
report
are
the
roster
totals,
an
offensive
and
defensive
team
rating,
and
each
player’s
draft
rating
(DRAT).
The
draft
rating
is
the
primary
statistic
used
by
the
computer
manager
when
making
picks
during
a
draft.
To
start
a
new
draft,
click
on
the
Start
New
Draft
button
located
in
the
top-‐left
corner
of
the
Draft
dialog.
You
do
not
have
to
complete
a
draft
in
one
sitting.
The
draft
is
automatically
saved
when
you
close
the
Draft
dialog.
When
you
start
a
new
draft,
you
will
be
asked
to
specify
the
operations
you
would
like
to
perform
before
the
draft
begins.
You
will
be
given
the
following
three
options:
• Backup
the
current
library:
the
draft
feature
makes
major
changes
to
your
library.
A s
a
result,
it
is
a
good
idea
to
make
a
backup
of
the
current
library
before
you
draft.
This
makes
it
possible
to
restore
your
library
to
the
state
it
was
in
before
you
ran
the
daft
(see
3.1.1
for
more
information
about
backing
up
and
restoring
a
library).
• Consolidate
duplicate
player
records:
each
player
that
played
on
more
than
one
team
in
the
current
library
will
be
consolidated
into
a
single
combined
statistical
record
and
placed
on
a
team
named
TOT.
This
ensures
that
all
players
in
the
draft
will
have
a
single
combined
record.
The
duplicate
player
records
will
not
be
discarded;
instead
they
are
copied
to
a
team
named
'DUP'.
• Create
the
free
agent
pool:
all
players
in
the
current
organization,
and
all
players
on
the
TOT
teal
will
be
released
to
a
free
agent
pool.
Be
sure
to
setup
your
organization
before
running
the
draft.
The
free
agent
pool
is
realized
as
a
single
team
named
FRAGENT
(if
this
team
does
not
exist,
it
will
be
created
automatically).
Importantly,
only
the
players
on
the
teams
in
the
current
organization,
and
players
on
the
TOT
team,
will
be
included
in
the
free
agent
pool.
This
makes
it
possible
to
create
a
draft
pool
consisting
of
a
subset
of
the
players
in
your
library.
For
example,
if
you
want
to
draft
only
the
NL
players
in
your
library,
remove
all
AL
teams
from
your
organization
before
starting
the
draft.
If
you
would
like
to
create
the
free
agent
pool
yourself,
before
running
a
draft,
you
can
simply
move
players
onto
a
team
called
FRAGENT.
You
can
move
players
using
the
Move
feature
located
in
the
Browse
Real
Life
Stats
tab.
If
you
do
choose
to
create
the
free
agent
pool
yourself,
before
running
the
draft,
you
do
not
want
to
check
the
Release
all
players
to
the
free
agent
pool
check
box.
Page 30 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
After
confirming
the
start
of
the
draft,
you
will
be
presented
with
the
Start
Draft
dialog,
which
will
allow
you
to
specify
the
draft
options.
The
options
included
in
this
dialog
box
are:
• The
Position
Settings:
These
settings
specify
how
many
players
at
each
position
the
computer
will
try
to
draft.
The
number
at
each
position
is
specified
as
a
percentage
of
the
overall
size
of
the
roster
at
the
time
the
pick
is
made.
You
cannot
change
this
option
after
the
draft
begins.
• The
Draft
Order
and
Number
of
Rounds:
You
can
change
the
order
using
the
Up
and
Down
buttons
located
to
the
left
of
the
draft
list.
By
checking
the
Snake
Draft
Order
check
box
you
can
have
the
draft
order
to
reverse
after
each
round.
You
cannot
change
this
option
after
the
draft
begins.
• Who
Will
Be
Making
the
Picks:
Your
options
here
are
either
the
computer
or
a
human.
You
can
change
this
option
during
the
draft
for
either
the
current
round,
or
all
remaining
rounds.
• Draft
Strategies:
These
options
allow
you
to
change
the
criteria
used
by
the
computer
manager
when
they
make
a
pick.
You
can
specify
two
different
strategies:
one
for
selecting
batters
and
one
for
selecting
pitchers.
After
sorting
players
by
draft
rating
(DRAT),
the
computer
manger
will
use
the
specified
draft
strategies
to
determine
which
of
the
top-‐ten
players
to
choose.
Batter
strategies
include
preferences
for
better
on
base
percentage,
power,
speed,
defense,
and
age
(preference
for
younger
players).
Pitcher
strategies
include
preferences
for
fewer
base
runners,
more
strikeouts
(power),
fewer
walks
(control),
fewer
earned
runs,
and
age
(preference
for
younger
players).
You
can
change
this
option
during
the
draft
for
either
the
current
round,
or
all
remaining
rounds.
Once
the
draft
begins,
the
Draft
Management
tab
displays
the
current
round
and
the
team
responsible
for
making
the
next
pick.
The
current
round
is
indicated
in
a
drop
down
list
box
at
the
top
of
the
tab
and
the
team
responsible
for
the
next
pick
is
highlighted
in
red.
You
can
click
on
the
Draft
Players
button
to
have
the
next
team
in
the
draft
order
to
make
a
pick,
or
click
on
the
Skip
Current
Pick
button
to
skip
the
current
daft
pick.
If
it
is
currently
the
computer's
turn
to
make
a
pick,
a
dialog
box
will
be
displayed
that
allows
you
to
can
specify
what
you
want
to
happen
after
the
draft
pick
is
completed.
This
dialog
will
give
you
three
choices:
• Draft
the
current
computer
pick
only:
this
choice
will
result
in
only
the
current
pick
being
made
and
control
will
be
returned
to
the
Draft
Management
tab.
• Draft
until
the
end
of
the
round
or
until
the
next
human
pick:
this
choice
will
result
in
consecutive
picks
until
either
a
human
pick
is
encountered,
or
until
the
current
round
ends.
• Draft
until
the
end
of
the
draft
or
until
the
next
human
pick:
this
choice
will
result
in
consecutive
draft
picks
until
either
a
human
pick
is
encountered,
or
until
the
entire
draft
ends.
If
you
are
running
a
draft
using
all
computer
mangers,
this
is
a
very
fast
way
to
complete
the
draft.
If
it
is
currently
your
turn
to
make
a
pick,
a
dialog
box
will
be
displayed
that
will
allow
you
to
select
the
player
you
wish
to
draft.
This
dialog
box
contains
a
list
of
all
available
players
in
the
free
agent
pool,
sorted
alphabetically.
To
help
you
make
a
pick,
you
can
hover
the
mouse
over
any
player
in
the
list
and
the
player's
detailed
statistics
page
will
be
displayed
in
a
pop-‐up.
To
make
your
pick,
simply
highlight
Page 31 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
the
player
you
want
and
click
on
OK.
To
help
you
locate
the
player
you
are
looking
for,
you
can
type
some
or
all
of
the
player's
last
name
into
the
Last
Name
text
field
and
click
Find.
This
will
filter
the
list
so
it
only
contains
player's
matching
the
last
name
you
entered.
Click
the
Clear
button
to
return
to
the
complete
list
of
payers.
You
can
also
ask
the
computer
manager
for
a
suggestion
by
clicking
on
the
Suggest
button.
This
will
display
a
dialog
box
asking
you
to
specify
what
type
of
player
you
are
looking
for
(e.g.,
batter,
Pitcher,
left
fielder).
From
this
dialog
box,
you
can
also
ask
the
computer
manager
to
suggest
the
best
pick
for
your
team.
After
you
select
an
option,
the
computer
will
highlight
its
recommendation.
At
any
time
during
the
draft
you
can
(and
should)
consult
the
Browse
Players
and
Draft
Rosters
tabs.
These
tabs
will
help
you
determine
what
players
you
need
and
then
find
the
best
players
to
meet
that
need.
At
any
time
during
the
draft
you
can
change
who
is
responsible
for
drafting
for
a
team
(computer
or
human)
and
the
strategies
used.
If
you
change
either
of
these,
you
will
be
asked
if
you
want
the
change
to
affect
the
current
round,
or
the
current
round
and
all
subsequent
rounds.
One
of
the
most
difficult
tasks
when
creating
the
Digital
Diamond
Baseball
draft
feature
was
coming
up
with
a
computer-‐drafting
algorithm
that
would
create
complete,
good,
and
evenly
matched
teams.
This
is
further
complicated
by
the
fact
that
drafted
teams
will
be
expected
to
be
able
to
conform
to
player-‐
usage
limits.
During
the
draft,
the
computer
manger
tries
hard
to
ensure
that
it
picks
the
best
available
players
that
meet
the
current
needs
of
the
team.
Our
computer
drafting
does
add
some
variability
to
the
algorithm
so
that
consecutive
drafts
will
produce
slightly
different
results.
The
Generate
New
Schedule
dialog
box
allows
you
to
automatically
generate
a
schedule
for
an
entire
season,
or
import
a
predefined
schedule,
including
one
that
contains
the
starting
lineups
and
starting
pitchers
for
each
game
in
the
schedule.
If
you
allow
the
system
to
generate
a
full
season
schedule
for
you,
the
schedule
it
creates
will
be
balanced,
meaning
each
team
will
play
each
other
team
in
the
their
league
the
same
number
of
times
(if
possible)
and
evenly
at
both
the
team’s
home
stadiums.
Occasionally,
an
extra
day
rest
will
be
added
to
the
scheduled
and
sometimes
day
games
will
be
scheduled.
In
addition,
series
will
vary
from
between
three
and
four
games
in
length
and
the
schedule
will
not
include
interleague
play.
If
you
want
to
generate
a
more
sophisticated
schedule
than
the
one
that
Digital
Diamond
Baseball
will
create
automatically,
you
can
import
a
schedule.
To
import
a
schedule,
you
will
need
a
file
that
contains
Page 32 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
the
date
(in
YYYYMMDD
format),
away
team,
and
home
team.
You
can
also
specify
if
the
game
was
a
day
game
(D)
or
a
night
game
(N),
but
this
field
is
not
required.
Each
scheduled
game
must
appear
on
a
separate
line
in
the
file,
and
a
comma
must
separate
each
item
on
the
line.
Finally,
the
scheduled
games
should
start
on
the
very
first
line
in
the
file;
there
should
not
be
any
header
information.
Excel
or
some
other
spreadsheet
software
application
is
very
handy
for
generating
schedule
import
files.
For
example,
the
following
file
would
create
a
schedule
containing
two
games,
the
first
game
is
a
day
game
and
the
second
game
was
played
at
night:
Digital
Diamond
Baseball
also
allows
you
to
import
a
schedule
that
contains
the
starting
pitchers
and
complete
lineups.
These
schedules
are
called
as-‐played
schedules.
This
feature
allows
you
to
replay
an
entire
season
using
the
exact
same
starting
pitchers
and
lineups
that
were
used
in
that
season.
As-‐
played
schedules
are
quite
complex
to
make.
Fortunately,
Digital
Diamond
Baseball
comes
with
as-‐
played
import
files
that
are
already
populated
for
every
major
league
season
from
1877
to
2014.
These
schedules
are
contained
in
the
Schedules
folder
located
inside
the
Digital
Diamond
Baseball
installation
folder
(e.g.,
GM1980.txt,
GM1981.txt).
The
schedule
information
included
with
the
game
was
obtained
free
of
charge
from
and
is
copyrighted
by
Retrosheet.
Interested
parties
may
contact
Retrosheet
at
20
Sunset
Rd.,
Newark,
DE
19711.
Page 33 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
If
you
want
to
create
your
own
custom
as-‐played
schedule
you
should
start
by
editing
one
of
the
Retrosheet
game
log
files
included
with
the
game.
Once
again,
Excel
or
some
other
spreadsheet
software
application
is
very
handy
for
generating
as-‐played
schedule
files.
The
good
news
is
that
most
of
the
161
columns
in
a
Retrosheet
game
log
can
be
left
blank.
You
only
need
to
provided
values
for
the
following
columns:
Columns
Value
1
Game
date
in
YYYYMMDD
format
4
Away
team
7
Home
team
13
D
or
N
for
Day
game
or
Night
game
103
Away
Starter
105
Home
Starter
107
&
108
Away
team
player
name
for
lineup
spot
#1
and
position
(1-‐10,
where
10
is
DH)
110
&
111
Away
team
player
name
for
lineup
spot
#2
and
position
(1-‐10,
where
10
is
DH)
113
&
114
Away
team
player
name
for
lineup
spot
#3
and
position
(1-‐10,
where
10
is
DH)
116
&
117
Away
team
player
name
for
lineup
spot
#4
and
position
(1-‐10,
where
10
is
DH)
119
&
120
Away
team
player
name
for
lineup
spot
#5
and
position
(1-‐10,
where
10
is
DH)
122
&
123
Away
team
player
name
for
lineup
spot
#6
and
position
(1-‐10,
where
10
is
DH)
125
&
126
Away
team
player
name
for
lineup
spot
#7
and
position
(1-‐10,
where
10
is
DH)
128
&
129
Away
team
player
name
for
lineup
spot
#8
and
position
(1-‐10,
where
10
is
DH)
131
&
132
Away
team
player
name
for
lineup
spot
#9
and
position
(1-‐10,
where
10
is
DH)
134
&
135
Home
team
player
name
for
lineup
spot
#1
and
position
(1-‐10,
where
10
is
DH)
137
&
138
Home
team
player
name
for
lineup
spot
#2
and
position
(1-‐10,
where
10
is
DH)
140
&
141
Home
team
player
name
for
lineup
spot
#3
and
position
(1-‐10,
where
10
is
DH)
143
&
144
Home
team
player
name
for
lineup
spot
#4
and
position
(1-‐10,
where
10
is
DH)
146
&
147
Home
team
player
name
for
lineup
spot
#5
and
position
(1-‐10,
where
10
is
DH)
149
&
150
Home
team
player
name
for
lineup
spot
#6
and
position
(1-‐10,
where
10
is
DH)
152
&
153
Home
team
player
name
for
lineup
spot
#7
and
position
(1-‐10,
where
10
is
DH)
155
&
156
Home
team
player
name
for
lineup
spot
#8
and
position
(1-‐10,
where
10
is
DH)
158
&
159
Home
team
player
name
for
lineup
spot
#9
and
position
(1-‐10,
where
10
is
DH)
Page 34 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
Importantly,
once
your
library
becomes
a
career
library,
it
can
never
return
back
to
a
non-‐career
library.
The
only
way
to
return
the
library
back
to
a
single-‐season
library
is
to
restore
it
from
a
backup.
As
a
result,
when
you
choose
to
age
your
library
using
this
menu
item,
you
will
be
given
the
option
to
make
a
backup
of
the
library.
I t
is
strongly
recommended
that
you
do
create
a
backup
before
aging
a
library.
To learn more about Digital Diamond Baseball’s career mode, see Section 6.
General
batting
options
are
available
via
the
Options-‐>General
Options-‐>Hitting
menu
item.
The
following
list
describes
all
of
the
general
batting
options:
• Penalty
for
squeeze
play:
The
probability
of
a
successful
bunt
is
decreased
when
a
manager
elects
to
execute
the
squeeze
play.
This
option
specifies
by
how
much
the
bunt
success
probability
should
be
decreased.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
500
represents
a
50%
decrease
in
the
chance
of
success.
• Single
bonus
to
RHB
when
runner
on
1B
held:
This
option
contains
the
bonus
given
to
a
right-‐
handed
batters
probability
of
getting
a
single
when
they
are
at
the
plate
and
a
runner
is
being
held
on
1B.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
5
represents
a
0.5%
bonus.
