Detailed look at the makeup of DDP listed in the order the events are proceesed by the engine...
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Coaching Staff Positional Attributes: Each of your four coach's are integrated into Training Camp, with each's Positional player attributes used to determine a variable I called PCM (Positional Coaching Modifier)
For Offensive Players this involves the Head Coach and Offensive Coordinator. For defensive players Head Coach and defensive coordinator and for kickers it's the head coach and special teams coach.
The PCM is then applied to each Positional Drill to simulate the effect coaching has on positional drills.
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Daily Morale Modifier:
There's a Daily Morale Modifier that is determined prior to any daily processing. This takes creates a variable consisting of the head coach and applicable coordinator's Chemistry ratings along with the total Downtime (from user input via the Downtime coaching slider) and any unassigned player allocations which are at this point converted to downtime for the current player.
This variable then modifies the player's current morale AFTER daily processing, to simulate how the coaching staff influenced team morale throughout the day.
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Current Morale Effect:This involves the players current morale (prior to the Daily Morale modifier being applied) and also factors in any unassigned time for this player. This variable simulates the player's effort for each task assigned that day.
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Injured?:Next, DDP looks at the player's injury status. If injured the player is held out of activites for the day and his overall progress pool is decremented simulating his missing of a full day's workout. The Daily Morale Modifer is assigned and his injury status is updated. DDP then move onto the next player.
-Healthy:
If healthy enought to practice DDP now processes the players attribute pools. These pools are saved in external files and increment/decrement each time DDP is run. More on this later.
Other modifers influencing pool processing are:
-Diet: Don't screw with your player's daily diets. They don't like it. Neither do their stomachs

)
-Windspeed (reduces accuracy drills for QB's and K/P, but increases Throwing Power/Kicking power drills)
-Heavy Rain awareness bonus. If you choose to hold practice outdoors in a heavy rain, a bonus is granted to each player's awareness pool to simulate his having to be more focused in the inclimate weather.
-Catch Bonus is active when any rain is in the forecast and applies to any drill benefiting the Catching attribute. This is due to each player having to focus harder to catch the slick ball.
-Toughness Bonus is applied to the toughness rating of each player for practicing in heavy rain.
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Injury_Chance:
The injury chance is a derivative of the cumulative sum of each positional drill's Injury_Chance tune.txt entry * the rank, or percent assigned to each drill. This increases the player's chance of suffering an injury.
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Team Drills:
Once done with Hell Week your team can start team practices. These practices help bolster player 'Awareness' as well as providing position specific attribute bonues. The Injury_Chance for each position EXCEPT QB's is incremented depending on the speed of the scrimmage; i.e. half-speed or live.
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Film Study:
Like Team Drills, once you're done with Hell Week you gain access to the Film Study coaching slider. The higher the slider, the more time spent in film study.
The effect of film study is heavily dependent on experience with less experienced players benefiting more from it than veterans, but rest assured veterans do in fact benefit from film study; just to a lesser extent than less experienced players.
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Injury Engine is processed:
If the coach opted for an indoor practice each player's Injury_Chance is elevated to simulate the increase in injury frequency when playing on turf. The player's injury attribute is the prime player in determing injury chances though a player's toughness rating helps buffer this. The injury_chance comes into play here increasing the chances of an injury.
Now the attribute pools are referencd to determine if an attribute gain occured.
First though, DDP determines if a player weight change occured. The logic behind this is taken directly from OffSeason Conditioning; that being a change in player weight dynamically alters his physical appearance as well as simply changing his listed weight. As weight drops so does fat, while muscle increases. And vica versa.
For each attribute the following formula is employed:
Note:
ValObject is the current player,
SpdMean is the Speed average for all players at that position. spdPool is the running total of points for that players speed pool.
AttributeDifferential = (1 - ((decimal)valObject.Speed / (SpdMean))
Rating = (valObject.Speed + (AttributeDifferential * (spdPool))
if (
Rating >
ValObject.Speed)
{
spd = 0;
}
valObject.Speed = Rating;
If the player's initial speed is greater than the mean than a significant reduction is applied to the Attributedifferential. In addition, should a speed gain be determined to be true and the player is 29 or older DDP checks that player's new speed is less than or equal to the player's speed rating PRIOR to Age declination being processed at the onset of camp.
If a gain was made the running pool total is reset to zero.