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FMathlete

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  1. If you’d like to learn more about the Training Planner and how it works, read on…

    What's New

    With the help of feedback received from other FMer’s, I’ve made some edits to some of the formulas to better reflect what you see in game, and I’ve also fixed a few small bugs that were spotted as well. There’s also now a section that shows the intensity for each day’s training. This more or less reflects what’s in the game and should give you an indication of whether you’re over exerting your players or if you need to push them harder.

    Creating the Tool

    To begin with, I copied over the details for each training module and session into a spreadsheet, with the list of attributes and other impacts down one side, and across the top i included the session name, the unit being trained and the percentage of intensity that the unit is experiencing for the session.

    Where an attribute or impact is mentioned I put "Yes", otherwise it was left blank and for the Health impacts such as condition, fatigue, happiness etc. I used the same phrasing as the game i.e. increased, reduced etc.

    From here I then allocated a numerical value to each impact. I replaced "Yes" with a 1, and then gave the health impacts a 0.1 or -0.1 for "slightly increased/reduced", 0.2 or -0.2 for "increased/reduced" and a 0.3 or -0.3 for "greatly increased/reduced".

    How it Works

    With the data now in a numerical state, I created three more sheets, two for where we could do some of the maths and the other as the "front" sheet where the user enters the sessions they want to to run each day.

    On the first maths sheet, I've allocated a multiplier that takes into account how many attributes/impacts are being worked on in the session. In other words, the less attributes in the session, the higher the affect on them. This led to some sessions having an unrealistic weighting where only 1 or 2 attributes were being worked on and so for these, I added a handicap so that the data on the front sheet is easier to compare.

    The second maths sheet takes the result of the calculations for each attribute/impact above and multiplies it by the level of intensity that that training unit experienced in the session. So, for example, in the "Attacking Wings" session, our Attacker unit operate at a 60% intensity level, while our Goalkeeper and Defender units operate at 20%. Therefore, the Attackers attributes are improved more than the Goalkeepers or Defenders.

    User Interface

    On the front sheet is a schedule that mimics the one in the game. You simply click on a session slot and then use the drop down arrow to select your session from the list.

    Below the schedule is a table that totals up the affects on each attribute or impact for the different units. The more sessions you add to the schedule, the greater the affect. This gives you a quick visual of which attributes are being worked on most, and which ones are being neglected, allowing you to make the necessary adjustments to get it just right.

    Interpreting the Data

    One important point to make when reading the data, is that the numbers are all interdependent, and are not showing what the actual increase of the attribute will be. I.e. where Aerial Reach has a 1.4 for Goalkeepers, this is not saying that this attribute will increase by 1.4, but rather that there is a relative affect to the value of 1.4, compared to say, an affect on First Touch of only 0.4.

    The example table (see screenshots) gives us a good snapshot of the affects this schedule will have on the players. Using the averages at the bottom, i can instantly see that it doesn't include much affect on Physical attributes, and the Goalkeepers won't see much affect either. In terms of the other impacts, there's not much going on for Tactical Familiarity, but plenty of Team Cohesion which is good.

    From here, I can adjust the schedule to change which attributes are being worked on. For example, I might throw an Endurance session in to bump up the physical attribute training, or remove Team Bonding to reduce the affects on Teamwork and Team Cohesion.

    The Gaps

    There will be "hidden" effects of training that aren't explicitly called out in the session descriptions and therefore, have not been factored into the tool. An obvious example is that player fitness will increase with training and match practice and so I have not assigned a value for how much attributes like Stamina might be affected by a player simply going to training, regardless of what the session entails.

    Choosing "Match" as a session will display the same attribute changes as Match Practice. In fact, i would assume that the intensity of a real match is much higher and therefore the effects may be different, but I've not factored that in (yet).

    Finally, there's also no correlation to Individual Training and how this will impact on the players development in the long run either.

    Feedback

    As always, please share your feedback here, on Twitter, or on Slack, especially if you notice anything that seems wrong or needs recalculating.

  2. If you’ve been playing Football Manager over the last few years you’ll know that in FM19 the Training module got a major overhaul, giving you far greater control over training than ever before. Despite the significant improvements that were made, and the fact it’s been a few years since it was updated, I still find it’s easy to become overwhelmed with how to make the most of this essential part of football management.

    With that in mind, I have updated the Training Planner tool for FM22 and you can use the link below to download a copy for your personal use, direct from the CoffeehouseFM website.

    The Training Planner is housed in an Excel Workbook and includes a replica Schedule template, similar to what you'll find in the game. The difference though, is that as you add the various training sessions into the planner, you'll see a readout below it of which attributes and other impacts are being affected.

