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How to use this Training Simulator?
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1. We'll start by manually filling out the necessary data and information, which are mostly indicated by light orange cells throughout this simulator.
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To do this, we go to "Trainee Data" tab, the orange tab. Let's focus on what needs to be filled here.
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A
Trainee Name
Not Important
You can use this to personalize your simulator.
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B
Recommended Position
Not Important
Any position will do here. It doesn't affect the simulation.
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CMinutes
Not Important
Any number will do here. It doesn't affect the simulation.
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D
Jump Shot (JS)
Important!!!
Don't leave this blank!
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E
Jump Range (JR)
Important!!!
Don't leave this blank!
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F
Outside Defense (OD)
Important!!!
Don't leave this blank!
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G
Handling (HA)
Important!!!
Don't leave this blank!
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H
Driving (DR)
Important!!!
Don't leave this blank!
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I
Passing (PA)
Important!!!
Don't leave this blank!
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J
Inside Shot (IS)
Important!!!
Don't leave this blank!
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K
Inside Defense (ID)
Important!!!
Don't leave this blank!
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L
Rebounding (RB)
Important!!!
Don't leave this blank!
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M
Shot Blocking (SB)
Important!!!
Don't leave this blank!
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N
Stamina (ST)
Important!!!
Don't leave this blank!
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O
Free Throw (FT)
Important!!!
Don't leave this blank!
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P
Experience (EX)
Not Important
Any number will do here. Currently, it isn't included in the simulation.
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Q
Game Shape (GS)
Not Important
Any number will do here. Currently, it isn't included in the simulation.
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RAge
Important!!!
Don't leave this blank!
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SHeight
Important!!!
Don't leave this blank!
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TPotential
Important!!!
Don't leave this blank!
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U
Potential Sublevel
OptionalIn Buzzerbeater, potential and skill level shows up as a whole number, say MVP (9) for potential, or average (6) for skills. But, hidden in our sights is the decimal that comes with it. An "Average" Jump Shot might not just be 6.0, it can be 6.3, 6.69 (nice), and if you're lucky, it can be 6.9 (another nice). That decimal is what we call "sublevel".
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Potential also have them, but we don't have any way to see them, so we can only guess at this point. Say we have a Hall of Famer, which has a numerical equivalent of 10. It can be 10.0, 10.5, or 10.9 if you're very lucky. 10.9 is almost close to 11, which is the numerical equivalent for All-time Great, the highest potential. This potential sublevel affects how long you can train your trainee, or in other terms, how long before he reaches the "hard cap", or the point where the trainee is nearly at his limits, thus slowing down the training further.
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Putting 0.0 (or blank) here is the worst case scenario for your trainee because you reach hard cap a bit earlier, albeit, more realistic than using 0.5 and above. As for recommendation, we usually put 0.2 or 0.3 here, but 0.0 is also OK.
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V
Season Drafted
Not Important
It doesn't affect the simulation, but put the actual season number for reference.
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Actual current season and week are shown in this simulator, marked by red box above.
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W
Trainer Level
Important!!!
Don't leave this blank!
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X
Youth Trainel Level
Important!!!
Don't leave this blank!
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Y
Clear All Data Button
Use this to clear all the data. Warning! You cannot undo this, so be careful.
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Z
Autofill Trainer and YT Button
Use this to fill trainer and YT levels on "Training Table" tab.
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Note:
The steps below are only applicable if you have the player/ trainee on your team.
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For A to Q, you can do the steps mentioned in Row 2 instead of manually typing them one-by-one.
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Go to Buzzerbeater, click on "Schedule" and then "Set Lineup".
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Once "Set Lineup" is clicked, scroll down a bit to see "Show/Hide Skills Table". Click it.
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As mentioned, highlight from the player name up to GS and then press Ctrl + C. For this example, we'll use Severino Balugo.
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Switch to the simulator, click on cell B4 (A - Trainee Name). Press and hold Alt first, then press E and then S.
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The menu below should show up, in which you can already release Alt.
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On this menu, choose "Text", and then click "OK", or simply double-click "Text".
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