If memory serves I got stuck at some point with the language conversions, because it was a huge hassle to check them across each language.
If you can add the correct abbreviations in the list below, I can add to them in the next update. The order is important, as it correlates to the order of the view in-game.
The FM26 variant only works with English for now. If you can DM me identical exports of the Views in French and English, I can try to create a parser, but no guarantees for now.
I think I have a decoder running for the GRF files. It's tested against 3 different Genie Scout Ratings files, but I am not sure whether my code actually works, or where it's a placebo result.
Does someone know where I can find a repository with multiple GRF files, for testing?
Bac94 said: Why does it say I'm disconnected from the server when I start it and the prompt opens? But if I delete the files, I can go to the online section. Expand
Might be some cheat protection? BepInEx injects into the game memory, so it stands to reason that SI has some protection against such tampering for online play.
Given that I haven't developed that tool, I don't know how to help you with that error. Sorry.
OpticFawn said: nice one mate we back in biz, @Possebrew is it based of the genie scout file george floyd made or the same fm 24 stuff? Expand
I am unaware of the file you mentioned. I have also never used Genie Scout, so I wouldn't know. It's the same old FM24 formulas, but with FM26 CSV uploads.
If you have the file for me, I can try make an import for it in the Attribute Settings section.
@s0rn notified me a few days ago about an attribute exporter tool for FM26. I installed it and it seems to have worked. I had all but stopped playing FM until I read your message. Thank you <3
Needless to say, it needs testing, and the installation was a bit tedious, but I wrote down the steps I took on the Getting Started page. You can find the exact steps there.
You will need: - the latest BepInEx - FM26 Player Export v4 - the Views I uploaded
The thing that still gives me headache is that Attribute Exporter DLL file. I understand what it does and why it needs to be this way (for now), but I am not a big fan of downloading foreign libraries on my PC. That said, the file seems to be clean, and it did do what it was supposed to do.
I am wondering whether anyone of you has some modding experience with FM26. Maybe, we can integrate the calculator into a skin or mod instead.
With the new CSV I managed to download and upload 2890 players from my playerdatabase in FM26. So the old cap is no longer a concern. However, be prepare that loading too many players all at once, may crash your browser.
The new version is live, and can be tested at https://fmarenacalc.com Looking forward to your feedback!
apologies for my late replies, Murphy and his friends decided to pay me an extended visit, so I couldn't find the time to take care of this project.
To the ones suggesting I add a donation button. I much appreciate it! However, I had never intended this app to be for-profit. It was a way for me to host my own tool online, so I could use it as I was hopping between devices and locations. Sharing it here was more of a: "Ah wth, others might find this useful"
With FM26 still not allowing for exports, I didn't see much point of continuing here. Hopefully, this feature will arrive at a later time.
I am still strung between 4 other projects, so I can't find the time just yet.
That said, I am considering creating a tool that can run on your local machine, similar to Genie Scout, which pulls the data from your save directly, with the option to still export the information to a file, in case you wish to use the WebTool afterwards.
But even so, I noticed other similar tools popping up around the web lately, like FMScouts solution. Given that these teams have dedicated resources for this, it might be more realistic to expect updates from them.
If all I could provide is an impulse to create such tools, that is more than I could have ever hoped for. Indeed, the attention this calculator is something I am grateful for.
Would be great to have the preset tactics as "pre-tested defaults" with each new patch, without individual submissions.
That too would be an interesting evolution to observe, to have a way to measure how various formations have evolved between patches, and to perhaps spot consistently underperforming tactics.
johnconnerson said: Portal > Calendar > Training > In the far left column click on the name of the training schedule > Create New Schedule (bottom left of pop-up window)
This screen is where you would copy/import FM24 schedules.
When saved, go back to Calendar > Training > click the schedule name > change schedule type (top left button, may be labeled "Pre-Season" or "Tactical" > Custom Schedule > (your schedule).
As far as I'm aware you have to manually add the schedule for every week. You can't copy & paste it. Expand
I was flabbergasted when I tried this and my custom schedule didn't pop up.
If anyone else has the same problem, the issue on my end (in FM26) was that I was managing a Semi-Professional club. Somehow this affects the schedule you're allowed to select.