• Single
bonus
to
LHB
when
runner
on
1B
held:
This
option
contains
the
bonus
given
to
a
left-‐
handed
batters
probability
of
getting
a
single
when
they
are
at
the
plate
and
a
runner
is
being
held
on
1B.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
10
represents
a
1%
bonus.
• Single
bonus
when
infield
in:
This
option
contains
the
bonus
given
to
a
batters
probability
of
getting
a
single
when
they
are
hitting
with
the
infield
in.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
50
represents
a
5%
bonus.
• 1B
penalty
when
hit
and
run:
This
option
contains
the
penalty
given
to
a
left-‐handed
batter’s
probability
of
getting
a
single
when
the
hit
and
run
is
on.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
30
represents
a
3%
bonus.
Page 35 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
• Pull
factor:
This
option
specifies
how
likely
a
player
will
be
to
pull
a
ball.
Only
line
drives
and
ground
balls
are
affected
by
this
option.
Fly
balls
and
pop-‐ups
are
“pull
neutral”.
There
are
four
possible
settings:
Off,
Low,
Med,
and
High.
The
default
is
Med.
The
following
table
shows
the
likelihood
that
a
left-‐handed
player
will
hit
the
ball
to
different
areas
of
the
field
based
on
the
setting
for
this
option
(the
right-‐handed
probabilities
are
reversed):
1B
2B
SS
3B
LF
CF
RF
Off
20%
30%
30%
20%
30%
40%
30%
Low
30%
30%
20%
20%
20%
30%
40%
Med
30%
40%
20%
10%
20%
30%
50%
High
20%
50%
10%
10%
20%
20%
60%
General
pitching
options
are
available
via
the
Options-‐>General
Options-‐>Pitching
menu
item.
The
following
list
describes
all
of
the
general
pitching
options:
• Minimum
starts
to
qualify
as
starter:
This
option
specifies
the
minimum
number
of
real-‐life
starts
required
for
a
pitcher
to
qualify
as
a
starter.
• Minimum
games
to
qualify
as
a
reliever:
This
option
specifies
the
minimum
number
of
real-‐life
games
required
for
a
pitcher
to
qualify
as
a
reliever.
This
option
is
useful
to
prevent
position
players
that
happened
to
pitch
in
an
emergency
situation
from
being
used
as
a
reliever
by
the
computer
manager.
• Average
batters
faced
per
inning
(REQUIRES
A
RESTART):
The
actual
number
batters
faced
by
a
pitcher
is
often
not
available.
As
a
result,
this
must
be
estimated
by
Digital
Diamond
Baseball
based
on
the
number
of
innings
a
pitcher
threw
in
a
given
season.
This
option
allows
you
to
adjust
the
factor
used
by
Digital
Diamond
Baseball
to
estimate
BF.
Specifically,
this
option
specifies,
on
average,
how
many
batters
a
pitcher
faces
per
inning.
This
option
must
be
between
0-‐5000
and
a
value
of
1
is
equivalent
to
0.001
batters
faced
per
inning.
For
example,
if
the
value
is
2900
then
the
value
represents
2.9
batters
per
inning
on
average.
While
2.900
is
the
default
value,
you
should
adjust
this
value
based
on
the
season
or
baseball
era
the
library
represents.
This
is
especially
important
for
older
seasons.
The
formula
calculating
the
average
batters
faced
per
inning
is:
(Total PA - Total BB given up by pitchers - Total H given up by pitchers) /
Total innings pitched
This
option
is
also
a
great
way
to
adjust
offensive
output
globally
across
the
entire
library.
Decreasing
the
value
of
this
option
will
increase
the
amount
of
offense,
and
increasing
this
option
will
decrease
the
amount
of
offense.
NOTE:
If
you
adjust
this
parameter
you
must
restart
Digital
Diamond
Baseball
for
the
change
to
have
an
effect.
Page 36 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
• Average
number
of
HBP
per
BB:
This
option
controls
how
often
the
pitcher
will
hit
a
batter.
Specifically,
the
value
entered
here
is
the
average
number
of
batters
hit
by
a
pitch
per
walk.
• Average
number
of
WP
per
BF:
This
option
controls
how
often
the
pitcher
will
throw
a
wild
pitch.
Specifically,
the
value
entered
here
is
the
average
number
of
wild
pitches
thrown
per
batter
faced.
• Average
number
of
PB
per
BF:
This
option
controls
how
often
there
will
be
a
passed
ball.
Specifically,
the
value
entered
here
is
the
average
number
of
passed
balls
per
batter
faced.
General
running
options
are
available
via
the
Options-‐>General
Options-‐>Running
menu
item.
The
following
list
describes
all
of
the
general
running
options:
• Probability
runner
takes
extra
base:
This
option
specifies
the
probability
that
a
runner
will
take
an
extra
base
on
a
hit.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
200
represents
a
20%
probability
that
a
runner
will
take
an
extra
base
on
a
base
hit.
This
probability
may
be
adjusted
during
a
game
based
on
the
speed
of
the
runner,
the
number
of
outs,
and
where
the
ball
is
hit.
• Probability
a
runner
takes
an
extra
base
on
hit
and
run:
This
option
specifies
the
probability
that
a
runner
will
take
an
extra
base
on
a
hit
and
run.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
900
represents
a
90%
probability
that
a
runner
will
take
an
extra
base
on
a
base
hit.
• Bonus
to
extra
base
chance
with
2
outs:
This
value
of
this
option
increases
the
probability
of
a
runner
taking
an
extra
base
when
there
are
2
outs.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
200
results
in
a
20%
increase
in
the
probability
that
a
runner
will
take
an
extra
base
on
a
hit.
• Penalty
for
1st-‐>3rd
when
not
hit
to
RF:
This
value
of
this
option
decreases
the
probability
of
a
runner
going
1st
to
3rd
when
the
ball
is
NOT
hit
to
right
field.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
100
results
in
a
10%
decrease
in
the
probability
that
a
runner
will
go
1st
to
3rd
on
a
hit
to
left
or
center
field.
• Bonus
when
stealing
and
not
held
on
1B:
This
option
increases
the
runner's
stolen
base
success
rate
when
they
are
being
held
on
1B.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
100
results
in
a
10%
increase
in
a
runner's
stolen
base
success
rate.
• Chance
extra
base
attempt
draws
a
throw:
This
value
determines
how
often
the
computer
manager
will
attempt
a
throw
when
a
runner
takes
an
extra
base.
If
a
throw
is
made,
trailing
runners
will
be
given
a
chance
to
advance.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
100
results
in
a
10%
chance
a
throw
will
be
made
and
trailing
runners
will
have
a
chance
to
advance
on
the
throw.
• Penalty
to
lead
when
stealing
3B:
This
option
decreases
the
runner's
lead
chance
when
attempting
to
steal
third
base.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
200
results
in
a
20%
decrease
in
a
runner's
probability
of
getting
a
good
lead
when
stealing
third.
Page 37 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
• Penalty
to
steal
rating
when
hit
and
run:
This
option
decreases
the
runner's
stolen
base
success
rate
when
the
hit
and
run
is
on
and
the
batter
strikes
out.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
50
results
in
a
5%
decrease
in
a
runner's
stolen
base
success
rate.
• Infield
hit
chance
for
fast
runners:
This
option
determines
how
often
a
batter’s
single
will
be
an
infield
hit
if
the
batter
is
fast.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
100
results
in
a
10%
chance
that
a
single
will
be
an
infield
hit
for
speedy
batters.
• Infield
hit
chance
for
ave
runners:
This
option
determines
how
often
a
batters
single
will
be
an
infield
hit
if
the
batter
has
average
speed.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
60
results
in
a
6%
chance
that
a
single
will
be
an
infield
hit
for
batters
with
average
speed.
• Infield
hit
chance
for
slow
runners:
This
option
determines
how
often
a
batters
single
will
be
an
infield
hit
if
the
batter
has
poor
speed.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
10
results
in
a
1%
chance
that
a
single
will
be
an
infield
hit
for
slow
batters.
• Tag
up
chance
for
fast
runners:
This
option
determines
how
often
a
fast
runner
on
third
will
tag-‐up
on
a
medium
fly
ball.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
100
results
in
a
10%
chance
that
the
runner
will
tag
up.
• Tag
up
chance
for
ave
runners:
This
option
determines
how
often
an
average
runner
on
third
will
tag-‐up
on
a
medium
fly
ball.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
100
results
in
a
10%
chance
that
the
runner
will
tag
up.
• Tag
up
chance
for
slow
runners:
This
option
determines
how
often
a
slow
runner
on
third
will
tag-‐up
on
a
medium
fly
ball.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
100
results
in
a
10%
chance
that
the
runner
will
tag
up.
• Tag
up
bonus
for
deep
outs:
This
option
determines
how
much
the
tag
up
chance
will
increase
on
a
deeply
hit
ball.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
200
results
in
a
20%
increased
in
the
chance
that
the
runner
will
tag
up.
• Enable
SF
rule:
This
option
allows
you
to
enable
or
disable
the
sacrifice
fly
rule.
If
the
rule
is
disabled,
runners
can
still
score
by
tagging
up
from
third
base,
but
the
batter
will
not
be
awarded
a
sacrifice
fly.
In
Major
League
Baseball,
this
rule
was
not
in
effect
before
1908,
between
1931
and
1930,
and
between
1940
and
1953.
Miscellaneous
general
options
are
available
via
the
Options-‐>General
Options-‐>Other
menu
item.
The
following
list
describes
all
of
the
miscellaneous
(“other”)
general
batting
options
(many
of
these
options
are
also
available
during
a
game
using
the
in-‐game
Options
toolbar
button):
• Combined
card
animation
delay:
After
each
pitch,
the
Combined
Player
Card
is
animated
adding
some
suspense
to
the
outcome
of
the
confrontation
between
the
batter
and
pitcher.
This
options
specifies
how
long
the
animation
will
persist
before
the
result
is
displayed.
A
value
of
zero
will
disable
the
animation.
Page 38 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
• Play
by
play
delay:
To
add
suspense
to
the
game,
there
is
a
time
delay
between
the
display
of
each
message
printed
in
the
Message
Window.
This
option
specifies
how
long
the
delay
should
be.
A
value
of
zero
will
disable
the
delay.
If
the
play
by
play
delay
is
too
small,
sound
will
be
disabled.
• Fielder/runner/batter
name
font:
The
font
family,
style,
and
size
used
to
display
players
in
the
play
area
during
a
game.
• Play
by
play
font:
The
font
family,
style,
size,
and
color
used
to
display
the
play
by
play
during
a
game.
• Font
size
for
tables
and
lists:
Specifies
the
font
size
used
in
ALL
tables
and
lists
in
the
user
interface.
This
is
great
for
people
with
poor
vision
because
it
increases
the
font
size
throughout
the
game
interface.
• Allow
games
to
be
played
out
of
order:
The
default
behavior
does
not
allow
games
to
be
played
during
a
day
until
all
the
games
on
the
previous
day
have
been
completed.
Checking
this
option
makes
it
possible
to
play
scheduled
games
in
any
order.
You
should
check
this
option
if
you
are
participating
in
a
league
so
you
can
play
all
the
games
in
a
series
without
playing
other
series
during
the
same
time
period.
• Number
of
innings
in
a
game:
Specifies
the
number
of
innings
to
be
played
in
a
game,
no
including
extra
innings.
This
option
is
ignored
in
the
trial
version.
• Show
roll:
This
option
allows
you
to
control
if/when
to
display
the
dice
roll
that
determines
the
outcome
of
the
play.
There
are
four
options:
Never,
Before
the
play,
After
the
play,
and
Entered
by
the
user.
If
you
set
this
option
to
Never,
no
dice
rolls
will
be
displayed
in
the
play-‐by-‐play.
If
you
set
this
option
to
Before
the
play,
all
dice
rills
will
be
displayed
during
the
game,
and
the
swing
roll
will
be
displayed
before
the
play
unfolds.
However,
some
users
prefer
to
wait
until
after
the
play-‐by-‐play
call
before
seeing
the
swing
dice
roll
because
they
feel
it
adds
to
the
suspense
of
the
play.
In
this
case,
you
should
set
this
option
to
After
the
play.
Finally,
the
Entered
by
the
user
option
will
cause
the
game
engine
to
prompt
the
user
to
enter
the
dice
roll.
This
allows
users
to
roll
physical
dice
to
determine
game
outcomes.
We
recommend
using
three
10-‐sided
dice
(0-‐9),
each
of
a
different
color.
This
will
allow
you
to
roll
all
three
dice
at
the
same
time
to
determine
the
outcome.
Alternatively,
one
10-‐sided
die
(0-‐9)
will
work,
but
you
have
to
roll
it
three
different
times.
• Enable
ballpark
factors:
When
this
checkbox
is
selected,
the
physical
characteristics
of
the
home
team's
ballpark
will
play
a
role
in
the
outcome
of
the.
• Enable
ballpark
factor
normalization:
When
this
checkbox
is
selected,
ballpark
factors
will
be
normalized
based
on
the
team’s
schedule.
This
option
attempts
to
allow
ballpark
factors
to
have
an
impact
on
game
play,
while
at
the
same
time
limiting
its
effect
on
the
overall
league-‐
wide
statistics.
This
option
should
be
used
if
you
are
replaying
an
actual
baseball
season.
• Enable
player
popups:
When
this
checkbox
is
selected,
a
pop-‐up
window
will
be
displayed
when
you
hover
the
mouse
over
a
player
in
most
of
the
game
screens.
This
pop-‐up
contains
a
wide
variety
of
statistics
for
the
player.
Un-‐checking
this
option
will
disable
the
pop-‐up.
• Enable
sound:
When
this
checkbox
is
selected,
sound
effects
will
be
played
during
a
game.
If
the
play
by
play
delay
is
too
short,
sound
will
be
disabled
regardless
of
the
value
of
this
option.
Page 39 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
• Show
Pitcher/Batter
Pics:
When
this
checkbox
is
selected,
the
current
pitcher
and
batter
player
pictures
will
be
displayed
along
the
top
of
the
play
area.
• Library
Play-‐By-‐Play
File:
This
option
allows
you
to
specify
what
play-‐by-‐play
file
this
library
should
use.
To
install
a
custom
play-‐by-‐play
file,
just
copy
the
file
into
the
PlayByPlay
folder
and
then
specify
the
filename
in
this
option.
• Baseball
Reference
URL
Template:
This
option
allows
you
to
specify
the
URL
that
will
be
used
to
display
a
player’s
Baseball
Reference
page
in
the
Player
Popup
Dialog.
• Retrosheet
URL
Template:
This
option
allows
you
to
specify
the
URL
that
will
be
used
to
display
a
player’s
Retrosheet
page
in
the
Player
Popup
Dialog.
Page 40 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
of
999
results
in
no
penalty
and
adjusts
all
probabilities
towards
the
league
average
without
a
reduction.
• Normalization
penalty
for
runners:
Minimum
playing
time
normalization
attempts
to
adjust
event
probabilities
for
runners
that
don't
meet
a
minimum
number
of
stolen
base
attempts
in
real
life.
This
adjustment
moves
the
probabilities
towards
a
reduced
league
average.
This
option
specifies
how
much
the
target
probabilities
should
be
reduced
from
the
league
average
for
runners.
This
option
must
be
between
0-‐999,
where
a
value
of
1
is
equivalent
to
0.1%.
This
option
must
be
between
0-‐999,
where
a
value
of
1
is
equivalent
to
0.1%.
