• Major upgrades completed! Please report any issues you spot in here

FC26 - ULTRA REALISTIC GAMEPLAY 1.9, OUT NOW !

I understand you might not like it; I’ve thought a lot about this. I knew I wouldn’t necessarily get positive feedback on the idea of giving the ball a stronger push, but my goal is to make you think more carefully when receiving a pass. Instead of sprinting flat out by holding the sprint button, pick the right moment to use it. If you trigger it when there’s space, no problem: keep guiding your player and manage your touch to maintain possession. I believe this adds real value to the gameplay and opens up many more opportunities—try it over a few more matches and you’ll see it creates a lot of different gameplay situations.
maybe the option to have it off with a different mod wouuld be good
 
still having lots of cam issues
Yes, I understand. The goal of my Broadcast TV Camera mod is to provide maximum freedom (up/down, zoom in/out) in every stadium.
Depending on the stadium, the camera may sometimes end up completely outside the stadium—just adjust it in the settings.
I don’t plan to work on this mod further for now—it already does what I wanted. I’d rather focus my time on the gameplay mod ;)

The camera mod has been separated from the gameplay mod so everyone can use other camera mods alongside my gameplay, if they want ;)
We’ll see later if I decide to tweak it further.
 
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IMPORTANT

Hey everyone!

The next ULTRA REALISTIC GAMEPLAY release will prioritize fouls: significantly improved physical contact, more realistic player falls, and much more.

This update is coming very soon...
You still have to fix the attacking fullbacks not getting high enough or sometimes even going behind the cb, I would prioritize that next. But great mod overall!
 
You still have to fix the attacking fullbacks not getting high enough or sometimes even going behind the cb, I would prioritize that next. But great mod overall!
try to set wingback/balanced in player roles, they will always support you in attack and return to their positions in defence with this gm
 
View attachment 383069

IMPORTANT

Hey everyone!

The next ULTRA REALISTIC GAMEPLAY release will prioritize fouls: significantly improved physical contact, more realistic player falls, and much more.

This update is coming very soon...
Tried 3 games the GP 1.9 I find it too heavy The players am I wrong or are they heavier than the 1.7?in my opinion too much as far as the shot is concerned very difficult to get used to
 
Known issues — quick fixes incoming:

  • Broadcasting TV Camera: adjustments are still too abrupt in certain stadiums.
  • Goal nets: occasionally behave erratically.

I’d love your feedback: the ball now releases a bit faster from the dribbler during runs (especially when sprinting), which adds more freedom. Do you prefer this effect on or off?
Hey, first of all, huge thanks for all your effort! I really enjoy your slow gameplay style, it’s the main reason I keep playing FC26 so much.


About your new change: personally, I don’t really enjoy the ball releasing faster from the dribbler. I understand some players might love that extra freedom, but for me, it often feels unpredictable during sprints, the ball goes too far ahead, and I end up losing it to the AI, which breaks my counter-attacks quite often.


I’d highly recommend offering two versions so people can choose what fits their play style. In my case, I’d definitely go with the “off” option.


Once again, really love your gameplay mod — it’s so good it made me addicted to FC26! ❤
 
Tried 3 games the GP 1.9 I find it too heavy The players am I wrong or are they heavier than the 1.7?in my opinion too much as far as the shot is concerned very difficult to get used to
Hey, first of all, huge thanks for all your effort! I really enjoy your slow gameplay style, it’s the main reason I keep playing FC26 so much.


About your new change: personally, I don’t really enjoy the ball releasing faster from the dribbler. I understand some players might love that extra freedom, but for me, it often feels unpredictable during sprints, the ball goes too far ahead, and I end up losing it to the AI, which breaks my counter-attacks quite often.


I’d highly recommend offering two versions so people can choose what fits their play style. In my case, I’d definitely go with the “off” option.


Once again, really love your gameplay mod — it’s so good it made me addicted to FC26! ❤
Thanks for the feedback, guys. I’m noting everything you share and improving continuously, step by step.