Further, the schedule I created in FM26 wouldn't work, and was not importable, however... my FM24 schedule was importable and worked like a charm.
I hope so. This far I haven't been able to figure out how to export the data from the various screens. After that, it should be easy.
However, there's no guarantee that the formulas from FM24 will carry over to FM26. We'd need new data. So, until the new data is in, I would have used the old formula.
1) Do u guys recommend pick alays best XI ? 2) What tactic do u prefer to use ? 3) How can I add my tactic to this calculator I mean how can I change my .fmf file to .JSON? i couldnt find it, ty <3 Expand
1) If you use the calculator, you should not use best XI autopick, but rather pick your substitutes with the team-builder
2) If you upload your squad, and you can select Source: "Squad" and "AutoPick", and the calculator will determine the best formation for you. Afterwards, you can go here: https://fm-arena.com/table/30-patch-24-4-0-db3-0/#options and find a top-performing tactic for that formation
3) You can select a formation from the dropdown. Move the players around & press export formation. Next time you just have to import that file.
captain3 said: Great tool and thank you very much for your contribution!
I have one issue that I can´t understand.
The attributes after I sign a player are usually lower compared to when I first see him in the calculator.
The right image represents the first visualization of a player's attributes in the calculator while the left image represent the real attributes after I sign him, which are lower. This obviously impacts negatively the final score when the player is in my squad.
This happens with all the players.
What should I do to correct this situation? Expand
Ah, hold on... I forgot to ask something
Could it be that you signed a player with attribute masking?
If the attribute is masked, and you see an "-", the calculator translates that into an 8 (the baseline value). If a player being scouted has a range 8-13, it will average out to an 11. However, after a player is signed, you will have full attribute knowledge. Maybe the masked attribute with "-" was below 8. And the range attribute was an 8, which is below the average of 11.
Both would explain why you'd see lower scores after signing them.
pixar said: This is a great program, my friend. It’s been very useful in my journeyman career. Endless thanks for your efforts.
After adding squad.html for analysis, when I later ask it to analyze shortlist.html, the data from squad.html disappears. As a result, the team builder doesn’t work as expected.
What I mean is: let’s say squad.html contains 25 players and shortlist.html contains 11 players. I want to design the team builder based on a total of 36 players. But whichever file I analyze last, the team builder only shows the players from that file. Expand
The upload clears the database, which would explain the behavior you're describing. Have you tried uploading both files at the same time?
captain3 said: Great tool and thank you very much for your contribution!
I have one issue that I can´t understand.
The attributes after I sign a player are usually lower compared to when I first see him in the calculator.
The right image represents the first visualization of a player's attributes in the calculator while the left image represent the real attributes after I sign him, which are lower. This obviously impacts negatively the final score when the player is in my squad.
This happens with all the players.
What should I do to correct this situation? Expand
Oh wow, that looks like a bug that came with the new views. I will look into it when I get home. Well spotted and thank you!
Can you please explain how the scoring works when the scoring mode is set to goal weights and penalties please? is it taking into account the number of goals that people has scored?
I'm confused as points only scoring mode is setting Rasmus Hojlund to 442.22, with scoring mode set to goal weights and penalties, his score is 640.96. In FM, he has played 22 times and has 5 goal involvements (4 goals 1 assist).
I'm just trying to understand how the goals weight and penalties is weighted on top of the original score.
Thanks pal and always , this is a very very good tool. You should be very proud of what you've achieved with this Expand
Thank you! <3
Not sure if this is what you were looking for, but here goes nothing...
Let's assume that a player has 16 Pace for example. The baseline for the tests was 8. Thus the gap between the cap 20, and the baseline is 12. 12 is also the arbitrary penalty threshold. Pace has the following stats: Pts 64, GF 45, GA -59
Thus the formula looks like so:
// 0.4 for offensive, 0.3 for balanced, 0.2 for defensive attributes offScaling = 0.4 // 0.2 for offensive, 0.3 for balanced, 0.4 for defensive attributes defScaling = 0.2 // calculated via season games and number of attributes, plus some aggregation // GK_SCALING is 3.5 outfieldScaling = 23.85
If memory serves I got stuck at some point with the language conversions, because it was a huge hassle to check them across each language.