A
value
of
999
results
in
no
penalty
and
adjusts
all
probabilities
towards
the
league
average
without
a
reduction.
• Morey
variance
parameter:
This
option
determines
the
likelihood
of
observing
performances
that
differ
markedly
from
league
averages.
This
value
must
be
between
1000
and
2000,
with
a
default
of
1350.
The
maximum
setting
of
2000
reduces
the
likelihood
of
outlier
performances,
while
the
minimum
setting
1000
permits
greater
tolerance
of
outlier
performances.
T here
will
rarely
be
a
need
to
change
this
parameter
from
its
default
value
of
1350.
• Force
Zero
Probabilities:
If
this
option
is
checked,
the
combined
card
will
produce
a
zero
probability
for
an
outcome
when
either
the
pitcher
or
the
batter
did
not
achieve
the
outcome
in
real-‐life.
For
example,
if
this
option
is
checked,
and
a
pitcher
never
struck
out
a
batter
in
real-‐
life,
but
the
batter
struck
out
100
times,
the
combined
card
will
calculate
a
0%
chance
of
the
batter
striking
out.
By
default
this
option
is
not
checked.
T here
will
rarely
be
a
need
to
change
this
parameter
from
its
default
value.
• Minimum
PA
before
normalization:
This
option
specifies
the
minimum
number
of
real-‐life
plate
appearances
required
for
a
batter
to
avoid
minimum
playing
time
normalization.
• Minimum
probability
for
a
batting
stat:
Minimum
playing
time
normalization
often
results
in
a
reduction
in
a
player's
event
probabilities.
This
option
specifies
the
smallest
value
allowed
for
a
batting
event
probability.
This
option
must
be
between
0-‐999,
where
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
1
prevents
any
batting
probability
from
dropping
below
0.1%.
When
this
option
is
larger
than
0,
there
will
always
be
the
possibility
that
a
batter
will
achieve
an
event
(SO,
OUT,
BB,
1B,
2B,
3B,
HR)
even
if
they
never
achieved
that
event
in
real-‐life.
• Minimum
BF
allowed
for
relievers
before
normalization:
This
option
specifies
the
minimum
number
of
batters
faced
(in
real-‐life)
required
for
a
pure
relief
pitcher
to
avoid
minimum
playing
time
normalization.
A
pure
relief
pitcher
is
a
pitcher
that
does
qualify
as
a
reliever
but
does
not
qualify
as
a
starter
(based
on
the
Minimum
games
to
qualify
as
a
reliever
and
Minimum
starts
to
qualify
as
a
starter
options
located
in
the
General
Pitching
Options
dialog
box).
• Minimum
BF
allowed
for
starters
before
normalization:
This
option
specifies
the
minimum
number
of
batters
faced
(in
real-‐life)
required
for
a
pure
starting
pitcher
to
avoid
minimum
playing
time
normalization.
A
pure
starting
pitcher
is
a
pitcher
that
does
not
qualify
as
a
reliever
but
does
qualify
as
a
starter
(based
on
the
Minimum
games
to
qualify
as
a
reliever
and
Minimum
starts
to
qualify
as
a
starter
options
located
in
the
General
Pitching
Options
dialog
box).
• Minimum
BF
allowed
for
starters/relievers
before
normalization:
This
option
specifies
the
minimum
number
of
batters
faced
(in
real-‐life)
required
to
avoid
minimum
playing
time
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2015
normalization
for
a
pitcher
that
can
start
and
relieve
(based
on
the
Minimum
games
to
qualify
as
a
reliever
and
Minimum
starts
to
qualify
as
a
starter
options
located
in
the
General
Pitching
Options
dialog
box).
• Minimum
probability
for
a
pitching
stat:
Minimum
playing
time
normalization
often
results
in
a
reduction
in
a
player's
event
probabilities.
This
option
specifies
the
smallest
value
allowed
for
a
pitching
event
probability.
This
option
must
be
between
0-‐999,
where
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
1
prevents
any
pitching
probability
from
dropping
below
0.1%.
When
this
option
is
larger
than
0,
there
will
always
be
the
possibility
that
a
pitcher
will
give
up
an
event
(SO,
OUT,
BB,
1B,
2B,
3B,
HR)
even
if
they
never
allowed
that
event
to
happen
in
real-‐
life.
• Minimum
SB
before
normalization:
This
option
specifies
the
minimum
number
of
stolen
bases
(in
real-‐life)
required
for
a
runner
to
avoid
minimum
playing
time
normalization.
• Minimum
stolen
base
rate:
Minimum
playing
time
normalization
can
result
in
a
reduction
in
a
player's
stolen
base
rate.
This
option
specifies
the
smallest
value
allowed
for
a
player's
stolen
base
rate.
This
option
must
be
between
0-‐999,
where
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
350
prevents
any
stolen
base
rate
from
dropping
below
35%.
• Maximum
stolen
base
rate:
While
minimum
playing
time
normalization
often
results
in
a
reduction
in
a
player's
stolen
base
rate,
there
is
still
the
possibility
that
the
stolen
base
rate
ends
up
being
unrealistically
high.
This
option
specifies
the
largest
value
allowed
for
a
stolen
base
rate.
This
option
must
be
between
0-‐999,
where
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
950
prevents
any
stolen
base
rate
from
exceeding
95%.
• Minimum
fielding
chances
allowed
before
normalization:
This
options
specifies
the
minimum
number
of
chances
at
a
position
(in
real-‐life)
required
for
a
fielder
to
avoid
minimum
playing
time
normalization
at
that
position.
• Penalty
when
playing
completely
out
of
position:
This
option
specifies
the
penalty
to
apply
to
a
fielder
when
they
play
completely
out
of
position.
The
error
rate
for
the
position
is
equal
to
the
league
fielding
average
at
the
position
plus
the
value
of
this
option.
This
option
must
be
between
0-‐999,
where
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
100
causes
the
error
rate
of
a
player
playing
completely
out
of
position
to
be
10%
higher
than
the
league
average
at
that
position.
• Penalty
when
playing
a
similar
position:
This
option
specifies
the
penalty
to
apply
to
a
fielder
when
they
play
a
position
similar
to
a
position
that
they
are
qualified
to
play.
The
error
rate
for
the
position
is
equal
to
the
league
fielding
average
at
the
position
plus
the
value
of
this
option.
This
option
must
be
between
0-‐999,
where
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
50
causes
the
error
rate
of
a
player
playing
a
similar
position
to
be
5%
higher
than
the
league
average
at
that
position.
• Minimum
error
rate:
Minimum
playing
time
normalization
can
result
in
a
reduction
in
a
player's
error
rate.
This
option
specifies
the
smallest
value
allowed
for
a
player's
error
rate.
This
option
must
be
between
0-‐999,
where
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
10
prevents
an
error
rate
from
dropping
below
1%.
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23,
2015
• Maximum
error
rate:
While
minimum
playing
time
normalization
often
results
in
a
reduction
in
a
player's
error
rate,
there
is
still
the
possibility
that
the
error
rate
ends
up
being
unrealistically
high.
This
option
specifies
the
largest
value
allowed
for
an
error
base
rate.
This
option
must
be
between
0-‐999,
where
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
250
prevents
any
stolen
base
rate
from
exceeding
25%.
Digital
Diamond
Baseball
comes
with
all
of
the
league
average
files
for
the
seasons
from
1871
to
present
day,
including
separate
average
files
for
the
National
League
and
American
League
starting
in
1973.
As
a
result,
in
most
cases
you
will
not
have
to
worry
about
creating
or
editing
league
average
files.
In
addition,
when
importing
players,
each
player
is
automatically
associated
with
the
league
average
file
that
matches
the
player’s
year.
However,
in
cases
when
you
are
building
your
own
library
using
players
that
did
not
play
in
the
major
leagues
(e.g.,
minor
league
baseball,
the
Japanese
league,
little
league
baseball)
you
will
need
to
create
your
own
league
average
file
using
the
League
Averages
Editor.
The
League
Averages
Editor
makes
it
easy
to
create,
edit,
or
delete
league
average
files.
The
League
Averages
Editor
is
accessible
from
the
Options-‐>League
Averages
menu
item.
You
can
create
a
new
league
average
file
by
clicking
on
the
New
button
located
in
the
top-‐left
corner
of
the
League
Averages
Editor.
After
the
league
average
file
is
created,
you
can
either
populate
the
averages
in
the
dialog
box
by
hand,
or
have
them
generated
automatically
based
on
the
real
life
statistics
in
the
current
library.
In
most
cases,
you
will
want
to
have
the
numbers
generated
automatically
from
the
current
library.
To
generate
league
averages
automatically,
click
on
the
Generate
toolbar
button
in
the
League
Averages
Editor.
After
you
create
a
new
league
average
file
for
your
library,
make
sure
that
you
set
the
LgAvFile
field
for
each
player
in
the
library.
The
value
of
the
LgAvFile
field
should
be
set
equal
to
the
name
of
your
new
league
average
file.
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Digital
Diamond
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23,
2015
The
Global
Managerial
Tendencies
dialog
gives
you
the
option
of
defining
the
baseline
frequency
for
nine
different
managerial
strategies:
base
stealing,
sacrifice
bunting,
pinch
hitting,
reliever
usage,
reliever
rest,
executing
the
hit
and
run,
bringing
the
infield
in,
holding
runners,
and
intentionally
walking
the
batter.
Each
of
these
strategies
can
be
set
to
five
different
frequencies:
Much
Less,
Less,
Average,
More,
and
Much
More.
The
Average
setting
has
been
tuned
to
match
present
day
baseball.
Changing
any
of
the
global
managerial
tendencies
does
not
override
the
individual
manager
tendency
settings
that
are
located
in
the
Team
Profile
Editor.
Instead,
the
global
tendencies
define
how
the
average
manager
in
the
library
will
make
decisions.
For
example,
if
you
use
the
Team
Profile
Editor
to
set
the
manager
of
the
New
York
Mets
to
steal
more
frequently,
this
means
the
manager
will
run
more
often
than
the
average
manager,
as
defined
in
the
global
managerial
tendencies.
Please
keep
in
mind
that
the
individual
manager
tendencies
are
always
relative
to
the
global
tendencies.
It
is
not
possible
to
know
exactly
what
it
means
for
the
manager
of
the
New
York
Mets
to
steal
more
frequently
unless
you
know
what
the
global
stealing
tendency
value
is
set
to
in
the
library.
The Global Managerial Tendencies dialog is used primarily to adjust the style of baseball being played.
If
the
Enable
Individual
Splits
checkbox
is
u nchecked,
the
game
engine
will
use
the
default
split
adjustments
specified
in
this
dialog
box,
and
any
real-‐life
individual
L/R
platoon
split
stats
stored
in
the
library
will
be
ignored.
If
the
Enable
Individual
Splits
checkbox
is
c hecked,
the
game
engine
will
attempt
to
use
the
real-‐life
individual
L/R
platoon
split
stats
stored
in
the
library.
If
platoon
splits
are
not
available
for
certain
batter/pitcher
matchup,
the
engine
will
fall
back
to
using
the
global
default
split
adjustments.
The
algorithm
used
to
determine
if
real-‐life
splits
can
be
used
for
a
particular
matchup
is
described
below:
• If
both
the
pitcher
and
the
batter
have
real-‐life
platoon
split
statistics
that
meet
the
minimum
PA/BF
specified
in
the
Normalization
Options,
real-‐life
individual
L/R
platoon
splits
will
be
used.
• In
all
other
cases,
the
combined
statistics
will
be
used
for
b oth
the
pitcher
and
the
batter.
The
global
default
split
adjustments
can
be
specified
by
entering
a
number
between
1
and
999,
where
1
represents
an
adjustment
of
0.1%.
The
Split
Options
dialog
makes
it
possible
to
save
global
split
adjustments
options
to
a
file
and
recall
them
at
a
later
time.
To
create
a
new
set
of
split
options,
click
on
the
New
toolbar
button
and
provide
a
name
for
you
new
set
of
options.
Next,
enter
the
new
values
and
click
on
OK
to
save
your
changes.
You
can
specify
which
set
of
options
you
want
to
use
in
your
library
by
selecting
the
option
file
in
the
Split
Options
File
drop-‐down
list
box.
The
selected
split
option
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Diamond
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23,
2015
file
is
stored
in
the
player
library.
As
a
result,
each
library
can
have
a
different
set
of
split
options
associated
with
it.
The
default
split
adjustments
values
listed
in
the
Split
Options
dialog
box
were
calculated
using
data
from
the
2001
to
2010
major
league
seasons.
The
Primary
Position
Options
dialog
box
allows
you
to
specify
the
minimum
number
of
fielding
chances
required
for
a
position
to
be
considered
as
a
“primary
position”.
When
a
computer
manager
determines
a
player's
primary
position,
it
will
look
for
a
position
that
the
player
played
in
real
life,
and
had
at
least
the
specified
minimum
number
of
fielding
chances.
If
a
player
qualifies
for
more
than
one
position,
the
computer
manager
will
select
the
one
with
the
most
fielding
chances.
If
a
player
does
not
qualify
for
any
position,
the
computer
manager
will
select
the
position
played
by
the
player
with
the
most
fielding
chances.
Users
of
Digital
Diamond
Baseball
way
wish
to
maintain
several
different
sets
of
primary
position
options.
To
help
with
this,
the
Primary
Position
Options
dialog
makes
it
possible
to
save
options
to
a
file
and
recall
them
at
a
later
time.
To
create
a
new
set
of
options,
click
on
the
New
toolbar
button
and
provide
a
name
for
you
new
set
of
options.
Next,
enter
the
new
values
and
click
on
OK
to
save
your
changes.
You
can
specify
which
set
of
options
you
want
to
use
in
your
library
by
selecting
the
option
file
in
the
Primary
Positions
Options
File
drop-‐down
list
box.
The
selected
primary
positions
option
file
is
stored
in
the
player
library.
As
a
result,
each
library
can
have
a
different
set
of
primary
position
options
associated
with
it.
The
default
values
listed
in
the
Primary
Positions
Options
dialog
box
were
calculated
using
data
from
the
2011
major
league
season.
The
Contact
Options
dialog
allows
you
to
edit
the
following
four
different
probabilities,
and
the
sum
of
these
probabilities
must
add
up
to
1000:
• Ground
Ball
Probability:
This
option
specifies
the
likelihood
that
contact
made
by
a
batter
on
an
out
will
result
in
a
ground
ball.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
450
results
in
a
45%
chance
that
an
out
will
be
made
on
a
ground
ball.
Page 45 of 74
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23,
2015
• Fly
Ball
Probability:
This
option
specifies
the
likelihood
that
contact
made
by
a
batter
on
an
out
will
result
in
a
fly
ball.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
300
results
in
a
30%
chance
that
an
out
will
be
made
on
a
fly
ball.
• Line
Drive
Probability:
This
option
specifies
the
likelihood
that
contact
made
by
a
batter
on
an
out
will
result
in
a
line
drive.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
180
results
in
an
18%
chance
that
an
out
will
be
made
on
a
line
drive.
• Pop
Up
Probability:
This
option
specifies
the
likelihood
that
contact
made
by
a
batter
on
an
out
will
result
in
a
pop
up.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
70
results
in
a
7%
chance
that
an
out
will
be
made
on
a
pop
up.
All
of
the
contact
options
are
stored
in
the
player
library.
As
a
result,
changing
these
options
will
only
affect
the
current
library.
In
addition,
if
you
share
the
library
with
other
users,
the
options
will
“travel”
with
the
library.
