basketball.casa

A basketball world simulated from the body up. Watch only.

Alabama Barons

Dino Hull

Alabama Barons in the standings

Their season

Games58
Points10.3
Rebounds4.8
Assists3.1
Turnovers1.0
Steals0.9
Field goal %37.5% (237-632)
Three-point %32.5% (124-382)
per game, every game the season played

Their body

Height1.84 m
Mass95 kg
Wingspan1.87 m
Hand20.8 cm

Their map

Four quadrants, rated 0-99 against their team and the league; open any to see what each value is built from.

Overall 0team 0

Body

3team 0

Arms

2team 0
Forearm volume cm3the forearm muscle group, flexors and extensors614 cm381team 92
Forearm tensionforce per unit of that muscle, relative to the reference player0.913team 7
Arm wingspan ratiofingertip to fingertip over standing height: how much longer than tall the arms are1.022team 0
Arm wingspan mfingertip to fingertip, derived and never stored1.87 m2team 0

each part against the league's middle player

Arm wingspan mcapacity · fingertip to fingertip, derived and never stored1.87 m-11%
Body stature mtrait (changes slowly) · standing height: the frame everything below is measured against1.84 m-7%
Arm wingspan ratiotrait (changes slowly) · fingertip to fingertip over standing height: how much longer than tall the arms are1.02-4%
Arm reach mhow far a hand reaches from its shoulder joint, hand included: the arm a contest is made with0.697 m1team 0

each part against the league's middle player

Arm reach mcapacity · how far a hand reaches from its shoulder joint, hand included: the arm a contest is made with0.697 m-12%
Body stature mtrait (changes slowly) · standing height: the frame everything below is measured against1.84 m-7%
Arm wingspan ratiotrait (changes slowly) · fingertip to fingertip over standing height: how much longer than tall the arms are1.02-4%

Hands

5team 14
Hand length cmpalm base to the middle fingertip20.8 cm7team 14
Hand frictionskin on the ball, dry0.74322team 35

Frame

19team 14
Body mass kgwhat every stride has to accelerate95 kg59team 57
Body stature mstanding height: the frame everything below is measured against1.84 m6team 0

Legs

7team 0
Legs lean shareleg lean mass as a share of body mass: the muscle that drives a sprint0.26914team 0
Legs fast fractionthe share of the leg extensors that is fast (type II) fibre0.3587team 0
Legs tensionforce per unit of leg muscle, relative to the reference player1.0257team 50

Endurance

51team 60
Legs critical speed mpsthe fastest they can run without tiring, the edge of the severe domain3.35 m/s19team 14
Legs fatigabilityhow much the same hard running wears their legs for the rest of a game, against the league's: 1 is the middle0.31796team 92
Legs reserve mD′: how far they can run above their critical speed before they must come back under it212 m43team 57
Legs reserve now mhow far they can run above their critical speed, now212 m43team 57

each part against the league's middle player

Legs reserve now mcapacity · how far they can run above their critical speed, now212 m-6%
Legs reserve mtrait (changes slowly) · D′: how far they can run above their critical speed before they must come back under it212 m-6%
Legs wornstate now · how far a game's hard running has lowered their sprint and reserve: recovers between games0

Strength

25team 18
Grip max na product: muscle size, its quality, a little of the hand's size, and its health586 N45team 50

each part against the league's middle player

Grip max ncapacity · a product: muscle size, its quality, a little of the hand's size, and its health586 N-2%
Forearm volume cm3trait (changes slowly) · the forearm muscle group, flexors and extensors614 cm3+10%
Forearm tensiontrait (changes slowly) · force per unit of that muscle, relative to the reference player0.9-10%
Hand length cmtrait (changes slowly) · palm base to the middle fingertip20.8 cm-7%
Forearm integritystate now · 1 healthy; an injury or pain takes a share away1=
Grip available nwhat is left while part of the group is fatigued586 N45team 50

each part against the league's middle player

Grip available ncapacity · what is left while part of the group is fatigued586 N-2%
Grip max ncapacity · a product: muscle size, its quality, a little of the hand's size, and its health586 N-2%
Forearm volume cm3trait (changes slowly) · the forearm muscle group, flexors and extensors614 cm3+10%
Forearm tensiontrait (changes slowly) · force per unit of that muscle, relative to the reference player0.9-10%
Hand length cmtrait (changes slowly) · palm base to the middle fingertip20.8 cm-7%
Forearm integritystate now · 1 healthy; an injury or pain takes a share away1=
Forearm fatiguedstate now · the fraction of the group fatigued0
Sprint f0 npkgthe horizontal push per kilogram at a standstill6.34 N/kg36team 35

