Generally speaking, it is likely the results of a previous play do not have an effect on the current play. The SIM does not have the concept of a streaky shooter. In the probability world, this is called "mutual independence". This concept disappoints many champions of "lucky numbers", which don't have any impact unless the dice or lotto machine happen to be defective
There are a few exceptions to this in the SIM, from what I can see over the year of so I've been playing (veteran owners may be aware of more, of course):
- End of Game
- Foul Substitution
- Fatigue
- Usage Penatly
"End of Game" adjustments allow a change in offensive/defensive strategy, based on score differential, and therefore influence the outcome.
Foul Substitution strategy can lead to a new lineup, which will definitely affect subsequent plays with whatever rotation the SIM has chosen after a foul has occurred.
Fatigue definitely impacts the performance of players on a game to game basis. In theory, it could impact performance within the course of a game, but I don't have enough quantitative data to support this, as I rarely have teams/players with severe fatigue issues.
Another possible exception is the "usage penalty", where the effectiveness of a player is influenced (negatively) if they are in the view of the SIM, overutilized.
In theory, I would think this would be cumulative usage over the course of the game. I.e., the player would perform normally until a usage threshold was reached and then be adversely affected. In reviewing game logs (my own teams and others), I'm not sure that this is necessarily the case, as the penalty seems to kick in quite early at least from an offense perspective (nothing like seeing a player with an EFG of 55%+ go 1 for 24 in a game).