The
options
related
to
the
playing
time
limits
can
be
configured
using
the
Options-‐>Playing
Time
Options
menu
item.
This
will
display
the
Playing
Time
Limits
dialog
box.
The
Playing
Time
Limits
dialog
box
contains
several
options:
• Enable
playing
time
limits:
When
this
option
is
checked
the
playing
time
limits
feature
will
be
enabled.
As
a
result,
the
computer
manager
will
try
its
best
not
to
over
use
players.
If
this
option
is
not
checked,
playing
time
limits
will
be
disabled
and
the
remaining
three
options
will
be
ignored.
• Maximum
player
usage:
This
value
represents
the
maximum
number
of
AB/BF
a
batter/pitcher
can
have
during
a
simulated
season
as
a
percentage
of
their
real-‐life
AB/BF.
For
example,
if
a
player
had
500
AB
in
real-‐life
and
this
option
is
set
to
110%,
the
player
will
be
considered
overused
if
they
exceed
550
AB
(500
*
1.10).
• Enable
overuse
penalty:
When
this
option
is
checked,
players
that
have
exceeded
their
maximum
usage
will
be
penalized.
The
penalty
increases
as
the
overuse
increases.
The
overuse
penalty
affects
the
player's
ability
(pitching
or
hitting).
This
penalty
is
designed
to
discourage
overuse
in
league
play.
You
can
always
determine
if
an
overuse
penalty
is
being
applied
to
the
current
batter
or
pitcher
during
a
game
by
hovering
the
mouse
over
the
red/green
arrow
in
the
combined
batter
card.
• Maximum
usage
penalty:
If
the
overuse
penalty
is
enabled,
this
option
allows
you
to
specify
the
maximum
penalty.
As
the
player's
level
of
overuse
increases
so
does
the
penalty.
This
value
Page 46 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
puts
an
upper
bound
on
the
size
of
the
penalty.
This
value
can
be
an
integer
between
0-‐999.
The
smaller
the
value
the
smaller
the
maximum
penalty.
The
default
is
100,
which
represents
a
maximum
penalty
of
10%.
Several
screens
and
reports
can
be
used
to
help
you
monitor
the
playing
time
during
a
replay.
For
example,
the
Roster
Report
displays
the
current
usage
of
all
players’
on
your
team.
In
addition,
player
usage
is
displayed
in
the
Browse
Season
Stats
tab
and
in
most
player
popup
windows.
In
all
of
these
views,
usage
will
be
displayed
in
red
if
the
player's
exceeds
the
maximum
player
usage
value.
All
of
the
playing
time
options
are
stored
in
the
player
library.
As
a
result,
changing
these
options
will
only
affect
the
current
library.
In
addition,
if
you
share
the
library
with
other
users,
the
options
will
“travel”
with
the
library.
• OBP
fatigue
penalty
per
batter:
This
option
specifies
how
much
of
a
bonus
to
apply
to
a
batter's
on
base
percentage
when
a
pitcher
is
fatigued.
The
bonus
increases
by
the
value
of
this
option
for
each
additional
batter
beyond
the
pitcher's
limit.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
20
represents
a
2%
increase
in
a
batter's
on
base
percentage
for
each
batter
beyond
the
pitcher's
limit.
• SO
fatigue
penalty
per
batter:
This
option
specifies
how
much
to
decrease
the
ratio
between
strikeouts
and
outs
when
a
pitcher
is
fatigued.
The
option
decreases
by
the
value
of
this
option
for
each
additional
batter
beyond
the
pitcher's
limit.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
10
represents
a
1%
decrease
in
the
likely
hood
that
an
out
will
be
a
strikeout
for
each
batter
beyond
the
pitcher's
limit.
This
parameter
has
no
affect
on
the
batter's
on
base
percentage,
but
it
does
reduce
the
probability
that,
when
a
batter
gets
out,
it
will
be
a
strikeout
(as
opposed
to
all
other
types
of
outs).
• Maximum
fatigue
penalty:
The
maximum
bonus
that
will
be
applied
to
a
batter's
on
base
percentage
of
strikeout
ratio
when
a
pitcher
is
fatigued.
As
a
tired
pitcher
faces
additional
batters,
the
bonus
will
never
exceed
the
value
of
this
option.
This
option
must
be
between
0-‐
999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
100
represents
a
maximum
10%
bonus
applied
to
a
batter's
on
base
percentage
or
a
maximum
10%
decrease
in
the
strikeout/out
ratio.
• Starter's
fatigue
deduction
factor
when
rested:
This
option
specifies
how
much
rest
a
starting
pitcher
will
be
given
when
granted
a
day
off.
Specifically,
the
value
of
this
option
represents
a
percentage
of
a
pitcher's
durability,
and
this
will
be
used
to
determine
the
number
of
batters
faced
that
will
be
deducted
from
a
pitcher's
fatigue
per
day
of
rest.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
if
the
value
is
200
and
the
starter's
durability
is
30,
that
starter's
fatigue
will
be
reduced
by
5
batters
faced
(30
durability
*
20%)
per
day
off
of
rest.
At
200,
it
will
typically
take
five
days
for
a
starter
to
be
completely
rested.
As
a
result,
a
value
of
200
works
well
with
a
five-‐man
rotation
and
a
value
of
250
works
Page 47 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
well
with
a
4-‐man
rotation.
For
seasons
in
which
pitcher’s
often
pitched
on
three
days
rest,
a
value
of
250
is
recommended.
• Reliever's
fatigue
deduction
factor
when
rested:
This
option
specifies
how
much
rest
a
reliever
will
be
given
when
granted
a
day
off.
Specifically,
the
value
of
this
option
represents
a
percentage
of
a
pitcher's
durability,
and
this
will
be
used
to
determine
the
number
of
batters
faced
that
will
be
deducted
from
a
pitcher's
fatigue
per
day
of
rest.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
if
the
value
is
600
and
the
reliever's
durability
is
10,
that
reliever's
fatigue
will
be
reduced
by
6
batters
faced
(10
durability
*
60%)
per
day
off
of
rest.
A
value
of
500
will
allow
a
reliever
to
be
fully
rested
every
other
appearance,
a
value
of
1000
will
allow
the
reliever
to
be
rested
the
day
after
each
appearance.
The
default
value
for
this
option
is
700,
which
is
optimized
for
a
25-‐man
roster
containing
10
pitchers.
For
libraries
with
a
40-‐man
roster,
this
option
should
be
decreased.
• Chance
for
consecutive
relief
appearances:
This
option
specifies
the
chance
that
a
reliever
will
be
able
to
pitch
in
consecutive
games.
This
option
is
used
to
add
some
variability
in
how
relievers
rest
between
appearances.
The
larger
this
option
is,
the
more
likely
a
reliever’s
fatigue
value
will
be
decreased
during
the
first
day
of
rest
after
an
appearance.
This
option
provides
an
excellent
way
to
control
reliever
usage.
Specifically,
the
lower
this
value
is
the
less
likely
a
reliever
will
be
able
to
pitch
in
consecutive
games.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
250
represents
a
25%
chance
that
a
reliever’s
fatigue
value
will
decrease
during
their
first
day
of
rest
after
an
appearance.
The
default
value
for
this
option
is
500,
which
is
optimized
for
a
25-‐man
roster
containing
10
pitchers.
For
libraries
with
a
40-‐man
roster,
this
option
should
be
decreased.
• Minimum
innings
before
starter
gets
tired:
This
option
specifies
how
many
innings
a
starter
can
pitch
without
getting
tired,
regardless
of
the
number
of
batters
they
have
faced.
The
default
is
5,
which
specifies
that
a
pitcher
will
not
get
fatigued
until
after
they
have
pitched
five
innings.
• Minimum
durability
value:
This
option
specifies
the
smallest
possible
durability
rating
allowed.
If
the
calculated
durability
for
a
pitcher
is
less
than
this
option,
the
durability
will
be
set
to
the
value
for
this
option.
• Starter's
maximum
durability
bonus:
When
the
number
of
batters
faced
by
a
pitcher
exceeds
their
durability
rating,
they
are
susceptible
to
becoming
fatigued.
When
a
pitcher
becomes
fatigued
their
performance
suffers.
Exactly
how
many
batters
a
pitcher
can
face
beyond
their
durability
rating
before
they
become
fatigued
varies
from
game
to
game,
and
from
pitcher
to
pitcher.
This
option
specifies
the
range
of
this
variation
for
starting
pitchers.
For
example,
by
setting
this
option
to
5,
starting
pitchers
will
be
able
to
face
from
0
to
5
additional
batters
before
becoming
susceptible
to
fatigue.
Once
susceptible,
a
pitcher
will
only
become
tired
if
they
allow
a
batter
to
reach
base,
or
if
they
start
an
inning
while
susceptible
to
becoming
tired.
For
seasons
in
which
complete
games
were
more
common,
this
value
should
be
increased.
• Reliever's
maximum
durability
bonus:
When
the
number
of
batter's
faced
by
a
pitcher
exceeds
their
durability
rating,
they
are
susceptible
to
becoming
fatigued.
When
a
pitcher
becomes
fatigued
their
performance
suffers.
Exactly
how
many
batters
a
pitcher
can
face
beyond
their
durability
rating
before
they
become
fatigued
varies
from
game
to
game,
and
from
pitcher
to
Page 48 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
pitcher.
This
option
specifies
the
range
of
this
variation
for
relief
pitchers.
For
example,
by
setting
this
option
to
3
relief
pitchers
will
be
able
to
face
from
0
to
3
additional
batters
before
becoming
susceptible
to
fatigue.
Once
susceptible,
a
pitcher
will
only
become
tired
if
they
allow
a
batter
to
reach
base,
or
if
they
start
an
inning
while
susceptible
to
becoming
tired.
• Maximum
runs
before
starter
considered
“shelled”:
This
value
determines
when
a
pitcher
has
been
“shelled”
by
the
opposing
team.
A
pitcher
is
shelled
if
they
have
given
up
more
runs
than
specified
by
this
option.
When
a
pitcher
has
been
shelled,
the
computer
manager
will
contemplate
taking
them
out.
However,
the
pitcher
will
only
be
replaced
if
there
is
someone
in
the
bullpen
that
is
“better”.
A
reliever
is
considered
better
if
the
next
batter
will
have
a
worse
chance
of
getting
on
base
then
they
would
have
against
the
current
pitcher.
The
value
of
this
option
will
be
altered
by
the
game
engine
based
on
the
Reliever
Usage
Tendency
in
the
Team
Profile
for
the
pitcher's
team.
If
the
Reliever
Usage
Tendency
is
set
to
Average
then
the
exact
value
of
the
option
is
used.
If
the
tendency
is
set
to
Less
Frequent,
the
value
will
be
increased
by
one.
If
the
tendency
is
set
to
More
Frequent,
the
value
will
be
decreased
by
one.
The
default
value
for
this
option
is
6.
All
of
the
pitcher
fatigue
options
are
stored
in
the
player
library.
As
a
result,
changing
these
options
will
only
affect
the
current
library.
In
addition,
if
you
share
the
library
with
other
users,
the
options
will
“travel”
with
the
library.
• Retire
players
after
players
are
aged:
If
this
option
is
checked,
players
will
automatically
be
retired
as
they
reach
retirement
age.
The
probability
that
a
player
will
retire
increases
each
year
beyond
the
earliest
retirement
age.
All
of
the
aging
and
retirement
options
are
stored
in
the
player
library.
As
a
result,
changing
these
options
will
only
affect
the
current
library.
In
addition,
if
you
share
the
library
with
other
users,
the
options
will
“travel”
with
the
library.
• Bunt
chance
for
1
rating:
This
option
represents
the
chance
for
a
successful
bunt
if
the
batter
has
a
bunt
rating
of
1.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
950
represents
a
95%
chance
the
bunt
will
be
successful.
• Bunt
chance
for
2
rating:
This
option
represents
the
chance
for
a
successful
bunt
if
the
batter
has
a
bunt
rating
of
2.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
900
represents
a
90%
chance
the
bunt
will
be
successful.
Page 49 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
• Bunt
chance
for
3
rating:
This
option
represents
the
chance
for
a
successful
bunt
if
the
batter
has
a
bunt
rating
of
3.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
850
represents
an
85%
chance
the
bunt
will
be
successful.
• Bunt
chance
for
4
rating:
This
option
represents
the
chance
for
a
successful
bunt
if
the
batter
has
a
bunt
rating
of
4.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
800
represents
an
80%
chance
the
bunt
will
be
successful.
• Bunt
chance
for
5
rating:
This
option
represents
the
chance
for
a
successful
bunt
if
the
batter
has
a
bunt
rating
of
5.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
750
represents
a
75%
chance
the
bunt
will
be
successful.
• Good
lead
for
1
rating:
This
option
represents
the
chance
for
a
successful
lead
if
the
batter
has
a
lead
rating
of
1.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
520
represents
a
52%
chance
the
bunt
will
be
successful.
• Good
lead
for
2
rating:
This
option
represents
the
chance
for
a
successful
lead
if
the
batter
has
a
lead
rating
of
2.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
470
represents
a
47%
chance
the
bunt
will
be
successful.
• Good
lead
for
3
rating:
This
option
represents
the
chance
for
a
successful
lead
if
the
batter
has
a
lead
rating
of
3.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
405
represents
a
40.5%
chance
the
bunt
will
be
successful.
• Good
lead
for
4
rating:
This
option
represents
the
chance
for
a
successful
lead
if
the
batter
has
a
lead
rating
of
4.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
355
represents
a
35.5%
chance
the
bunt
will
be
successful.
• Good
lead
for
5
rating:
This
option
represents
the
chance
for
a
successful
lead
if
the
batter
has
a
lead
rating
of
5.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
305
represents
a
30.5%
chance
the
bunt
will
be
successful.
• Hold
rating
factor:
This
option
represents
how
much
a
pitcher’s
hold
rating
will
affect
a
runner’s
lead
rating.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
50
represents
changing
the
runner’s
lead
rating
in
increments
of
5%.
The
value
of
this
option
is
multiplied
by
the
difference
between
the
pitcher’s
hold
rating
and
3.
For
example,
if
the
pitcher
has
a
hold
rating
of
1
the
runner’s
lead
rating
will
decrease
by
10%
and
if
the
pitcher’s
hold
rating
is
a
5
it
will
increase
by
10%.
• OF
Arm
rating
factor:
This
option
represents
how
much
an
outfielder’s
arm
rating
will
affect
a
runner’s
chance
to
take
an
extra
base.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
75
represents
changing
the
runner’s
extra
base
chance
in
increments
of
7.5%.
The
value
of
this
option
is
multiplied
by
the
difference
between
the
arm
rating
and
3.
For
example,
if
an
outfielder
has
an
arm
rating
of
1
the
runner’s
chance
of
successfully
taking
an
extra
base
will
decrease
by
15%
and
if
the
outfielder’s
arm
is
a
5
it
will
increase
by
15%.
• C
Arm
rating
factor:
This
option
represents
how
much
a
player’s
arm
rating
will
affect
a
runner’s
chance
to
steal
a
base.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
75
represents
changing
the
runner’s
steal
in
increments
of
7.5%.
The
value
of
this
option
is
multiplied
by
the
difference
between
the
arm
rating
and
3.
For
Page 50 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
example,
if
a
catcher
has
an
arm
rating
of
1
the
runner’s
chance
of
successfully
stealing
a
base
will
decrease
by
15%
and
if
the
catcher’s
arm
is
a
5
it
will
increase
by
15%.