If you can add the correct abbreviations in the list below, I can add to them in the next update.
The order is important, as it correlates to the order of the view in-game.
===
const languageSignatures = {
german: ['Alter', 'Transferwert', 'Eck', 'Fla', 'Abs', 'Ann', 'Kpf', 'WS', 'Einw', 'Dck', 'Elf', 'Azp', 'Mut', 'Ner', 'Kon', 'Ent', 'Zie', 'Flr', 'Füh', 'Ohn', 'Ste', 'Übs', 'Esf', 'Ant', 'Bew', 'Spr', 'Gft', 'Sch', 'Aus', 'StK', 'Fau', 'TzH', 'Abw', 'Kra', 'HB', 'Kom', 'Exz', 'Hal', '1v1', 'Rsp'],
italian: ['Nome', 'Posizione', 'Età', 'Costo trasferimento', 'Ang', 'Crs', 'CdP', 'Tst', 'TLn', 'Rim', 'Mrc', 'Rig', 'Cnt', 'Int', 'Cor', 'Frd', 'Cnc', 'Fan', 'Crm', 'SP', 'GSq', 'Imp', 'Equ', 'Ele', 'IFi', 'Vel', 'Res', 'Frz', 'Aer', 'Aar', 'Com', 'Ecc', 'Blc', 'Rin', '1v1', 'Rsp', 'Rif', 'IUs'],
turkish: ['İsim', 'Mevki', 'Yaş', 'Piyasa Değeri', 'Kor', 'Ort', 'TSü', 'Bit', 'İKn', 'Srb', 'Kaf', 'Uzş', 'U Tç', 'Mar', 'Tkp', 'Tek', 'Agre', 'Öns', 'Ces', 'Sğk', 'Kons', 'Kar', 'Krr', 'Yet', 'Lid', 'TzA', 'Poz', 'Toy', 'Viz', 'Çlş', 'Hzl', 'Çev', 'Den', 'Zıp', 'Vüc'],
polish: ['Nazwisko', 'Pozycja', 'Wiek', 'Szacowana wartość', 'RzR', 'Dśr', 'Drb', 'Wyk', 'PPł', 'RzW', 'Głw', 'Str', 'D Wrz', 'Kry', 'Pod', 'Odb', 'Tec', 'Agr', 'Pwd', 'Wal', 'Opa', 'Knc', 'Dec', 'Det', 'Bły', 'Prz', 'GbP', 'Ust', 'Wsp', 'Przg', 'Pra', 'Psp', 'Zwi', 'Rów', 'Sko', 'NSp']
};
The FM26 variant only works with English for now.
If you can DM me identical exports of the Views in French and English, I can try to create a parser, but no guarantees for now.
It's tested against 3 different Genie Scout Ratings files, but I am not sure whether my code actually works, or where it's a placebo result.
Does someone know where I can find a repository with multiple GRF files, for testing?
I use the one with penalties, because of the research by Harvestgreen (iirc)
Thing is, that having a 1 in an attribute like Work-Rate is so damaging to a player's performance that it can overshadow his 20 pace.
It's also much cheaper and faster to fix than trying to boost a player from 18 to 20 pace.
While my calculator didn't work, I fired everyone and anyone on my team with less than 10 Workrate. I don't care if he's a Star Player.
I don't care that my GK has 19 Ref & 20 Agi, if he has 4 Jumping Reach, 3 anticipation and 1 concentration. That guy gets transferred or released.
In a way, the calculator made me aware that well-rounded players are still worth having, they just need to be well-rounded in the right areas.
I know ZaZ also has an ingame filter on his best tactic to search for players
Oh wow, thank you!
I'll try to find a way to upload weights from genie scout files.
Might be some cheat protection? BepInEx injects into the game memory, so it stands to reason that SI has some protection against such tampering for online play.
Given that I haven't developed that tool, I don't know how to help you with that error. Sorry.
OpticFawn said: nice one mate we back in biz, @Possebrew is it based of the genie scout file george floyd made or the same fm 24 stuff?
I am unaware of the file you mentioned. I have also never used Genie Scout, so I wouldn't know.
