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BullDozzer

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Issue Comments posted by BullDozzer

  1. As further information, as well as some information for anyone else having this issue;

    I can select contract types again once the season ticks over. So on 25th of december, I get the score summary screen, and "Competitions" shows Division 1 (the division I advanced to) instead of Division 2/qualifications. And once I'm into 2023 season, and "officially" in division 1, I can again select contract types.
    Don't know if it has anything to do with the weird playoff league that Division 2 has? Maybe the contract rules for division 2 playoff means they don't allow part time/full time contracts so while we get stuck in the playoff league, we cannot offer real contracts? But that's just speculation of course, there's clearly something to do with the "in-between"-time between divisions at least.

  2. Here is some more examples to show that "Go Forward" is always followed, "Mark Keeper" is one of the ignored instructions, and "Stay Back If Needed" never actually stays back.

    When playing against Second XI, controlling both teams, I made sure that the Second XI defended Long Throw in with 3 players staying forward, and then set only a single player Staying Back, as well as two players on "Stay Back If Needed". I also put a single player on marking the keeper.

    Setup.png.8bbe3f1c139f6d5576d88186e2854fbc.png

    And here is the result
    50413250_Left1.png.5796d4bd430d2c3f608f3d244cd790ed.png365355099_Left2.png.05c9591fa963c9f337d0ac3b0cb2b29e.png

    As you can see,  there are three players looking for the counter, this is a scenario where we would expect players who "stay back if needed", to stay back. From what I've found, "Stay Back if Needed", acts as "Go Forward", but always closest to the thrower. So it can actually be reliably used to put a heading-strong player near the thrower. We can also see that the "Mark Keeper", just like in our previous example, stands somewhere in front of the near post, like other instructions seem to do.

    I've attached the defensive set piece instruction, as well as the PKM of the game where these instructions were used.

    Throw In Debug 2 - Left.fmf Defend Throw In 3 Forward.fmf Throw In Debug 2.pkm

  3. This is still the case with version 22.2.0+1629206 (m.e v22.3.0.0).

    To further elaborate, as far as I can tell, the throw in set piece instructions are as non-functional as they were in FM21.

    It appears as most instructions that are not "Stay Back" or "Go Forward" are ignored, and then player uses the default "none" instruction, which for defenders mean that they stay back, and for most attacking players, they seem to congregate in front of the near post. If you put players, even central defenders on the "Go Forward" instruction, they will still go forward.

    Here is an example, using Millwall FC, with Ryan Leonard who has 15 in long throws with the "Possesses Long Flat Throw" player trait.
     

    The setup looks like this. I've spread out the players to occupy every type of instruction, to evaluate which are followed.1034268220_LongThrowLeft.png.5f82f4611313e455d5fd04a3d33126dc.png

    Here is the resulting positions just before Ryan Leonard throws the ball in a match.

    387264944_Left1.png.b932cfb2bb9da5ea2e23a085e0c82492.png
     

    Two more samples of throw-ins from the left in the same game with the same players; Left 2.png, Left 3.png

    I've written the instruction on top of each player to give an idea of what the instruction was and how it was executed.
    As we can see right away, the Lurk Far Post instruction is ignored, and the DCL player that was given this instruction is actually staying back, but not centrally as the "Stay Back" player, which I'm guessing is because it's executing a "nothing" instruction.  It's possible there is something causing players to swap instructions, since the Go Forward player is almost Marking the keeper, and the Mark Keeper player is almost attacking near post or go forward instruction? Another clear example is the "Far Post" player that is nowhere near the far post and no other player is either.

    I've attached the set piece that was used, as well as the pkm for the game where the examples was captured

     