• Range
rating
factor:
This
option
represents
how
likely
a
player’s
range
rating
will
affect
have
an
effect
on
a
batted
ball
(either
making
a
great
play,
or
not
making
an
easy
one).
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
25
represents
at
least
a
2.5%
chance
of
having
an
effect
on
the
play.
The
value
of
this
option
is
multiplied
by
the
difference
between
the
range
rating
and
3.
For
example,
if
a
second
baseman
has
a
range
rating
of
1
there
is
a
5%
chance
they
may
rob
the
batter
of
a
hit,
and
if
they
have
a
range
rating
of
5
there
is
a
5%
chance
they
will
allow
a
hit
that
should
have
been
an
out.
• Base
running
rating
factor:
This
option
represents
how
much
a
runner’s
run
rating
will
affect
their
chance
to
take
an
extra
base.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
For
example,
a
value
of
100
represents
changing
the
runner’s
extra
base
chance
in
increments
of
10%.
The
value
of
this
option
is
multiplied
by
the
difference
between
the
run
rating
and
3.
For
example,
if
a
runner
has
a
run
rating
of
1
the
runner’s
chance
of
successfully
taking
an
extra
base
will
increase
by
20%
and
if
the
runner’s
run
rating
is
a
5
it
will
decrease
by
20%.
• Ground
rule
2B,
automatic
2B,
fan
interference
chance:
This
option
represents
how
likely
a
ground
rule
double,
automatic
double,
or
fan
interference
is.
This
option
must
be
between
0-‐
999
and
a
value
of
1
is
equivalent
to
0.1%.
• Triple
play
chance:
This
option
represents
how
likely
a
triple
play
will
be.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
The
default
value
was
chosen
to
match
a
rough
generate,
on
average,
2-‐3
triple
plays
a
season,
however
this
number
will
vary
based
on
the
season
you
are
replaying.
• Inside
the
park
HR
chance:
This
option
represents
how
likely
a
ground
rule
double,
automatic
double,
or
fan
interference
is.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
• Chance
error
results
in
2
bases:
This
option
represents
how
likely
a
2
base
error
is.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
• Chance
error
results
in
3
bases:
This
option
represents
how
likely
a
3
base
error
is.
This
option
must
be
between
0-‐999
and
a
value
of
1
is
equivalent
to
0.1%.
Page 51 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
The
Special
Event
Options
dialog
allows
you
to
select
and
configure
a
large
set
of
events.
These
events
are
described
in
detail
below:
• Innings:
Checking
this
option
will
cause
any
game
to
be
flagged
if
it
lasted
at
least
as
long
as
the
specified
innings.
• Team
runs:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
teams
scored
at
least
the
specified
number
of
runs.
• Team
hits:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
teams
had
at
least
the
specified
number
of
hits.
• Team
errors:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
teams
committed
at
least
the
specified
number
of
runs.
• Team
left
on
base:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
teams
left
at
least
the
specified
number
of
runners
on
base.
• Team
double
plays:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
teams
turn
at
least
the
specified
number
of
double
plays.
• Batter
home
runs:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
players
hit
at
least
the
specified
number
of
home
runs.
• Batter
hits:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
players
had
at
least
the
specified
number
of
hits.
• Batter
RBI:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
players
had
at
least
the
specified
number
of
RBI.
• Batter
runs
scored:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
players
scored
at
least
the
specified
number
of
runs.
• Batter
stolen
bases:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
players
stole
at
least
the
specified
number
of
bases.
• Fielder
errors:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
players
committed
at
least
the
specified
number
of
errors.
• Pitcher
strike
outs:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
pitchers
strikes
out
at
least
the
specified
number
of
strike
outs.
• Batter
hits
an
inside
the
park
home
run:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
players
hits
an
inside
the
park
homerun.
• Batter
hits
for
cycle:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
players
hit
for
the
cycle.
• Pitcher
throws
no
hitter:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
pitchers
throw
a
no
hitter.
• Pitcher
throws
a
complete
game:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
pitchers
throw
a
complete
game.
• Team
turns
a
triple
play:
Checking
this
option
will
cause
any
game
to
be
flagged
if
one
or
more
teams
turns
a
double
play.
Page 52 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
All
of
the
special
event
options
are
stored
in
the
player
library.
As
a
result,
changing
these
options
will
only
affect
the
current
library.
In
addition,
if
you
share
the
library
with
other
users,
the
options
will
“travel”
with
the
library.
Digital
Diamond
Baseball
does
not
come
with
any
player
pictures.
However,
if
you
have
a
collection
of
player
photos,
you
can
include
them
in
the
game.
Please
be
sure
to
respect
the
copyright
privileges
for
any
of
the
images
you
obtain.
To
get
Digital
Diamond
Baseball
to
display
your
player
photos,
you
must
tell
the
game
where
to
find
them
by
editing
the
Player
Pics
Subfolder
option
located
in
the
Player
Picture
Options
dialog
box.
If
you
leave
this
option
empty,
the
game
will
look
for
a
player's
photo
in
the
PlayerPics
folder,
which
is
a
folder
that
is
created
automatically
for
you
in
the
Digital
Diamond
Baseball
installation
folder.
However,
it
usually
makes
sense
to
organize
your
photos
by
placing
them
in
subfolders
inside
the
PlayerPics
folder
(for
example,
you
might
wish
to
organize
them
by
year).
If
you
organize
your
photos
into
a
subfolder
of
the
PlayerPics
folder,
you
must
enter
the
name
of
the
subfolder
into
the
Player
Pics
Subfolder
field.
For
example,
if
you
place
all
of
your
2008
player
photos
into
a
subfolder
named
2008Players,
you
need
to
set
the
Player
Pics
Subfolder
option
to
2008Players
for
each
library
that
will
be
using
these
photos.
Once
you
have
the
images
in
the
correct
folder,
you
must
make
sure
that
the
photos
follow
the
required
naming
convention
used
by
Digital
Diamond
Baseball.
By
default,
the
game
looks
for
photos
based
on
the
players'
first
name,
last
name,
and
team.
For
example,
if
you
want
an
image
of
Ryan Braun
to
be
displayed
by
the
game,
and
Ryan
is
playing
for
MIL,
the
photo
for
Ryan Braun
should
be
named
ryan_braun_mil.jpg.
If
the
game
cannot
find
a
photo
that
matches
this
name
it
will
look
a
second
time,
but
without
including
the
team
as
part
of
the
filename.
For
example,
if
the
file
ryan_braun_mil.jpg
does
not
exist
the
game
will
look
for
the
file
named
ryan_braun.jpg.
If
this
second
attempt
fails,
the
image
will
not
be
shown.
The
file
naming
convention
used
by
Digital
Diamond
Baseball
is
configurable
via
the
Player
Picture
Options
dialog,
which
is
accessible
via
the
Options-‐>Player
Picture
Options
menu
item.
You
can
configure
the
naming
convention
rules
by
editing
the
following
options:
• Primary
Player
Pics
Template:
This
option
specifies
the
first
template
that
the
game
will
use
to
locate
a
player
photo.
The
default
value
for
this
option
is
first_last_team.jpg.
When
searching
for
a
player's
photo,
the
game
will
replace
first,
last,
and
team
with
the
player's
first
name,
last
name,
and
the
name
of
the
team
they
play
for
(not
including
the
team
year).
For
example,
if
Jimmy Rollins
is
on
PHL
the
game
will
look
for
a
file
named
jimmy_rollins_phl.jpg.
Unless
you
are
playing
the
game
on
Linux,
the
case
(upper
case/lower
case)
of
the
filename
does
not
matter.
If
you
want
the
game
to
use
a
different
file
naming
convention,
you
can
change
the
Page 53 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
Primary
Player
Pics
Template.
For
example,
if
your
photos
are
in
PNG
format
instead
of
JPG;
they
use
team
name,
followed
by
last
name,
followed
by
first
name;
and
they
use
dashes
as
a
separator
instead
of
underscores;
then
you
should
change
the
Primary
Player
Pics
Template
to
team-‐last-‐first.png.
• Secondary
Player
Pics
Template:
This
option
specifies
the
second
template
that
the
game
will
use
to
locate
a
player
photo.
This
template
is
only
used
if
the
game
fails
to
find
a
matching
file
using
the
primary
template.
The
default
value
for
this
template
is
first_last.jpg.
Currently,
player
photos
are
shown
in
the
Player
Popups
window
and
in
the
Player
Editor.
By
default,
the
height
and
width
of
the
pictures
will
be
75x75.
However,
you
can
specify
your
own
custom
dimensions
in
the
Player
Picture
Options
dialog.
If
you
specify
a
size
that
is
different
than
the
size
of
your
photos,
the
game
will
scale
the
photos.
All
of
the
player
picture
options
are
stored
in
the
current
library.
As
a
result,
changing
these
options
will
only
affect
the
current
library.
In
addition,
if
you
share
the
library
with
other
users,
the
options
will
“travel”
with
the
library.
4. LEAGUE
PLAY
One
of
the
many
ways
to
enjoy
Digital
Diamond
Baseball
is
to
participate
in
league
play.
In
league
play,
several
users
form
a
league,
draft
teams,
and
play
an
entire
season.
During
the
season,
users
build
a
team
profile,
play
games,
negotiate
trades
with
other
managers,
and
execute
roster
moves.
Each
league
has
a
commissioner
that
is
responsible
for
coordinating
the
playing
of
games,
trades,
roster
moves,
and
manager
profile
changes.
Digital
Diamond
Baseball
has
several
features
that
make
it
possible
for
users
to
participate
in
a
league.
The
following
describes
the
typical
process
used
by
leagues
and
highlights
how
this
process
can
be
followed
using
Digital
Diamond
Baseball:
1. Once
the
league
is
formed
and
the
commissioner
is
chosen,
a
new
library
is
created
and
the
players
that
will
be
used
by
the
league
are
imported
into
the
library.
Page 54 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
2. Teams
are
created
and
assigned
to
each
manager
and
then
organized
into
divisions
by
the
commissioner.
3. If
this
is
a
draft
league,
a
draft
is
run
so
that
each
league
member
can
draft
his
or
her
team.
Otherwise
the
teams
are
played
using
their
real-‐life
rosters.
4. After
the
draft,
the
commissioner
creates
a
schedule
and
then
backs
up
the
master
library
file.
The
backup
file
is
emailed
to
all
of
the
league
members
so
they
can
restore
the
library
file
and
create
their
team
profiles.
5. Once
the
profiles
are
created,
managers
export
their
profiles
and
email
them
to
the
league
commissioner.
The
league
commissioner
is
responsible
for
importing
the
profiles
into
the
master
library
file.
6. For
each
series
during
the
season,
the
commissioner
sends
a
backup
of
the
master
library
file
to
all
league
members.
League
members
restore
the
library
file
and
the
home
team’s
manager
plays
each
series.
Managers
must
check
the
Allow
games
to
be
played
out
of
order
check
box
in
the
General
Other
Options
dialog
box
before
playing
their
games.
This
allows
them
to
play
the
games
in
their
series
before
the
other
games
in
the
scheduled
have
been
completed.
7. When
the
home
manager
finishes
the
series
for
their
team,
they
export
their
games
and
send
the
exported
files
to
the
commissioner.
The
commissioner
is
responsible
for
importing
the
files
into
the
master
library
file
in
the
order
in
which
they
were
played.
All
games
played
on
one
day
should
be
imported
before
the
games
on
the
next
day.
8. If
the
league
members
make
any
changes
to
their
team
profile
during
a
series
they
can
export
their
new
team
profile
and
send
it
to
the
commissioner.
The
commissioner
is
responsible
for
importing
the
team
profile
changes
into
the
master
library
before
the
next
set
of
games
are
played.
9. In-‐between
series,
if
team
managers
want
to
make
trades
or
roster
moves
they
can
notify
the
commissioner
via
email
so
that
the
commissioner
can
make
the
changes
in
the
master
library
file.
10. The
league
members
repeat
steps
4
-‐
7
until
the
season
is
over.
If
you
are
interested
in
participating
in
a
league
visit
the
Digital
Diamond
Baseball
forum.
The
forum
has
a
topic
dedicated
to
helping
users
learn
about
existing
leagues,
and
join
them.
5. CUSTOMIZING
PLAY-‐BY-‐PLAY
Digital
Diamond
Baseball
allows
the
customization
of
the
play-‐by-‐play
messages
shown
in
the
message
window
during
game
play.
Customizing
play
by
play
is
as
simple
as
editing
a
text
file!
The
default
play-‐
by-‐play
calls
used
by
the
game
are
located
in
the
systemPBP.properties
file
located
in
the
Properties
folder.
U sers
should
not
edit
this
file
directly
The
recommended
way
to
customize
the
play
by
play
is
to
create
a
copy
of
the
userPBP.properties
file
located
in
the
PlayByPlay
folder
and
add
play-‐by-‐play
lines
to
that
file.
Each
line
that
you
place
in
this
file
represents
a
particular
event
that
can
take
place
during
the
game,
as
well
as
the
play-‐by-‐play
text
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2015
that
will
be
used
to
describe
that
event.
When
you
are
don
editing
the
file,
you
can
tell
Digital
Diamond
Baseball
to
user
your
play-‐by-‐play
file
by
selecting
it
for
use
by
the
library
using
the
Options-‐>General
Options-‐>Other
menu
item,
or
for
use
by
a
specific
team
using
the
Teams-‐>Add/Edit
Teams
menu
item.
The
play-‐by-‐play
text
for
each
event
can
contain
zero
or
more
tokens
that
will
be
replaced
during
the
game
with
current
values.
For
example,
the
~FIELDER1~
token
will
be
replaced
by
the
last
name
of
the
player
that
the
ball
was
hit
to.
A list of some of the available tokens is given below:
• ~AWAYSCORE~
-‐
number
of
runs
scored
by
the
away
team.
• ~AWAYTEAM~
-‐
name
of
the
away
team.
• ~BATTER~
-‐
last
name
of
the
current
batter.
• ~CHANCE~
-‐
odds
out
of
1000
that
the
event
will
take
place.
• ~CONTACT~
-‐
type
of
contact
made
(e.g.,
ground
ball,
pop-‐up).
• ~FIELDER1~
-‐
last
name
of
the
fielder
that
the
ball
was
hit
to.
• ~FIELDER2~
-‐
last
name
of
the
first
fielder
the
ball
will
be
thrown
to
to
make
a
play.
• ~FIELDER3~
-‐
last
name
of
the
final
fielder
the
ball
will
be
thrown
to
to
make
a
play.
• ~PITCHER~
-‐
last
name
of
the
pitcher.
• ~CATCHER~
-‐
last
name
of
the
catcher.
• ~FIRSTBASE~
-‐
last
name
of
the
first
baseman.
• ~SECONDBASE~
-‐
last
name
of
the
second
baseman.
• ~THIRDBASE~
-‐
last
name
of
the
third
baseman.
• ~SHORTSTOP~
-‐
last
name
of
the
shortstop.
• ~LEFTFIELD~
-‐
last
name
of
the
left
fielder.
• ~CENTERFIELD~
-‐
last
name
of
the
center
fielder.
• ~RIGHTFIELD~
-‐
last
name
of
the
right
fielder.
• ~GAMESTATS~
-‐
game
stats
for
the
current
batter
(empty
unless
they
have
at
least
1
AB).
• ~HOMESCORE~
-‐
number
of
runs
scored
by
the
home
team.
• ~HOMETEAM~
-‐
name
of
the
home
team.
• ~INNING~
-‐
current
inning.
• ~LOCATION~
-‐
location
of
a
hit
ball
(e.g.,
left
field,
third
base).
