thank you for this - I followed it to the letter, as well as creating my own timeline to do list.
viewtopic.php?f=236&t=24707
now maybe it was never meant to work this way, but after spending two days on this - it still isn't working correctly. would love to see it work correctly at some point.
so started college file in 1980 - setup with no upperclassman graduating (I suspect this is the problem, but if it doesn't work then it is kind of not really a true sync and doesnt interest me as much since I miss the days of college basketball careers)
started NBA fictional file in 1980 and connected the two and all seemed to work correctly.
followed the procedure and made sure I had all the right timing
when I ran the 1981 draft a couple things happened that are the problem
- it DID import rookies from the college file
- it DID NOT import any of the college statistics, so everyone was at 0s. this is kind of a big deal and one of the primary reasons for importing.
- it DID (incorrectly) pull players from all years - so even though freshman where not eligible to declare early and are still in the college file - they also were in the draft and ended up being drafted. Not only is this an issue of continutity and immersion, but kills any long term connection since those players will eventually get drafted and duplicated all 4 years.
In working through all this not only did it not work, but the need for precision timing is also a potential pit fall and it got me thinking about a better option. why not simply have an export at the end of college season along with an import at the draft class portion of the nba season.
this would solve timing problems, it would allow for simming multiple ncaa draft classes (and potentially re-using if someone was inclined to do so) it would also allow for DB editing to refine incoming classes for those inclined to do those sort of things.
PS - also worth noting there was a small issue in historical fictional and salary caps. when I have played real historical NBA I reduce the cap usually by simply setting it at 10% of default and the historical salaries and caps tend to match up with most of the stars being around 2-3M players. did the same thing for historical fictional and all teams ended up 100M+ over the cap. I was able to fix it quickly and easily with a DB export and adjusting all salaries to 10% of their current value.