    Using the on-screen feedback (see screenshots), and through a bit of tinkering with your schedule, you should be able to create a plan that meets your criteria. Whether there are specific attributes you want your team to work on, or you're taking a more holistic view and are trying to cram as many attributes in as you can, hopefully this tool will be a help to you.

    image-asset.png?format=1000w

    image-asset.png?format=1000w

    Disclaimer

    This tool has been prepared independently of SI and FM. It is entirely my own interpretation of how I understand the training modules to work and so therefore it may be inaccurate. Please feel free to use the data as you see fit, and share your comments or suggestions for improvements with the FM community.

     

    DOWNLOAD THE FM22 TRAINING PLANNER

  3. On 18/10/2021 at 11:43, Hovis Dexter said:

    Hi @FMathlete I'm finding this planner really useful so many thanks for sharing it with us. When @Pedroig issued his update for FM20 he included a fourth row which which reported the intensity of each day's training which I found very helpful ... I don't know if this was included in your original version for FM19. If you decide to update the planner for FM22 I'd like to suggest and request the inclusion of a fourth row detailing the daily training intensity.

    Thanks @Hovis Dexter. I am working on a 2022 version of the planner and will look at including the intensity line as well.

  4. Cleon, great to see you back. This bible sounds brilliant.
     

    By way of contribution, I’d say my biggest challenge is always how to tweak or adapt my tactic to counter the opposition’s main threats game to game. For the most part, I stubbornly play my own system my way and that seems to work the majority of the time, but occasionally when up against a top team, you might want to change things to nullify their strengths and take advantage of their weaknesses.

    Where i struggle is “how” to identify those strengths and weaknesses, and then what changes to make that will help. I’m not looking for a line by line explanation of what to do in each scenario, but a basic process to go through might be really helpful.

    Good luck with it all, and thanks in advance for what sounds like another great piece of work!

    FMA

  5. Another question for you all. I have two Turkish players born on 01/01/2001 which is also the cut off date for the U22 rule for the season I'm in - the in-game data is December 2022 so both players are currently 21 years old. One of the players came through my academy and qualifies as an U22 for the playing XI rule, but the other player does not qualify as an U22. He was bought 4 years ago from Buraspor, but has now trained at the club for 3 years while under the age of 21 and on the eligibility tab, it has my club (Trabzonspor) under his "Trained at Club" list. Am I missing something or could this be a bug? Why does the second player not qualify for the U22 rule?

  6. On 03/02/2021 at 12:18, splt143 said:

    Hey. I don't know whether this was brought up before but Süper Lig needs to have 20 teams competing instead of 21 starting from 2021/2022. If someone can tell me how to change this using editor I will be very grateful. Thanks.

    That get's taken care of in the game. If you look under the rules tab you can choose to see the rules for next year and you'll notice it's already reduced to 20 teams from 2021/22 onwards.

  7. 9 hours ago, kevhamster said:

    If you're only playing FM and Minecraft in terms of games, then this should do the job: https://www.box.co.uk/M413IA-EB573T-ASUS-Vivobook-14-M413IA-EB573T_2955297.html

    This shows benchmarking of Minecraft with the Ryzen 5 4500U with the integrated graphics and it seems to do a grand job of it (not my channel for full disclosure, just one I found when searching for how Minecraft would run on that hardware): 

     

    Thanks so much mate, will take a look. Really appreciate the lengths you’ve gone to to research this!

  8. Hi guys, thanks so much for this thread, so helpful. 

    My budget is around the £500-£600 mark and I will really only use it to play FM and Minecraft. My current laptop (which just died) was the Dell XPS13 9365 and could run both games adequately, albeit far from amazing.

    Reading through your previous recommendations I had an eye on the DELL Inspiron 15 3000 (£500) and the ASUS VivoBook M431IA (£550) which both look like a significant improvement on the XPS. For a bit more than my budget i also saw you recommended the Medion Crawler E10 which looks incredible but might be a bit overkill for my needs?

    Aside from the differences in display size and weight, do you have any thoughts or preferences on the above please? Or have i missed any bargains somewhere else?! I'd stretch a bit over the budget if it meant I'd get something really great that would last a bit longer.

    Cheers

  9. I have the same problem in the Swedish 4th tier. 6 players being offered out and no interest. Wages are low but their  quality is probably a division below (which is unplayable in the game). I think I should have attempted to offer them new non-contracts before marking them as not needed but now they’re annoyed and looks like I’m stuck with them for another year! And I’m over my wage budget too so could be a tough season ahead!

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