• ~NUMBEROFHRS~
-‐
the
number
of
HRs
hit
by
the
batter
so
far
this
game
• ~NUMBEROFKS~
-‐
the
number
of
strikeouts
by
the
pitcher
so
far
this
game
• ~NUMBEROFOUTS~
-‐
current
number
of
outs.
• ~PITCHER~
-‐
last
name
of
the
current
pitcher.
• ~ROLL~
-‐
roll
of
the
dice
used
to
determine
an
outcome.
• ~RUNNER~
-‐
runner
that
is
is
the
subject
of
the
current
event.
• ~RUNNERONFIRST~
-‐
runner
that
is
on
first
base.
• ~RUNNERONSECOND~
-‐
runner
that
is
on
second
base.
• ~RUNNERONTHIRD~
-‐
runner
that
is
on
third
base.
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23,
2015
• ~SEASONSTATS~
-‐
season
stats
for
the
current
batter
(empty
if
game
is
unscheduled).
• ~TAB~
-‐
inserts
two
spaces
into
the
play-‐by-‐play
text.
• ~VELOCITY~
-‐
the
speed
of
the
hit
ball
(hard,
medium,
or
soft).
• ~WINTEAM~
-‐
the
team
that
won
the
game
For
each
play-‐by-‐play
event
you
can
specify
how
likely
it
should
be
that
the
play-‐by-‐play
text
is
selected
during
game
play.
There
are
four
options:
• often
• likely
• unlikely
• rarely
There
is
a
60%
chance
that
text
in
the
often
category
will
be
displayed;
a
30%
chance
that
text
in
the
likely
category
will
be
displayed;
a
7%
chance
that
text
in
the
unlikely
category
will
be
displayed;
and
a
3%
chance
that
rare
text
will
be
displayed.
You
may
have
more
than
one
play-‐by-‐play
text
specified
in
each
likelihood
category.
If
you
do,
each
text
item
in
the
category
will
be
given
the
same
opportunity
to
be
chosen
within
that
category.
In
other
words,
if
you
have
three
items
in
the
often
category,
each
item
will
have
a
20%
chance
of
getting
selected
(60/3).
Each
text
item
listed
for
a
play-‐by-‐play
event
must
end
with
a
unique
number.
If
two
play-‐by-‐play
text
items
share
the
same
number
within
an
event,
the
most
recent
item
will
override
the
previous
items.
You
can
take
advantage
of
this
feature
to
override
a
play-‐by-‐play
text
item
in
the
systemPBP.properties
file.
The
standard
is
to
use
a
number
>
100
for
your
own
custom
play-‐by-‐play
text
items,
and
a
number
<
100
when
you
want
to
override
a
system
play-‐by-‐play
call.
Each
line
in
a
play-‐by-‐play
file
consists
of
an
event
name,
followed
by
the
likelihood,
and
then
a
unique
number.
For
example,
to
create
a
brand
new
unlikely
play-‐by-‐play
text
item
for
when
a
player
strokes
a
hard
hit
single
to
left
field,
you
would
add
the
following
line
to
the
userPBP.properties
file:
aSingleHardLF.unlikely.100=~TAB~~VELOCITY~ ~CONTACT~ to ~LOCATION~ ...\n~TAB~a base knock for ~BATTER~!
The
\n
in
the
example
above
adds
the
text
that
follows
to
a
new
line
in
the
message
window.
As
a
result,
the
play-‐by-‐play
text
above
will
produce
output
that
will
resemble
this:
The
following
is
an
example
of
how
to
override
one
of
the
play-‐by-‐play
text
items
located
in
the
systemPBP.properties
file.
Suppose
that
you
want
to
override
text
that
is
displayed
when
a
batter
comes
to
the
plate.
Adding
the
following
line
to
the
userPBP.properties
file
will
replace
the
default
"often"
batter-‐up
play-‐by-‐play
item
specified
in
systemPBP.properties:
batterUp.often.1=\n~BATTER~ takes his time as he approaches the plate.
Page 57 of 74
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Diamond
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23,
2015
The
best
way
to
create
new
play-‐by-‐play
text
items
is
to
copy
existing
play-‐by-‐play
items
from
the
systemPBP.properties
file
and
paste
them
into
the
userPBP.properties.
Next,
change
the
likelihood,
the
number,
and
the
play-‐by-‐play
text.
Y ou
must
restart
the
game
before
any
changes
will
take
effect.
You
can
also
remove
a
system
play-‐by-‐play
call
by
copying
an
existing
play-‐by-‐play
item
from
the
systemPBP.properties
file,
pasting
it
into
the
userPBP.properties,
and
then
clearing
the
value.
For
example,
the
following
line
in
the
userPBP.properties
file
will
completely
remove
the
batterUp.often.1
PBP
call:
batterUp.often.1=
Please
refrain
from
changing
the
systemPBP.properties
file
directly;
all
custom
play-‐by-‐play
changes
should
be
made
to
the
userPBP.properties
file.
This
ensures
that
your
changes
will
not
be
overwritten
when
installing
upgrades.
In
addition,
if
you
make
a
mistake
you
will
not
destroy
the
system
play-‐by-‐
play
settings.
Adding
custom
play-‐by-‐play
can
be
a
lot
of
fun.
Feel
free
to
experiment!
In
addition,
visit
digitaldiamondbaesball.com
for
videos
that
go
into
detail
about
how
to
customize
play-‐by-‐play.
Importantly,
once
your
library
becomes
a
career
library,
it
can
never
return
back
to
a
non-‐career
library.
The
only
way
to
return
the
library
back
to
a
single-‐season
library
is
to
restore
it
from
a
backup.
As
a
result,
when
you
choose
to
age
your
library,
you
will
be
given
the
option
to
make
a
backup
of
the
library.
It
is
strongly
recommended
that
you
do
create
a
backup
before
aging
a
library.
Digital
Diamond
Baseball
uses
a
projection
system
called
the
Morey
Iterative
Projection
System
(MIPS)
(copyright
2013-‐2014,
Leslie
C.
Morey,
Ph.D.;
licensed
by
permission).
MIPS
is
a
very
sophisticated
projection
system
that
can
generate
projected
annual
statistics
for
players
as
they
get
older.
Although
other
baseball
simulations
also
have
“career
modes”,
these
are
static
algorithms,
meaning
that
a
player’s
entire
career
is
basically
determined
by
his
initial
statistics,
perhaps
with
some
random
variation
included.
What
is
unique
about
the
MIPS
career
system
implemented
in
DDBB
is
that,
after
the
initial
season
of
a
league
is
played,
the
player’s
career
is
determined
entirely
by
his
performance
within
DDBB.
In
other
words,
if
a
player
gets
hot
during
a
simulated
season—his
subsequent
career
will
be
better.
If
a
player
gets
into
a
prolonged
slump-‐-‐that
might
lead
to
a
career
decline.
Page 58 of 74
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on
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23,
2015
One
important
implication
of
this
unique
characteristic
is
that
managerial
decisions
will
actually
affect
player
career
outcomes!
Should
you
rest
your
promising
young
outfielder
against
the
league’s
best
pitcher,
to
allow
him
to
build
his
confidence
(and
his
batting
average)?
If
you
are
in
a
pennant
race,
should
you
overuse
your
young
star
pitcher,
knowing
that
he
will
still
be
the
best
pitcher
on
your
staff
even
with
an
overuse
penalty,
but
also
knowing
that
the
heavy
usage
is
likely
to
also
hurt
his
career
development?
Should
you
allow
your
underperforming
veteran
to
play
through
a
slump,
where
he
might
regain
his
previous
form,
or
sit
him
knowing
that
his
current
performance
is
going
to
hasten
his
career
decline?
To
the
best
of
our
knowledge,
no
other
baseball
simulation
has
a
career
mode
where
managerial
decisions
can
actually
influence
the
rise
and
fall
of
player
careers.
The
beauty
of
the
Digital
Diamond
Baseball
career
mode
is
that
you,
the
manager,
have
control
over
the
progression
of
your
players.
However,
nothing
is
guaranteed!
The
system
is
not
completely
predictable
(sometimes
great
player's
have
bad
seasons
and
average
players
have
great
ones).
You
have
to
be
ready
to
adapt
to
the
ups
and
downs
of
baseball
to
build
a
core
of
solid
players
and
guide
your
team
to
annual
dominance!
Using
Digital
Diamond
Baseball
in
career
mode
combines
several
different
features
of
the
game,
including
player
generation
(fictional
or
real
players),
drafting,
fast
play
or
manual
managing
of
games,
and
the
MIPS
projection
system.
To
use
convert
a
library
to
career
mode,
you
will
typically
want
to
follow
these
steps:
1. Start
with
the
library
of
your
choice
a nd
be
sure
to
back
it
up
before
you
go
any
further.
Once
you
convert
a
library
to
career
mode,
you
can’t
go
back
without
restoring
it
from
a
previous
backup.
The
library
can
be
a
real-‐life
MLB
season,
a
library
comprised
of
players
across
many
baseball
eras,
or
a
library
of
fictional
players.
2. Next,
activate
all
players
in
the
library
(Players-‐>Activate
All
Players)
and
place
all
players
onto
an
opening
day
roster
(Team-‐>Edit
Opening
Day
Rosters)
3. Career
mode
works
best
with
libraries
that
don’t
contain
as-‐played
lineups
or
duplicate
players.
As
a
result,
the
next
step
is
to
run
a
draft
(Season-‐>Draft).
Be
sure
to
combine
duplicate
records
and
release
all
players
to
the
free
agent
pool
when
you
conduct
the
draft.
See
Section
3.4.1
for
more
information
about
running
a
draft.
4. The
next
step
is
to
create
a
new
season
(Season-‐>Create
New
Season/Schedule)
with
a
full
162
game
schedule
and
then
highlight
and
delete
all
transactions
in
the
Transactions
tab.
5. It
is
now
time
to
generate
team
profiles
for
all
of
the
teams
in
your
library
(Teams-‐>Edit
Team
Profiles).
If
you
will
be
manually
managing
one
or
more
teams
in
the
upcoming
season,
you
may
want
to
build
those
team’s
profiles
by
hand
rather
than
auto-‐generate
them.
6. You
are
now
ready
to
play
the
season.
You
can
pick
a
specific
team
or
two
that
you
would
like
to
manage,
or
you
can
just
fast
play
the
season.
The
choice
is
yours.
However,
one
of
the
most
exciting
parts
of
career
mode
is
managing
your
team
on
a
daily
basis
to
groom
your
young
players.
The
more
they
play,
and
the
better
they
do,
the
more
likely
they
will
get
better
with
age.
As
manager
you
will
get
to
decide
if
you
want
to
play
younger
players
at
the
expense
of
the
current
season
(to
help
the
players
develop)
or
play
the
established
veterans
and
go
for
the
pennant
in
the
current
year.
Page 59 of 74
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23,
2015
7. At
the
end
of
the
season,
you
should
generate
and
save
reports
that
document
the
season.
At
the
very
least
you
will
probably
want
to
save
the
final
standings,
league
batting
and
pitching
reports,
and
the
batting
and
pitching
leaders.
8. You
are
now
ready
to
restart
the
season.
But
this
time,
and
for
all
future
seasons,
you
should
age
the
players
when
the
season
is
restarted
(Season-‐>Restart
Current
Season
With
Aging).
9. After
the
season
is
restarted,
some
players
may
retire.
As
a
result,
you
will
need
to
replenish
the
rosters.
To
do
this,
you
will
want
to
generate
some
young
players
(Library-‐>Generate
Players)
to
fill
in
for
the
retired
ones.
The
new
players
will
automatically
be
placed
in
the
free
agent
pool.
10. With
the
new
players
generated,
you
are
ready
to
run
another
draft
to
supplement
the
teams
that
lost
players
due
to
retirement.
The
draft
should
contain
enough
rounds
to
allow
all
teams
to
replenish
their
rosters
to
full
strength.
This
will
depend
on
how
many
players
recently
retired.
This
time
when
you
run
the
draft,
don’t
combine
duplicates
or
release
all
players
to
the
free
agent
pool.
Instead,
you
will
be
drafting
the
young
players
that
just
entered
the
league
and
are
already
free
agents.
The
draft
order
should
be
based
on
the
end
of
season
standings
(the
last
place
team
should
pick
first).
11. After
the
draft
you
can
return
to
step
5
above
and
continue
watch
your
teams
and
players
progress
through
their
careers!
If
you
have
three
differently
colored
dice,
you
can
pick
one
color
to
represent
the
ones
digit,
another
color
to
represent
the
tens
digit,
and
a
third
color
for
the
hundredths
digit.
Using
three
dice,
one
roll
of
the
dice
will
generate
a
number
from
0-‐999
If
you
only
have
one
die,
you
must
roll
it
three
times,
the
first
roll
represents
the
ones
digit,
the
second
roll
represents
the
tens
digit,
and
the
third
roll
represents
the
hundreds
digit.
Once
you
have
the
dice,
all
you
have
to
do
is
set
the
Show
roll
option,
accessed
via
the
Options-‐>General
Options-‐>Other
menu
item,
to
Entered
by
user.
After
you
edit
this
option
you
are
ready
to
play
the
game.
When
the
game
starts,
each
time
you
click
on
Pitch/Swing
you
can
roll
the
dice
and
enter
the
result.
The
game
will
lookup
the
correct
result
from
the
Combined
Player
Card
and
the
game
will
proceed
as
usual.
In
addition,
the
game
will
prompt
you
to
roll
dice
when
attempting
a
steal,
trying
for
Page 60 of 74
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an
extra
base,
and
on
close
extra-‐base/tagging-‐up
attempts
(see
the
Chance
for
a
close
call
on
extra
base
option).
Of
course,
it
is
also
a
lot
of
fun
to
build
your
own
custom
libraries.
Using
various
resources
on
the
World
Wide
Web,
you
will
be
able
to
build
player
libraries
that
contain
teams
from
any
season
in
history.
You
can
even
put
your
child's
little
league
team
in
digital
diamond
baseball!
To
create
a
new
library
in
Digital
Diamond
Baseball,
select
the
Library-‐>Create
A
New
Library
menu
item
and
enter
a
name
for
your
new
library.
This
will
create
an
empty
player
library,
and
the
new
library
will
become
your
current
library.
You
can
always
tell
what
library
is
currently
in
use
by
looking
at
the
title
bar
of
the
Main
window.
Once
you
have
created
a
new
library,
you
are
ready
to
populate
your
library
with
players.
There
are
several
ways
to
populate
your
library
with
players:
• Import
players
directly
from
another
library
(this
is
the
easiest
method).
• Import
players
using
Comma
Separated
Value
(CSV)
files
generated
using
the
Lahman
database
• Import
players
using
Comma
Separated
Value
(CSV)
files
generated
using
information
on
the
World
Wide
Web.
Using
the
Import
Players
From
Library
dialog
you
can
select
the
team
you
want
to
import
players
from
and
the
individual
players
you
want
to
import.
You
can
select
more
than
one
player
to
import,
but
they
all
must
be
on
the
same
team.
Alternatively,
you
can
check
the
Import
Entire
Team
checkbox
to
import
all
players
on
the
currently
selected
team.
Click
OK
after
you
have
selected
the
players
you
want
to
import.
The
final
step
in
the
import
process
is
to
specify
what
team
you
want
to
import
the
players
to.
This
will
be
one
of
the
teams
in
your
current
library,
or
you
will
be
able
to
create
a
new
team
for
the
players.
Page 61 of 74
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When
you
are
prompted
to
do
so,
select
the
destination
team
(or
create
a
new
one)
and
the
players
will
be
added
to
your
library.
