Well, let's clarify it - we can consider cross-training as two effects happening at once. The first one is the cross-training malus to best skill training - that's where Xtrain coeff matters, and that's the part I've explained in my previous post. The second half is random training of other skills - and you right, that part always happens during the training calculation.
elasticCoeff may be explained at the example of OD training - OD is linked with HN and DV (CoachParrot also says that ID is also linked with OD, but at least I think that we can't be really sure about it).
Let's say you have the player with such skill-set:
OD 8
HN 10
DV 12
The average from HN and DV is 11. Therefore, the elasticCoeff formula looks like elasticCoeff^(11-8), which equals to 0,91^3, and gives us a 0,754 multiplier (rounded). OD training it that example is 25% slower than training of player with such skillset:
OD 8
HN 8
DV 8
or:
OD 8
HN 6
DV 10
or even:
OD 15
HN 15
DV 15 (as difference between average of linked skills and trained skill is 0 in all of those 3 examples, making elasticCoeffmultiplier=1).
Last edited by Siwy at 8/17/2018 5:43:04 PM
Leniwy, stary, wyliniały kocur. Czasem jeszcze zerknie na polskie tłumaczenia.