It's the same old FM24 formulas, but with FM26 CSV uploads.
If you have the file for me, I can try make an import for it in the Attribute Settings section.
You know BepInEx is installed correctly, if a console window opens along with FM26 when you launch the game.
That said, I have had the same issue, and I tried with the nightly build of BepInEx:
https://builds.bepinex.dev/projects/bepinex_be
I grabbed this one:
BepInEx Unity (IL2CPP) for Windows (x64) games
Can you please check if it works with this one?
@s0rn notified me a few days ago about an attribute exporter tool for FM26.
I installed it and it seems to have worked.
I had all but stopped playing FM until I read your message. Thank you <3
Needless to say, it needs testing, and the installation was a bit tedious, but I wrote down the steps I took on the Getting Started page. You can find the exact steps there.
You will need:
- the latest BepInEx
- FM26 Player Export v4
- the Views I uploaded
The thing that still gives me headache is that Attribute Exporter DLL file. I understand what it does and why it needs to be this way (for now), but I am not a big fan of downloading foreign libraries on my PC. That said, the file seems to be clean, and it did do what it was supposed to do.
I am wondering whether anyone of you has some modding experience with FM26. Maybe, we can integrate the calculator into a skin or mod instead.
With the new CSV I managed to download and upload 2890 players from my playerdatabase in FM26. So the old cap is no longer a concern. However, be prepare that loading too many players all at once, may crash your browser.
The new version is live, and can be tested at https://fmarenacalc.com
Looking forward to your feedback!
apologies for my late replies, Murphy and his friends decided to pay me an extended visit, so I couldn't find the time to take care of this project.
To the ones suggesting I add a donation button. I much appreciate it!
However, I had never intended this app to be for-profit.
It was a way for me to host my own tool online, so I could use it as I was hopping between devices and locations.
Sharing it here was more of a: "Ah wth, others might find this useful"
With FM26 still not allowing for exports, I didn't see much point of continuing here. Hopefully, this feature will arrive at a later time.
I am still strung between 4 other projects, so I can't find the time just yet.
That said, I am considering creating a tool that can run on your local machine, similar to Genie Scout, which pulls the data from your save directly, with the option to still export the information to a file, in case you wish to use the WebTool afterwards.
But even so, I noticed other similar tools popping up around the web lately, like FMScouts solution. Given that these teams have dedicated resources for this, it might be more realistic to expect updates from them.
If all I could provide is an impulse to create such tools, that is more than I could have ever hoped for. Indeed, the attention this calculator is something I am grateful for.
That too would be an interesting evolution to observe, to have a way to measure how various formations have evolved between patches, and to perhaps spot consistently underperforming tactics.
This screen is where you would copy/import FM24 schedules.
When saved, go back to Calendar > Training > click the schedule name > change schedule type (top left button, may be labeled "Pre-Season" or "Tactical" > Custom Schedule > (your schedule).
As far as I'm aware you have to manually add the schedule for every week. You can't copy & paste it.
I was flabbergasted when I tried this and my custom schedule didn't pop up.
If anyone else has the same problem,
the issue on my end (in FM26) was that I was managing a Semi-Professional club.
Somehow this affects the schedule you're allowed to select.
Further, the schedule I created in FM26 wouldn't work, and was not importable,
however... my FM24 schedule was importable and worked like a charm.
This far I haven't been able to figure out how to export the data from the various screens.
After that, it should be easy.
However, there's no guarantee that the formulas from FM24 will carry over to FM26.
We'd need new data.
So, until the new data is in, I would have used the old formula.
1) Do u guys recommend pick alays best XI ?
2) What tactic do u prefer to use ?
3) How can I add my tactic to this calculator I mean how can I change my .fmf file to .JSON? i couldnt find it, ty <3
1) If you use the calculator, you should not use best XI autopick, but rather pick your substitutes with the team-builder
2) If you upload your squad, and you can select Source: "Squad" and "AutoPick", and the calculator will determine the best formation for you.
Afterwards, you can go here: https://fm-arena.com/table/30-patch-24-4-0-db3-0/#options and find a top-performing tactic for that formation
3) You can select a formation from the dropdown. Move the players around & press export formation. Next time you just have to import that file.