The
Lahman
Database
is
licensed
under
a
Creative
Commons
Attribution-‐ShareAlike
3.0
Unported
License
(for
details
see:
http://creativecommons.org/licenses/by-‐sa/3.0/).
As
a
result,
it
is
possible
for
Digital
Diamond
Baseball
to
include
a
version
of
the
database
with
the
game.
The
database
file
is
stored
in
the
game’s
Import
folder.
Using
this
included
database,
you
can
generate
player
import
files
using
the
Library-‐>Generate
Lahman
Import
Files
menu
item.
This
will
display
the
Generate
Lahman
Import
Files
dialog
box.
To
generate
import
files
for
a
custom
library,
follow
the
steps
listed
below:
• Selecting
the
Lahman
DB
File:
Click
on
the
...
button
to
locate
your
Lahman
Database
file.
This
is
the
Lahman
database
file
included
with
the
game
and
located
in
the
Import
folder.
• Selecting
the
year:
Select
the
year
that
you
would
like
to
import.
This
year
determines
what
statistics
will
be
included
in
library.
• Selecting
the
team:
After
selecting
the
year
you
will
be
given
the
option
to
select
the
team
you
want
to
import.
The
default
option
is
All
Teams,
which
will
import
all
teams
in
the
selected
year.
If
you
select
a
specific
team,
only
that
team
will
be
included
in
the
import
file.
• Estimating
SO
and
CS:
In
most
cases,
you
do
not
want
to
check
the
Estimate
CS
and
SO
check
box.
However,
for
some
seasons
in
the
late
1800s
and
early
1900s
statistics
for
CS
and
SO
are
missing.
If
you
check
the
Estimate
CS
and
SO
checkbox,
Digital
Diamond
Baseball
will
estimate
these
values
using
the
ratios
you
specify
for
SB/CS
and
AB/SO.
If
you
only
wish
to
estimate
one
of
these
stats
(just
CS
or
just
SO),
you
can
leave
the
ratio
field
blank.
The
default
ratios
(3
SB/CS
and
12
AB/SO)
were
chosen
based
on
ratios
for
seasons
in
the
same
era
that
were
not
missing
these
statistics.
If
you
check
the
Estimate
CS
and
SO
box,
values
for
CS
and
SO
will
be
estimated
for
all
players
in
the
library.
• Generating
the
import
files:
Click
on
the
Generate
button.
This
will
generate
the
import
files.
When
the
import
is
complete,
click
Close
to
exit
the
dialog.
Section
7.3
discusses
how
to
import
these
files
into
Digital
Diamond
Baseball.
Page 62 of 74
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Importing
is
accomplished
by
specifying
the
import
files
that
you
just
generated
using
the
Lahman
Database.
The
process
is
similar
if
you
generated
the
import
files
using
Baseball
Reference,
or
by
hand.
Please
complete
the
following
steps
to
perform
the
import:
1. Specifying
the
Formats:
Click
the
three
"..."
buttons
located
in
the
Format
Section
of
the
Import
Players
dialog
and
select
the
Lahman-‐BattingFormatWithAge,
Lahman-‐PitchingFormatWithAge,
and
Lahman-‐FieldingFormat
files
respectively.
These
files
can
be
found
in
the
Import\Lahman
folder,
which
is
located
in
the
Digital
Diamond
Baseball
installation
folder.
2. Specifying
the
Batting
Stats:
Click
the
"..."
button
located
in
the
Batting
Section
of
the
Import
Players
dialog
and
select
the
Lahman-‐YEAR-‐TEAM-‐BatterCombined
file,
where
YEAR
and
TEAM
are
the
year
and
team
you
selected
when
you
generated
the
import
files.
This
file
will
be
located
in
the
Import\Lahman\YEAR-‐TEAM
folder.
3. Specifying
the
Pitching
Stats:
Click
the
"..."
button
located
in
the
Pitching
Section
of
the
Import
Players
and
select
the
Lahman-‐YEAR-‐TEAM-‐PitcherCombined
file,
where
YEAR
and
TEAM
are
the
year
and
team
you
selected
when
you
generated
the
import
files.
This
file
will
be
located
in
the
Import\Lahman\YEAR-‐TEAM
folder.
4. Specifying
the
Fielding
Stats:
Click
the
nine
"..."
buttons
located
in
the
Fielding
Section
of
the
Import
Players
and
select
each
of
the
nine
Lahman-‐YEAR-‐TEAM-‐FieldingPOS
files,
where
YEAR
and
TEAM
are
the
year
and
team
you
selected
when
you
generated
the
import
files,
and
POS
represents
each
of
the
nine
positions.
These
files
will
be
located
in
the
Import\Lahman\YEAR-‐
TEAM
folder.
Please
note
that
for
much
older
seasons,
only
one
fielding
file
will
be
created
for
the
outfield
positions
(Lahman-‐YEAR-‐TEAM-‐FieldingOF).
This
file
should
be
selected
for
each
of
the
three
outfield
positions
in
the
Import
Players
dialog.
5. Selecting
the
Type
of
Import:
In
most
cases,
you
will
want
to
perform
a
Basic
Import.
A
basic
import
updates
a
player's
statistics
if
they
already
exist
in
the
library,
and
creates
new
players
if
they
are
not
already
in
the
library.
Players
are
matched
up
based
on
their
first
and
last
name,
the
year
they
played,
and
the
team
they
played
on.
The
Basic
Import
feature
will
only
add
or
update
players
in
a
library;
it
never
removes
players.
In
addition,
The
Basic
Import
feature
requires
that
no
team
have
two
players
on
it
with
the
same
name
(e.g.,
there
were
two
pitchers
named
Bobby
Jones
on
the
Mets
in
2000).
If
this
happens,
you
should
rename
the
players
in
the
import
file
so
the
names
are
unique
(e.g.,
Bobby
M.
Jones
and
Bobby
R.
Jones).
If
you
are
importing
players
into
a
library
that
is
already
populated
with
players,
and
you
want
to
erase
those
players
first,
you
should
select
the
Empty
library
before
import
radio
button
before
you
do
the
import.
The
Draft
League
Import,
Freeze
Year,
and
Freeze
Team
options
are
not
used
when
importing
from
Lahman.
These
options
are
explained
in
detail
later
in
this
section
and
in
the
help
videos
posted
on
digitaldiamondbaseball.com.
6. Importing
the
Players:
Click
on
the
Import
button
to
start
the
import.
When
the
import
completes,
click
on
the
Close
button
and
you
should
see
your
players
in
the
Browse
Rea
Life
Stats
tab.
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7.4. CREATING
CSV
IMPORT
FILES
FROM
DATA
ON
THE
WORLD
WIDE
WEB
It
is
possible
to
create
a
custom
library
using
import
files
that
you
collect
using
online
baseball
statistical
references,
instead
of
using
the
Lahman
database.
Baseball-‐Reference.com
is
perhaps
the
best
free
online
reference
for
building
custom
libraries.
The
exciting
part
about
this
feature
is
it
allows
you
to
build
libraries
based
on
statistics
from
the
currently
active
baseball
season.
In
other
words,
you
can
have
a
library
that
mirrors
the
current
baseball
season
as
it
unfolds.
In
Digital
Diamond
Baseball,
import
files
are
simply
text
files
that
consist
of
player
statistics.
Each
player
is
specified
on
a
different
line
in
the
file,
and
a
comma
separates
each
statistic
for
a
player.
Digital
Diamond
Baseball
requires
that
certain
statistics
be
specified
for
batting,
pitching,
and
fielding.
However,
fielding
statistics
are
optional.
The
first
step
to
create
a
custom
library
using
import
files
is
to
create
a
single
file
containing
batting
statistics
for
all
the
players
you
would
like
to
have
in
your
library.
This
file
should
include
batting
statistics
for
pitchers
as
well.
Next,
you
will
need
a
single
file
containing
pitching
statistics
for
all
pitchers
in
your
library.
Finally,
if
you
want
to
have
individual
fielding
ratings,
you
can
also
provide
a
single
file
per
position
for
all
players
in
your
library.
All
of
these
files
can
easily
be
created
by
exporting
the
statistics
from
an
online
baseball
statistical
reference.
Batting,
pitching,
and
fielding
files
must
follow
a
particular
format.
The
example
that
will
follow
shows
a
format
that
works
well
with
Baseball-‐Reference.com.
However,
the
format
can
be
customized
to
suite
other
online
baseball
statistical
references.
Page 64 of 74
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2015
Here
is
a
table
of
the
required
fielding
stats
(remember,
you
need
one
file
per
position;
this
example
represents
statistics
for
RF):
The
data
shown
in
the
tables
above
were
generated
using
Baseball-‐Reference.com.
In
the
batting
and
pitching
files,
an
*
listed
after
a
player's
name
indicates
that
they
bat
or
throw
left-‐handed.
For
batting
files,
a
#
listed
after
a
player's
name
indicates
that
they
are
switch
hitters.
The
Pos
field
in
the
batting
statistics
file
indicates
all
the
positions
played,
where
each
character
represents
a
position
(i.e.,
D-‐DH,
1-‐
pitcher,
2-‐catcher,
3-‐first
base,
4-‐second
base,
5-‐third
base,
6-‐short
stop,
7-‐left
field,
8-‐center
field,
and
9-‐right
field).
Creating
the
import
files
listed
above
is
easy
using
Baseball-‐Reference.com.
The
steps
shown
below
walk
you
through
the
steps
for
importing
the
batting
statistics
for
the
2010
NL:
1. Point your browser at Baseball-‐Reference.com and navigate to Leagues-‐>NL History-‐>2010 NL.
2. Scroll
down
to
the
Player
Standard
Batting
section
and
click
on
the
SHARE
link.
If
you
don't
see
the
SHARE
link,
wait
for
the
page
to
finish
loading,
it
can
take
a
while
for
the
entire
page
to
load.
3. Click
on
the
next
to
the
columns
that
are
not
required
by
Digital
Diamond
Baseball.
If
you
don't
see
the
SHARE,
wait
for
the
page
to
finish
loading,
it
can
take
a
while
for
the
entire
page
to
load.
When
you
are
done
your
player
table
should
only
include
FullName,
Team,
G,
AB,
R,
H,
2B,
3B,
HR,
SB,
CS,
BB,
SO,
SH,
Pos.
Summary.
4. Click on the comma-‐separated link to get the statistics in Comma-‐Separated-‐Value format.
Page 65 of 74
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2015
5. Press
the
Ctrl
and
A
keys
at
the
same
time
to
select
all
of
the
statistics
and
then
press
the
Ctrl
and
C
keys
at
the
same
time
to
copy
the
statistics
to
your
clipboard.
Next,
open
your
favorite
text
editor
(you
can
use
Window's
Notepad,
but
Notepad++
is
a
better
choice),
and
paste
the
text
into
your
editor.
Do
not
use
a
word
processor
like
MS
Word
because
it
will
not
save
the
file
using
plain
text.
6. Scroll
to
the
end
of
the
file
and
delete
everything
after
the
last
player.
7. Create
a
folder
under
the
Import\BaseballReference
folder
(this
folder
can
be
found
in
your
Digital
Diamond
Baseball
installation
folder).
This
folder
will
be
used
to
store
your
import
files.
Because
these
are
2010
NL
statistics,
you
may
want
to
call
the
folder
2010NL.
Next,
use
your
editor
to
save
the
statistics
to
a
file
called
CombinedBatting.txt
in
the
Import\BaseballReference\2010NL
folder.
Page 66 of 74
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23,
2015
8. Repeat
these
steps
using
the
pitching
statistics
on
Baseball-‐Reference.com
to
create
a
file
called
CombinedPitching.txt
and
save
it
in
Import\BaseballReference\2010NL
folder.
9. If
you
wish
to
include
fielding
statistics
in
your
library,
you
can
get
them
using
the
Fielding
menu
in
Baseball-‐Reference.com.
This
menu
provides
access
to
the
required
fielding
statistics
for
each
position.
10. You
will
need
to
create
one
import
file
for
each
position.
For
example,
the
fielding
for
pitchers
in
Baseball-‐Reference.com
can
be
generated
as
shown
below:
NOTE:
For
the
fielding
stats
you
will
need
to
delete
the
LgAve
line
located
on
the
second
line
of
each
fielding
file,
and
also
everything
after
the
last
player
in
the
file.
Once
you
have
created
the
import
files
listed
above,
you
can
import
them
using
the
steps
listed
in
Section
7.3.
When
entering
the
batting,
pitching,
and
fielding
layout
files
in
the
Import
Players
dialog
box,
select
the
files
located
in
the
Import\BaseballReference
folder
located
inside
your
Digital
Diamond
Baseball
installation
folder.
For
the
batting,
pitching,
and
fielding
statistics,
select
the
files
you
created
in
steps
8
and
9
and
saved
in
the
Import\BaseballReference\2010NL
folder.
Because
the
year
is
not
included
in
your
import
files,
you
will
need
to
enter
the
year
(in
this
case
the
statistics
are
from
2010)
into
the
Freeze
Year
field
in
the
Import
Players
dialog
box
before
you
execute
the
import.
Page 67 of 74
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23,
2015
7.5. UPDATING
DRAFT
LIBRARIES
AND
FOLLOWING
ALONG
WITH
THE
CURRENT
BASEBALL
SEASON
If
you
want
to
follow
along
with
the
current
baseball
season,
or
are
update
a
library
that
is
being
used
for
a
draft
league,
all
you
have
to
do
is
repeat
the
steps
listed
in
Section
7.4
as
often
as
you
like
(every
month,
every
week,
or
even
every
day).
For
example,
every
Monday
morning
during
the
regular
season
you
could
download
and
import
the
statistics
from
Baseball-‐Reference.com
and
your
library
will
be
instantly
updated
with
the
current
season
stats
and
rosters!
In
addition,
the
season
stats
that
you
have
accumulated
while
simulating
games
will
remain
unchanged.
When
updating
a
custom
library
that
is
used
in
a
draft
league,
and
consists
of
players
that
were
drafted,
be
sure
to
select
the
Draft
league
import
radio
button
in
the
Import
Players
dialog
box.
This
will
tell
Digital
Diamond
Baseball
to
handle
the
import
differently.
If
this
radio
button
is
selected,
players
will
be
matched
up
between
your
library
and
the
import
file
using
just
the
name
of
the
player.
This
allows
the
players
in
your
library
to
be
on
different
teams
than
they
are
on
in
the
import
file.
When
a
match
is
found,
the
player’s
stats
will
be
updated
in
the
library
using
the
stats
in
the
import
file.
If
a
match
is
found
on
more
than
one
team
in
the
import
file,
the
stats
will
be
combined
for
the
corresponding
player
in
the
library.
If
no
match
is
found,
the
player
will
be
deactivated
in
your
library.
Because
players
are
matched
up
using
just
the
player’s
name,
you
cannot
have
two
different
players
with
the
same
name
in
either
the
import
file
or
in
the
library.
If
this
is
the
case,
be
sure
to
rename
the
players
so
their
names
are
unique
(e.g.,
try
adding
a
middle
initial).
This
feature
is
perfect
for
updating
a
draft
league
library
to
use
stats
from
the
most
recently
completed
major
league
season.
However,
it
can
also
be
used
to
update
a
draft
library
periodically
while
a
major
league
season
is
in
progress.
When
updating
a
custom
library
that
consists
of
the
stats
from
the
current
baseball
season,
be
sure
to
select
the
Real-‐time
Stats
league
import
radio
button
in
the
Import
Players
dialog
box.
