Basically, what I got was this:
For each draft (inaugural, amateur, first year etc) always delete whatever pool the game provides. Those are all generated players. The game complicates things by giving some generated players fake HS stats. Anyway, delete them all.
Go into league events list and delete whatever auto draft is scheduled. Then go into league settings and select FA draft. NOTE: DO NOT attempt to schedule the FA draft for later in the season in the league events. THe game will just give you an FA draft with generated players. Instead, immediately run the FA draft the same game day. This will ensure you have actual sim'ed FAs.
After the drafting league is first created, the game will populate your teams with players. Delete them. Delete them all.
You will notice your new league's FA pool is likely not substantial. Go into whatever HS leagues you have and view all players. Select show retired and, if you have been sim-ing substantially enough, you will have at least hundreds of players per HS league (see below for more on that).
Create a view filter and set the parameters to whatever your league's minimum age is and up (eg age is at least 22). Then select all the players in that view and select un-retire. Do that for each HS league and all those FAs will now show up in your new league's FA pool. NOTE: the unretired will also contain those that went through the college system, if any. Notice that the "daisy chain" effect works.
For each season afterward you will have to do the same thing - delete the amateur draft and all players generated in the draft pool, then run the FA draft. For this, you will likely need to have SUBSTANTIAL volume of teams sim-ing FAs. I have only tested with three seasons and appear to be running out of sim'ed FAs (am running a 4 team indy league drafting from FA pool created by two 4 team HS leagues and one 4 team college league. Likely there is a ratio of feeder teams to drafting teams. Plus, it would depend on the size of the rosters of the drafting teams PLUS any minor systems.
NOTE: I recommend deleting the scheduled drafts and pools first before running a FA draft. Also, be careful when running the first year amateur draft in the second full season. THe game showed 5 rounds (which is what I selected in the settings) but appears to have run a full 20 round draft. My rosters were set to unlimited reserve. TO solve this I set a limit to reserve rosters and the team AI released FAs back into the pool.
NOTE: the game FA views... if you get generated FAs mixed in with sim'ed FAs you can try separating them by looking at HS career stats and/or "best team". THe problem with the first method is that the game seems to ignore search settings and will continue to mix generated with sim'ed FAs. ALso, it will not populate stats columns of sim'ed players even though their stats show up when you mouseover the player name.
However, overall I am pleased with the results. The result is you get a nice mix of players after the inaugural draft which vary in ability, career performance age experience. In subsequent season's amateur drafts the game will draft a mix of FA's with league experience (depending on game settings, if player played previous season in league and was released) and new players from HS or college.
I am interested in testing further using competing drafting leagues with variances in individual league financials. The idea would be to create an indirect tiered effect based on league settings.
NOTE: I recommend when experimenting to try to break things. FOr example, I have sim'ed all leagues with injury and suspension settings maxed to see how the AI manages rosters. So far there havent been any glitches. I think this may be a significant improvement over last year, actually.
IN all of this I have had no feeders formally selected nor FAs automatically generated. But as i mentioned, I have run into a serious shortage of sim'ed FA for the third season draft.
Back of the napkin:
* 4 drafting teams, 30 round draft = 120 players for first FA draft
* age minimum 22 y o
* HS player creation 14 y o = 4 full seasons of data
you would need to sim a minimum of 9 HS seasons before generating players eligible for indy pro league (you could always lower the minimum age which would shorten necessary sim)
a 20 year HS sim would give you a range of players from whatever to mid-30s, providing a nice range of experience plus generating far more players to draft from for second season onward until the generating leagues can replenish. And you will likely need every sim'ed FA you can get.
for my testing, I had 12 teams generating players for 4 drafting teams. I had a range of players from 22 to early 50s (but I deleted leagues during the testing so those players would have been dumped back into the FA pool). Anyway, I would aim for quadruple figures for the FA pool before running the inaugural draft for the first season.
Wow. This is getting a bit long. Last thing - actually, i forgot, i meant to mention something..
I will suggest though, if you are new to ootp and ootp testing, to never name or logo anything. put 0 thought into team names etc. once you start naming things they tend to get harder to erase and or delete when it makes sense to. don't change more than one setting per sim, if testing things. all that good db stuff. and i will c/p this into notepad just to be sure...
NOTE: another thing - I wish the game developers would add options to export ANYTHING found in ANY player view. as mentioned, there are in-game sorting settings that seem to not be working. it would be nice to be able to export lists to a spreadsheet, clean up, and import back in. also, it would be nice to be able to import FAs into a draft pool. the work around is simply to delete the pool and the draft and run your own. but an import option would save a bunch of clicks.
I think people that go to the effort of sim-ing leagues and worlds should be given as much utility control as possible since they are likely to make the effort and would appreciate the depth of control. plus, it means less coding and code management for the developers to work with.
Good luck.