each part against the league's middle player

Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.34 N/kg-5%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.269-6%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%
Jump height mhow high they leave the floor: the legs' push over their stroke, lower as the game wears them0.381 m26team 21

each part against the league's middle player

Jump height mcapacity · how high they leave the floor: the legs' push over their stroke, lower as the game wears them0.381 m-15%
Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.34 N/kg-5%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.269-6%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%
Body stature mtrait (changes slowly) · standing height: the frame everything below is measured against1.84 m-7%
Legs wornstate now · how far a game's hard running has lowered their sprint and reserve: recovers between games0
Jump rise show long they take to rise to the top of a jump: the higher they leave the floor, the longer0.279 s26team 21

each part against the league's middle player

Jump rise scapacity · how long they take to rise to the top of a jump: the higher they leave the floor, the longer0.279 s-8%
Jump height mcapacity · how high they leave the floor: the legs' push over their stroke, lower as the game wears them0.381 m-15%
Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.34 N/kg-5%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.269-6%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%
Body stature mtrait (changes slowly) · standing height: the frame everything below is measured against1.84 m-7%
Legs wornstate now · how far a game's hard running has lowered their sprint and reserve: recovers between games0

Speed

33team 35
Sprint vmax mpsthe speed a sprint tends to, where the legs can push no harder6.68 m/s7team 0

each part against the league's middle player

Sprint vmax mpscapacity · the speed a sprint tends to, where the legs can push no harder6.68 m/s-17%
Legs fast fractiontrait (changes slowly) · the share of the leg extensors that is fast (type II) fibre0.358-21%
Sprint tau show long a sprint takes to reach most of top speed: shorter is quicker off the mark1.05 s76team 78

each part against the league's middle player

Sprint tau scapacity · how long a sprint takes to reach most of top speed: shorter is quicker off the mark1.05 s-13%
Sprint vmax mpscapacity · the speed a sprint tends to, where the legs can push no harder6.68 m/s-17%
Legs fast fractiontrait (changes slowly) · the share of the leg extensors that is fast (type II) fibre0.358-21%
Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.34 N/kg-5%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.269-6%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%
Brake decel mps2how hard they can slow to a stop, on average over the steps it takes4.95 m/s236team 35

each part against the league's middle player

Brake decel mps2capacity · how hard they can slow to a stop, on average over the steps it takes4.95 m/s2-5%
Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.34 N/kg-5%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.269-6%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%

Mind

15team 0

Effort

5team 0
Effort runhow much of their sprint capacity they use on a run0.6115team 0

Awareness

37team 21
Awareness spatialspatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years0.0139 SD54team 28
Mind scan habithow often they look away from the ball to refresh the court, against the league-0.892 SD15team 7
Track capacityhow many defenders' positions they can hold at once5.22 objects54team 28

each part against the league's middle player

Track capacitycapacity · how many defenders' positions they can hold at once5.22 objects=
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years0.0139 SD
Mind readphysiology · the experience of reading this sport they can use, as far as their awareness lets it count0.9=
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years0.0139 SD
Mind read experiencestate now · reading this sport, built by reps: 1 - exp(-reps x rate)0.9=
Track carry show long they can follow a defender in their head once out of view0.502 s54team 28

each part against the league's middle player

Track carry scapacity · how long they can follow a defender in their head once out of view0.502 s=
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years0.0139 SD
Decide latency show long they take from a catch to their decision0.929 s54team 28

each part against the league's middle player

Decide latency scapacity · how long they take from a catch to their decision0.929 s=
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years0.0139 SD
Mind readphysiology · the experience of reading this sport they can use, as far as their awareness lets it count0.9=
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years0.0139 SD
Mind read experiencestate now · reading this sport, built by reps: 1 - exp(-reps x rate)0.9=
Scan rate hzhow often they look away from the ball to refresh the court0.309 1/s23team 14

each part against the league's middle player

Scan rate hzcapacity · how often they look away from the ball to refresh the court0.309 1/s-31%
Mind scan habitstate now · how often they look away from the ball to refresh the court, against the league-0.892 SD
Mind readphysiology · the experience of reading this sport they can use, as far as their awareness lets it count0.9=
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years0.0139 SD
Mind read experiencestate now · reading this sport, built by reps: 1 - exp(-reps x rate)0.9=
reaction0.3 s=all equal

hand-set · will be built from perception, awareness and fatigue

Experience

76team 64
Mind read experiencereading this sport, built by reps: 1 - exp(-reps x rate)0.9=all equal
Mind readthe experience of reading this sport they can use, as far as their awareness lets it count0.976team 64

each part against the league's middle player

Mind readphysiology · the experience of reading this sport they can use, as far as their awareness lets it count0.9=
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years0.0139 SD
Mind read experiencestate now · reading this sport, built by reps: 1 - exp(-reps x rate)0.9=