This
will
tell
Digital
Diamond
Baseball
to
attempt
to
detect
trades,
call-‐ups,
and
demotions
automatically
and
generate
transactions
to
match
these
roster
changes.
Historical
normalization
is
applied
by
the
game
engine
when
a
pitcher
and
a
batter
are
matched
up,
and
the
result
of
this
match
up
is
displayed
in
the
Combined
Player
Card.
The
adjustment
made
to
each
event
probability
is
determined
using
the
Morey-‐Z
method,
which
considers
the
batter’s/pitcher’s
event
probabilities
and
the
average
event
probabilities
taken
from
the
batter’s/pitcher
league
average
files.
The
Morey-‐Z
method
uses
the
following
formula:
Where
PB*P
is
the
probability
of
a
game
event
when
pitcher
P
faces
batter
B.
In
the
formula
above
PP
is
the
pitcher’s
event
probability;
PB
is
the
batter’s
event
probability;
and
PL
is
the
event
probability
taken
from
the
league
average
file
of
either
the
pitcher
or
the
batter.
The
2
in
the
term
is
called
the
Variance Parameter.
The
variance
parameter
is
automcatically
calculated
by
Digital
Diamond
Baseball
based
on
the
average
slugging
percentage
of
the
current
library.
This
calculation
is
based
on
a
midpoint,
which
it
can
be
configured
via
the
Normalization
Options
dialog
box.
The
midpoint
for
the
Variance Parameter
can
have
a
value
between
1
and
2.
I t
is
very
unlikely
that
the
user
will
have
a
need
to
change
this
parameter
from
its
default
value.
Permission
has
been
granted
to
Digital
Diamond
Baseball
for
the
use
of
the
Morey-‐Z
method
to
simulate
pitcher/batter
matchups.
The
adjustment
made
by
minimum
playing
time
normalization
moves
the
probabilities
towards
a
reduced
league
average.
In
other
words,
if
a
player
did
not
play
much
in
real-‐life,
normalization
will
adjust
his
performance
by
"sliding"
it
towards
a
value
someplace
below
the
league
average.
The
best
way
to
explain
how
this
is
done
is
to
give
an
example
Let's
assume
we
want
to
estimate
how
many
doubles
a
batter
would
have
if
they
had
met
the
minimum
number
of
plate
appearances
specified
in
the
Normalize
Options
dialog.
To
determine
the
total
number
of
doubles,
the
minimum
playing
time
normalization
algorithm
simulates
the
missing
plate
appearances,
assuming
that
the
batter
will
perform
a
little
worse
than
the
average
hitter.
Just
how
worse
is
determined
by
the
normalization
penalties
specified
in
the
Normalize
Options
dialog
(there
are
Page 69 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
two
different
penalties,
one
for
pitchers
and
one
for
batters/runners/fielders).
This
normalization
is
achieved
using
the
following
two
formulas:
For batter's:
*The formula is similar for BB, 1B, 2B, 3B, and HR.
For pitcher's:
*The formula is similar for BB, 1B, 2B, 3B, and HR.
Let’s
consider
an
example
showing
how
minimum
playing
time
normalization
works.
For
the
purposes
of
this
example,
assume
the
minimum
number
of
plate
appearances
before
normalization
is
defined
as
100.
We
can
also
assume
that
the
batter
only
had
50
plate
appearances
and
had
just
1
double.
Finally,
let's
assume
that
the
average
batter
(as
specified
in
the
current
league
averages
file)
hit
a
double
in
4.7%
of
their
plate
appearances,
and
the
normalization
penalty
for
batters
is
50%.
Using
these
numbers,
the
normalization
formula
would
predict
a
total
of
2
doubles:
normalized number of 2B =
1 + ROUNDDOWN[( (100 - 50) * (0.50 * 0.047) ) ] = 2 doubles
Minimum
playing
time
normalization
is
used
by
Digital
Diamond
Baseball
for
calculating
SO,
BB,
1B,
2B,
3B,
HR,
SB,
and
E
for
any
player
that
does
not
meet
the
minimum
play
requirements
as
defined
in
the
Normalize
Options
dialog.
When
browsing
players
in
the
Browse
Real
Life
Stats
tab,
the
names
of
players
with
normalized
statistics
are
shown
using
a
red,
italicized
font.
• The
probability
of
a
strike
out
(SO%):
This
represents
the
probability
that
a
batter
will
strike
out
against
an
average
pitcher,
or
that
a
pitcher
will
strike
out
an
average
batter.
This
value
is
calculated
as
SO/PA
for
batters
and
SO/BF
for
pitchers.
This
value
will
never
be
smaller
than
the
minimum
probability
for
a
batting
statistic,
which
is
specified
in
the
Normalize
Options
dialog.
• The
probability
of
all
other
outs
(OUT%):
This
represents
the
probability
that
a
batter
will
make
an
out,
other
than
a
strikeout,
against
an
average
pitcher,
or
that
a
pitcher
will
cause
an
average
batter
to
make
an
out
other
than
a
strikeout.
This
value
is
calculated
as
1.0 - SO% + BB% +
1B% + 2B% + 3B% + HR%.
• The
probability
of
a
single
(1B%):
This
represents
the
probability
that
a
batter
will
get
a
base
hit
against
an
average
pitcher,
or
that
a
pitcher
will
give
up
a
base
hit
against
an
average
batter.
Page 70 of 74
Digital
Diamond
Baseball
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Manual
Version
5.0.4
Last
modified
on
February
23,
2015
This
value
is
calculated
as
1B/PA
for
batters
and
1B/BF
for
pitchers.
This
value
will
never
be
smaller
than
the
minimum
probability
for
a
batting
statistic,
which
is
specified
in
the
Normalize
Options
dialog.
• The
probability
of
a
double
(2B%):
This
represents
the
probability
that
a
batter
will
hit
a
double
against
an
average
pitcher,
or
that
a
pitcher
will
give
up
a
double
against
an
average
batter.
This
value
is
calculated
as
2B/PA
for
batters
and
(H
*
2B/H),
where
2B/H
is
specified
by
the
current
league
average
file.
This
value
will
never
be
smaller
than
the
minimum
probability
for
a
batting
statistic,
which
is
specified
in
the
Normalize
Options
dialog.
• The
probability
of
a
triple
(3B%):
This
represents
the
probability
that
a
batter
will
hit
a
triple
against
an
average
pitcher,
or
that
a
pitcher
will
give
up
a
triple
against
an
average
batter.
This
value
is
calculated
as
3B/PA
for
batters
and
(H * 3B/H),
where
3B/H
is
specified
by
the
current
league
average
file.
This
value
will
never
be
smaller
than
the
minimum
probability
for
a
batting
statistic,
which
is
specified
in
the
Normalize
Options
dialog.
• The
probability
of
a
home
run
(HR%):
This
represents
the
probability
that
a
batter
will
hit
a
home
run
against
an
average
pitcher,
or
that
a
pitcher
will
give
up
a
home
run
against
an
average
batter.
This
value
is
calculated
as
HR/PA
for
batters
and
HR/BF
for
pitchers.
This
value
will
never
be
smaller
than
the
minimum
probability
for
a
batting
statistic,
which
is
specified
in
the
Normalize
Options
dialog.
For
a
batter,
each
event
listed
above
represents
the
chance
that
the
given
event
will
happen
to
a
batter
against
an
average
pitcher.
For
a
pitcher,
each
event
listed
above
represents
the
chance
that
the
pitcher
will
allow
the
given
event
while
facing
an
average
batter.
What
determines
an
average
batter
or
an
average
pitcher
are
the
statistics
located
in
the
current
league
average
file.
On
a
Player
Card,
probabilities
are
displayed
using
a
range
of
numbers
that
lie
somewhere
between
0
and
999.
Each
number
inside
a
range
represents
a
0.1%
chance
that
the
event
(e.g.,
SO,
1B)
will
take
place.
For
example,
if
the
range
0-‐168
appears
on
a
batter's
card
for
his
SO%,
that
batter
has
a
16.9%
chance
of
striking
out
against
the
average
pitcher.
Alternatively,
if
the
range
0-‐168
appears
on
a
pitcher's
card
for
his
SO%,
that
pitcher
has
a
16.9%
chance
of
striking
out
the
average
batter.
Of
course,
during
a
game
batters
are
not
typically
facing
average
pitchers
and
pitchers
are
not
typically
facing
average
batters.
To
account
for
this,
the
current
batter's
card
must
be
combined
with
the
current
pitcher's
card
to
determine
the
probabilities
resulting
from
the
confrontation.
These
resulting
probabilities
are
shown
on
the
Combined
Card.
The
probabilities
shown
on
a
combined
card
are
calculated
by
adjusting
the
batter's
probabilities
based
on
how
much
better,
or
worse,
the
current
pitcher
is
compared
to
the
pitcher’s
league
average
file
and
how
much
better,
or
worse,
the
current
batter
is
compared
to
the
batter’s
league
average
file.
More
specifically,
the
Morey-‐Z
method
is
used.
The
Morey-‐Z
method
not
only
calculates
the
combined
probabilities
based
on
the
pitcher/batter
matchup
but
also
normalizes
these
results
across
eras.
For
more
information
about
how
this
method
works,
please
see
Section
8.1.1.
Page 71 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
Additional
adjustments
are
made
to
the
probabilities
shown
in
the
Combined
Card
based
on
the
pitcher's
and
batter's
handedness,
if
the
players
have
been
overused,
the
current
ballpark,
and
on
the
current
fatigue
of
the
pitcher.
The
outcome
between
a
batter
and
a
pitcher
is
determined
by
the
game
engine
by
rolling
a
virtual
1,000-‐sided
die.
The
end-‐result
is
determined
by
looking
the
value
of
the
die
roll
up
on
the
Combined
Card.
In
an
effort
to
make
the
inner
workings
of
the
game
engine
as
transparent
as
possible,
virtual
die
rolls
are
shown
in
the
Message
Window
during
game
play.
1. Steal
rating:
This
rating
represents
the
probability
that
a
runner
will
be
able
to
successfully
steal
a
base,
assuming
they
were
able
to
get
a
good
lead.
The
odds
of
getting
a
good
lead
are
defined
in
the
Options-‐>General
Options-‐>Running
dialog.
If
a
runner
has
met
the
minimum
number
of
stolen
base
attempts
required
the
steal
rating
is
calculated
as
SB/(SB+CS).
However,
if
the
runner
does
not
meet
the
minimum
number
of
required
attempts,
this
rating
is
normalized.
This
rating
is
also
historically
normalized.
2. Lead
rating:
This
rating
represents
the
odds
that
a
batter
will
be
able
to
get
a
good
lead
and
attempt
a
steal.
The
lead
rating
is
based
on
how
often
a
player
attempts
a
steal
when
they
are
on
first
base
and
it
is
reduced
based
on
the
pitcher’s
hold
rating.
This
rating
is
based
on
the
following
formula
(SB+CS)/(1B+BB).
The
result
of
this
formula
is
then
standardized
to
a
value
of
1
to
5
based
on
the
mean
and
standard
deviation
of
all
players
in
the
library.
3. Bunt
rating:
This
rating
represents
the
probability
that
a
runner
will
be
able
to
successfully
execute
a
sacrifice
bunt.
This
rating
is
based
on
the
following
formula
(SH)/(AB).
The
result
of
this
formula
is
then
standardized
to
a
value
of
1
to
5
based
on
the
mean
and
standard
deviation
of
all
players
in
the
library.
4. Durability
rating:
This
rating
represents
how
many
batters
a
pitcher
can
face
before
they
may
become
tired.
Pitchers
have
two
durability
ratings:
one
is
used
when
they
start
a
game
and
the
other
when
they
pitch
in
relief.
In
many
cases
these
two
ratings
are
equal.
A
starter’s
durability
rating
is
calculated
using
the
following
formula:
Page 72 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
Starter’s Durability = 25.971137 + (-2.132575*WHIP) + (12.073428*(CG/GS))
A
reliever’s
durability
rating
is
calculated
differently
depending
on
whether
or
not
they
also
qualify
as
a
starter.
If
the
relief
pitcher
is
also
qualified
to
start,
their
relief
durability
is
calculated
as:
However, if the relief pitcher is not qualified to start, then their relief durability is calculated as:
Reliever’s Durability = BF / G
In
all
cases
described
above,
if
a
pitcher’s
durability
rating
is
calculated
to
be
less
than
BF / G
then
their
rating
will
be
changed
to
BF / G.
5. Fielding
rating:
This
rating
represents
the
probability
that
a
fielder
will
make
an
error
while
playing
a
position.
If
a
fielder
has
at
met
the
minimum
number
of
fielding
chances
required
at
a
position
(as
specified
in
the
Normalize
Options
dialog)
this
value
is
calculated
as
E/chances.
If
the
runner
does
not
meet
the
minimum
number
of
required
attempts
at
a
position,
this
rating
is
normalized
(see
Explaining
Normalization).
This
rating
is
also
historically
normalized
(see
Explaining
Normalization
for
more
information).
Finally,
if
the
fielder
has
no
fielding
chances
at
a
position,
this
value
is
calculated
by
reducing
the
average
error
rate
(as
specified
in
the
current
league
average
file)
by
either
a
minor
or
major
penalty.
If
the
player
is
being
rated
at
a
position
that
is
similar
to
a
position
they
have
played,
the
penalty
is
minor.
If
the
position
is
very
different
than
a
position
they
have
played
the
penalty
is
major.
The
value
for
both
minor
and
major
fielding
penalties
are
specified
in
the
Normalize
Options
dialog.
A
chart
explaining
how
major
and
minor
penalties
are
selected
when
playing
out
of
position
is
shown
below:
Page 73 of 74
Digital
Diamond
Baseball
User
Manual
Version
5.0.4
Last
modified
on
February
23,
2015
• The
Batter
Draft
Rating:
The
batter's
draft
rating
is
calculated
using
the
stolen
base
version
of
runs
created,
which
was
created
by
Bill
James.
This
statistic
measures
the
number
of
runs
a
hitter
contributes
to
his
or
her
team.
The
stolen
base
version
of
this
statistic
also
takes
into
consideration
a
player's
base
stealing
ability.
Because
this
number
reflects
the
number
of
runs
a
hitter
contributes,
the
larger
the
number
the
better.
This
rating
is
calculated
using
the
following
formula:
• The
Pitcher
Draft
Rating:
The
pitcher's
draft
rating
is
calculated
using
the
fielding
independent
pitching
statistic.
This
statistic
approximates
a
pitcher's
ERA
by
eliminating
the
effect
fielding
may
have
played
on
the
actual
ERA.
Because
this
rating
reflects
the
pitcher's
ERA,
the
smaller
the
number
the
better.
This
rating
is
calculated
using
the
following
formula:
Of
course,
the
technique
used
to
calculate
the
Draft
Rating
will
have
a
major
impact
on
computer
managing
and
computer
drafting,
and
every
baseball
fan
has
a
different
opinion
about
what
should
be
used.
We
feel
the
measurement
we
have
currently
implemented
is
a
great
first
attempt.
However,
ultimately
we
want
you
to
be
able
to
decide
what
algorithm
the
computer
uses.
As
a
result,
a
top
priority
for
a
future
release
of
Digital
Diamond
Baseball
is
to
make
the
algorithm
configurable.
We
envision
in
the
near
future
allowing
the
user
to
select
from
a
variety
of
methods
of
calculating
the
Draft
Rating.
We
look
forward
to
your
feedback
regarding
the
future
development
of
our
computer-‐drafting
algorithm!
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