    Throw In Debug - Left.fmf Throw In Debug 1.pkm

  4. I found a related weirdness related to highlighting selected event types in the teams section of Analytical Data:

    1. Let's show intercepted passes.
      image.png.4928c0c31b1f4090f1e336958fa802b8.png
      Note the highlighting of the button. Black background, gray box around the number.
    2. Let's leave the tool and come back. Either by watching a highlight, or by clicking ok and opening the tool again.
    3. Re-expand the passes section.
    4. Whatever event type you had selected previously is now highlighted, which is what we want, but now the box around the number is also highlighted in the color that the data is shown in the map with. In the case of interepted passes, orange.
      image.png.b0ae22fe8d4864d64401cd17885ec1bd.png
    5. Click the "Pass - Intercepted" button to hide all intercepted passes again.
    6. Now the button is no longer highlighted, but the box around the numbers remain highlighted in orange. Even if we enable other eventtypes, the one you selected previously remains in color, while the actual active ones are only black with gray numbers.
      image.png.281fb1b61eb7cbd17439e98e328bd501.png
    7. Change the filters to get 0 results for the event type that is highlighted in color. Easiest way is to click the "All" pitch areas to disable it.
    8. The button is now disabled like the other ones. And modifying the filters to get results again will enable without the color. The button is now back to original behaviour.
      image.png.50c72ab09fcfd4bc6259f596c43ebfa0.png

     

    Since I can assume that the expected behavior is to show the colors, I guess the problem can be summarized as;
    Event types are not highlighted with colors when clicked. Event types does not have their color removed when clicked.

     I can also clarify that this is the default Football Manager skin in 22.1.1 version of the game.
    image.png.fa8ad7cc9d91dae5f1e95a7f61d85208.png
    image.png.df456033ce08f39656e8178a5b3479e4.png

  5. 8 hours ago, Neil Brock said:

    Sounds like it's more of a calculation problem rather than a physical display problem - are you running any other programs in the background at the same time? 

    Anti-virus can sometimes interfere with the performance of games, so may be worth trying this and seeing if it help -  https://support.sega.com/hc/en-gb/articles/4409234325137

    That seems to be exactly it actually. Added the fm.exe file as an exception to Windows Defender and it seems to play fine! Removed the exception and played again, and the freezes are there again. Had a look at task manager while the game was playing to see if it showed, and with every freeze, Antimalware Service Executable stepped up to 10-14%, equal to FM. It's not saturating the cores or anything, a single core is fluctuating near 90%, rest are idling.

    I wonder what kind of activity the game does that causes antimalware to scan it? Is the game writing to any cache or something which would cause lot's of file writes or something?

  6. I speculated that it something to do with the "nvidia optimus" feature on my razer blade 15. since that feature means it toggles the graphics between the iGPU and the GPU, and maybe stopping the 3d engine for each highlight would cause it? But that doesn't seem to be the case. I switched to only use the GPU and it's still the same.

    I did learn one thing however; the freeze does not seem to occur when rewatching highlights of a previous game, only when playing an active game?

  7. I've verified that this behaviour is not present on my other machine.

    To try to explain the issue. Each highlight plays fine, nice framerate, no stutter or such, then when the highlight comes to an end, the game, with UI and everything, completely freezes for maybe 5-10 seconds. And then it countinues. Same kind of thing happens even if I have full match on. It doesn't seem to be a graphical issue, but instead looks like some kind of processing issue that occurs between each highlight.

    I've also attached a DxDiag for the machine with the freezing issue, in case it is GPU related anyway.

    DxDiag.txt

  8. I'm also seeing freezes in games.
     

    • Verified local files in steam.
    • I removed all my custom graphics.
    • Deleted "%localAppdata%\Sports Interactive\Football Manager 2022\Caches"
    • Made sure I have the latest GPU drivers
    • Tried 2D classic view.
    • Created a brand new career game.

    The freezing still ocurred. Attached graphics config.txt from %localAppdata%\Sports Interactive\Footbal Manager 2022\Logs and one of the games where it was happening. Also uploaded a savegame to the ownCloud called "Oscar Busk - Arsenal.fm"

    graphics config.txt Halmstads BK v Malmö FF.pkm

  9. @hellgrenthemagpie that should probably go in the thread for Sweden Data Issues. Also, since they participating in the league system, they are a separate club. We don't have reserve teams in the normal league system in Sweden. If they're participating in the league system, they're not a reserve team. Now I'm sure they are very tightly connected, but in terms of regulations, they are a separate teams

  10. I did some googling and found this:
    https://www.svenskfotboll.se/nyheter/serier/2021/02/coronaanpassade-bestammelser-2021/
     

    Quote

    Förbundsstyrelsen har nu beslutat att under 2021 tillåta fem spelarbyten vid högst tre bytestillfällen vid matcher i Allsvenskan, Superettan, Ettan, OBOS Damallsvenskan och Elitettan (inklusive kval till dessa tävlingar) samt vid de återstående matcherna i Svenska Cupen 2020/21.

     

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