Amazing work! Can add portuguese, plz?
Uff, won't be able to bring up the time just now, but it will be in the next update
I have one issue that I can´t understand.
The attributes after I sign a player are usually lower compared to when I first see him in the calculator.
The right image represents the first visualization of a player's attributes in the calculator while the left image represent the real attributes after I sign him, which are lower. This obviously impacts negatively the final score when the player is in my squad.
This happens with all the players.
What should I do to correct this situation?
Ah, hold on... I forgot to ask something
Could it be that you signed a player with attribute masking?
If the attribute is masked, and you see an "-", the calculator translates that into an 8 (the baseline value). If a player being scouted has a range 8-13, it will average out to an 11. However, after a player is signed, you will have full attribute knowledge. Maybe the masked attribute with "-" was below 8. And the range attribute was an 8, which is below the average of 11.
Both would explain why you'd see lower scores after signing them.
After adding squad.html for analysis, when I later ask it to analyze shortlist.html, the data from squad.html disappears. As a result, the team builder doesn’t work as expected.
What I mean is: let’s say squad.html contains 25 players and shortlist.html contains 11 players. I want to design the team builder based on a total of 36 players. But whichever file I analyze last, the team builder only shows the players from that file.
The upload clears the database, which would explain the behavior you're describing.
Have you tried uploading both files at the same time?
I have one issue that I can´t understand.
The attributes after I sign a player are usually lower compared to when I first see him in the calculator.
The right image represents the first visualization of a player's attributes in the calculator while the left image represent the real attributes after I sign him, which are lower. This obviously impacts negatively the final score when the player is in my squad.
This happens with all the players.
What should I do to correct this situation?
Oh wow, that looks like a bug that came with the new views. I will look into it when I get home.
Well spotted and thank you!
Can you please explain how the scoring works when the scoring mode is set to goal weights and penalties please? is it taking into account the number of goals that people has scored?
I'm confused as points only scoring mode is setting Rasmus Hojlund to 442.22, with scoring mode set to goal weights and penalties, his score is 640.96. In FM, he has played 22 times and has 5 goal involvements (4 goals 1 assist).
I'm just trying to understand how the goals weight and penalties is weighted on top of the original score.
Thanks pal and always , this is a very very good tool. You should be very proud of what you've achieved with this
Thank you! <3
Not sure if this is what you were looking for, but here goes nothing...
Let's assume that a player has 16 Pace for example.
The baseline for the tests was 8. Thus the gap between the cap 20, and the baseline is 12. 12 is also the arbitrary penalty threshold.
Pace has the following stats: Pts 64, GF 45, GA -59
Thus the formula looks like so:
// 0.4 for offensive, 0.3 for balanced, 0.2 for defensive attributes
offScaling = 0.4
// 0.2 for offensive, 0.3 for balanced, 0.4 for defensive attributes
defScaling = 0.2
// calculated via season games and number of attributes, plus some aggregation
// GK_SCALING is 3.5
outfieldScaling = 23.85
ptsFactor = Pts(64) / 10 = 6.4
goalsForFactor = GF(45) / 10 = 4.5
goalsAgFactor = |GA(-59)| / 10 = 5.9
attributeScaling = (playerAttribute(16) - baseline(8)) / gapBaselineCap(12) = 0.667
scaledPts = ptsFactor(6.4) × attributeScaling(0.667)
= 4.27
scaledGoalsFor = goalsForFactor(4.5) × attributeScaling(0.667) × offScaling(0.4)
= 1.20
scaledGoalsAg = goalsAgainstFactor(5.9) × attributeScaling(0.667) × defScaling(0.2)
= 0.79
compositeScore = scaledPts(4.27) + scaledGoalsFor(1.20) + scaledGoalsAg(0.79)
= 6.26
// you might see a different number in the calculator due to roundings
attributeScore = compositeScore(6.26) × outfieldScaling(23.85)
= 149.30
If (playerAttribute(16) > threshold(12))
Then totalPlayScore + attributeScore
Else totalPlayerScore - attributeScore
If (totalPlayerScore < 0)
Then totalPlayerScore = 0