Temperament

7team 7
Mind takes contacthow willing they are to stand in a driver's path and take the contact, against the league: a stand-in until research gives it parts-1.46 SD7team 7

Decisions

=all equal
decision noise (1/IQ)0.1=all equal

hand-set · will be built from awareness: perception and experience

Condition

=all equal

Fatigue

=all equal
Legs spentthe share of their reserve above critical speed spent now: seconds to minutes0=all equal
Legs wornhow far a game's hard running has lowered their sprint and reserve: recovers between games0=all equal
Forearm fatiguedthe fraction of the group fatigued0=all equal

Injury

=all equal
Forearm integrity1 healthy; an injury or pain takes a share away1=all equal

Skills

14team 14

Ball security

21team 21
Hand hold nthe pull the hand resists on a ball before it slips218 N21team 21

each part against the league's middle player

Hand hold ncapacity · the pull the hand resists on a ball before it slips218 N-19%
Grip available ncapacity · what is left while part of the group is fatigued586 N-2%
Grip max ncapacity · a product: muscle size, its quality, a little of the hand's size, and its health586 N-2%
Forearm volume cm3trait (changes slowly) · the forearm muscle group, flexors and extensors614 cm3+10%
Forearm tensiontrait (changes slowly) · force per unit of that muscle, relative to the reference player0.9-10%
Hand length cmtrait (changes slowly) · palm base to the middle fingertip20.8 cm-7%
Forearm integritystate now · 1 healthy; an injury or pain takes a share away1=
Forearm fatiguedstate now · the fraction of the group fatigued0
Hand frictiontrait (changes slowly) · skin on the ball, dry0.743-17%

Shooting

73team 78
Release rim show long a layup takes to leave the hands after the stop: the plant, then the rise0.379 s73team 78

each part against the league's middle player

Release rim scapacity · how long a layup takes to leave the hands after the stop: the plant, then the rise0.379 s-6%
Jump rise scapacity · how long they take to rise to the top of a jump: the higher they leave the floor, the longer0.279 s-8%
Jump height mcapacity · how high they leave the floor: the legs' push over their stroke, lower as the game wears them0.381 m-15%
Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.34 N/kg-5%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.269-6%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%
Body stature mtrait (changes slowly) · standing height: the frame everything below is measured against1.84 m-7%
Legs wornstate now · how far a game's hard running has lowered their sprint and reserve: recovers between games0
Release jumper show long a jumper takes to leave the hands after the stop: the set, then the rise0.739 s73team 78

each part against the league's middle player

Release jumper scapacity · how long a jumper takes to leave the hands after the stop: the set, then the rise0.739 s-3%
Jump rise scapacity · how long they take to rise to the top of a jump: the higher they leave the floor, the longer0.279 s-8%
Jump height mcapacity · how high they leave the floor: the legs' push over their stroke, lower as the game wears them0.381 m-15%
Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.34 N/kg-5%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.269-6%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%
Body stature mtrait (changes slowly) · standing height: the frame everything below is measured against1.84 m-7%
Legs wornstate now · how far a game's hard running has lowered their sprint and reserve: recovers between games0
an open three-0.36 log-odds=all equal

hand-set · will be built from release mechanics, practice, fatigue

Speed

1team 0
Run vmax mpsthe top speed they run at in a game now: capacity times effort, as far as their legs have it left4.08 m/s1team 0

each part against the league's middle player

Run vmax mpscomposite · the top speed they run at in a game now: capacity times effort, as far as their legs have it left4.08 m/s-32%
Sprint vmax mpscapacity · the speed a sprint tends to, where the legs can push no harder6.68 m/s-17%
Legs fast fractiontrait (changes slowly) · the share of the leg extensors that is fast (type II) fibre0.358-21%
Effort runstate now · how much of their sprint capacity they use on a run0.611-19%
Legs critical speed mpstrait (changes slowly) · the fastest they can run without tiring, the edge of the severe domain3.35 m/s-4%
Legs spentstate now · the share of their reserve above critical speed spent now: seconds to minutes0
Legs wornstate now · how far a game's hard running has lowered their sprint and reserve: recovers between games0

Finishing

=all equal
an open finish at the rim4.18 log-odds=all equal

hand-set · will be built from touch, reach, practice