Quote:
Originally Posted by HonusWagner
First, I would think the wall heights would turn most lines over the LF in Boston and RF in Philly into a double. In the opposite direction the short fences would produce more automatic doubles. The same league has Philly, Boston 1, 2 in HR, whereas in doubles Boston is 6th and Philly near the bottom. Could it be a deadball era phenomenon, where the balls are either launched high or tend to fall in, vs frozen ropes that -- bounce off or over walls. A 40ft fence should be generating a fair number of doubles.
Exit?
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"Exit?" Home Runs. IOW with the short fence distance (not height) balls don't find a gap or rattle around in the corner. They simply leave the yard.
In my response I wasn't looking at the wall heights. In OOTP terms I don't think they matter, it's just the factor themselves that are used to determine the result. Having said that the factors (based on real life stats) do account for all of the extra doubles in your Fenway example. If it's a mod-maker's ballpark he either sets the factors himself or uses the "ballpark factor generator" to do it for him. As noted I believe Silvam has stated he lets the game set the factors, which I believe does not take wall height into account. Though I may be wrong.
So in your post I take the Fenway factors as being original OOTP. They have a lot of doubles due to using real life stats, which come about because IRL there is a spacious CF-RF area, and GM. While low HR factors for the same reasons the doubles are increased, they are based on real life stats.
I take Baker Bowl as a mod park, and if Silvam's I believe the factors were autocalced, meaning that the short distances are increasing HR as the heights aren't being taken into account by the "park factor creation tool".
Totally possible that I'm wrong on how the ballpark factors tool works. Maybe it does take height into account. If so, I'm sure someone will let me know.