Yes, I’ll release a parallel version with the strong ball push disabled ;)
 
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About your new change: personally, I don’t really enjoy the ball releasing faster from the dribbler. I understand some players might love that extra freedom, but for me, it often feels unpredictable during sprints, the ball goes too far ahead, and I end up losing it to the AI, which breaks my counter-attacks quite often.


I’d highly recommend offering two versions so people can choose what fits their play style. In my case, I’d definitely go with the “off” option.


Once again, really love your gameplay mod — it’s so good it made me addicted to FC26! ❤
Guys,

I activated the analog sprint and started to have better ball control in sprint situations. I liked it.
Ball freedom but with more control.
 
I would like if possible that in 2.0 You can choose whether to have it or not then in my opinion it takes a little more speed and acceleration but just a little more so as to be able to dribble better I can't get rid of the defender and this is frustrating for me but in general it is one of the best Gameplay ever tried and here is one last thing The headers are sometimes too unreal in the sense that with little force the ball Splashes too fast
 
Great point! @DuduPacheco !

Good call pointing it out—on my side I already had analog control enabled, and I think that’s what caused the difference between those who like and those who don’t like the “ball-distance” effect.
Don’t worry: there will be one version with the ball-distance effect and one without "ball separation"...

Version 2.0 is well underway and will be even better: proper fouls, ultra-realistic player falls, and further-improved player inertia
I’ll check progress tomorrow and share a bit more, but it shouldn’t be long before release.

Good night, everyone.
 
Good evening, thank you for your work and your generosity. It's a thousand times more satisfying than vanilla. A wish that no one manages to implement every year, and which I think is incredibly necessary: goalkeepers. There are counterattack situations where you're facing the goalkeeper with a long pass, and it makes no sense for the goalkeeper to stay under the goal. They should close the gap. A lot or a little, but everyone tries. In the game, for many FIFA/FC versions, goalkeepers have been stuck under the goal.
 
Great point! @DuduPacheco !

Good call pointing it out—on my side I already had analog control enabled, and I think that’s what caused the difference between those who like and those who don’t like the “ball-distance” effect.
Don’t worry: there will be one version with the ball-distance effect and one without "ball separation"...

Version 2.0 is well underway and will be even better: proper fouls, ultra-realistic player falls, and further-improved player inertia
I’ll check progress tomorrow and share a bit more, but it shouldn’t be long before release.

Good night, everyone.
Every version is better than the previous one, right? For example, if the previous one had some improvements in ball handling, passing, and control, your version won't change those things, it will just make them more appealing, right?
 
Every version is better than the previous one, right? For example, if the previous one had some improvements in ball handling, passing, and control, your version won't change those things, it will just make them more appealing, right?

The foundation is set… Everything will be further refined, improved, and made smoother in terms of movement.
With fouls arriving in Alpha 2.0, that will be the final Alpha release.
After that, I’ll move on to Beta.
 
Great point! @DuduPacheco !

Good call pointing it out—on my side I already had analog control enabled, and I think that’s what caused the difference between those who like and those who don’t like the “ball-distance” effect.
Don’t worry: there will be one version with the ball-distance effect and one without "ball separation"...

Version 2.0 is well underway and will be even better: proper fouls, ultra-realistic player falls, and further-improved player inertia
I’ll check progress tomorrow and share a bit more, but it shouldn’t be long before release.

Good night, everyone.

This explain why we had the wrong/different feeling from what you expected.

Analog sprint control enabled could be a specific setting to your gameplay. What you imagined worked pretty well. I'm sure people will like it after testing again.

I already played some games with no script version and the feeling was good too..but I can't tell the difference..some games were on career mode and others on kick off. Usually I like the idea to play with externals situations affecting gameplay but I don't know how deep they influence the gameplay to have a better opinion.

Thanks
 
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The standard approach was implemented in today's games, and initial observations are positive. While the focus on fouls has been noted, the aggressive gameplay resulting in competitive matches is a welcome development. However, it has been observed that the AI, particularly when facing lower-league teams, exhibits a high level of proficiency with minimal errors.

Keep up the great work mate still by far best gameplay experienced play fifa 👍🏻
 
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