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FC26 - ULTRA REALISTIC GAMEPLAY 2.0 UPDATE TU5, OUT NOW !

Should I make the refereeing less strict?

  • Yes

  • No


Results are only viewable after voting.
ULTRA REALISTIC GAMEPLAY Alpha 2.0
UPDATE #TU5


5a6aefa3-0d9f-4a24-8ce4-2fb478e156ec.png

Here it is: V2.0 — the final Alpha version!

Starting from the next update, we will move into the Beta phase.

I finally feel like it’s very polished and extremely close to the gameplay I’ve always wanted.

With fouls now properly implemented, everything changes.
You’ll need to think differently during matches: every small mistake can be punished. And it’s the same for the AI — if you push them with well-timed long strides, they can make errors and late challenges.

Everything is now much more realistic. With the revamped physics, you can truly feel player strength and weight: players fall after strong collisions, aerial battles become real duels, and a player can lean on the opponent and fall if their balance isn’t right, etc.
There’s so much depth that you’ll progressively discover the full potential of this already very advanced gameplay.

The longer knock-ahead versions are highly recommended, especially the NO SCRIPT one: it’s the most natural and realistic.
This longer knock-ahead adds massive value: it creates amazing situations and makes the game build-up much more instinctive. You must time your runs correctly, or you’ll lose the ball very quickly — just like real football.

👉 Players who don’t use this version will, in my opinion, miss out on a much deeper gameplay experience.
However, due to requests, I still made a shorter knock-ahead version available.

⚠️ It is very important to enable analog sprinting / acceleration in the game settings when using the longer knock-ahead: it allows you to control your player’s run with much more precision.


Take some time to get used to this gameplay — building actions is incredibly satisfying.
Every movement, every shot, every pass has been carefully tuned to deliver true realism and simulation.


We now move into the Beta phase for upcoming versions — let’s keep improving it together.


Enjoy the game guys 😉⚽



IMPROVEMENTS IN TU5 :

- Alongside the move to TU5, I took the opportunity to fix one last issue with the nets—their physics and appearance weren’t fully realistic. This has now been corrected and improved.
- Added the Extreme version of LOD Graphics.

4 VERSIONS AVAILABLE :

- ✅ URG Alpha V2 No Script — With longer sprint knock-ahead — ball goes farther (highly recommended)
- ✅ URG Alpha V2 Standard — With longer sprint knock-ahead — ball goes farther
- ✅ URG Alpha V2 No Script — With shorter sprint knock-ahead — ball stays closer
- ✅ URG Alpha V2 Standard — With shorter sprint knock-ahead — ball stays closer


IN GAME SETTINGS REMINDER :

- Assistance : Semi / Manual
- Difficulty : Any
- Authentic Mod (Realistic) : Enabled (Set all sliders to Authentic. Avoid changing them—or just keep the locked Realistic mode preset.)
- Competitive Mod : OFF
- Player-based difficulty : OFF
- AI Tactics : Default (all sliders at 50)
- ⚠️ It is very important to enable analog sprinting / acceleration in the game settings


 
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I'll be able to play later today. I will give my thoughts and vote.

One question for this UT5. The authentic default sliders you are considering already is the new sliders EA updated? They ask people to go to personalized and then back again to authentic to take effect. I think it's an important and valid question... What base values did you used as authentic.

Thank you for the fast update.
 
5a6aefa3-0d9f-4a24-8ce4-2fb478e156ec.png
Alright guys,

after a month of work, the first design phase of URG Alpha is finally complete.

I’m already very proud of it. At first, I didn’t think I could reach this level of satisfaction—FIFA felt “done” to me. But once I dug in, I realized it isn’t even at 20% of its potential. I’m convinced I can keep improving the gameplay in every aspect.

That said, it takes an enormous amount of time, and I’m always eager to release new versions to show you what’s new. I should probably be more patient and deliver more refined builds, but this is an evolving mod, and I’ve always believed we should build it together.

As I’ve said before, the foundation is now set, and future improvements will be built on this latest version.

I’d also like to offer other mods—like different goal-net types—and plenty more ideas. But, wow, there just aren’t enough hours in a day! We’ll see.

I’ll need lots of your feedback, and please, NO MORE OFF-TOPIC HERE—let’s keep the discussion focused on URG!

Enjoy the weekend, and have fun!
 
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Alright guys,

after a month of work, the first design phase of URG Alpha is finally complete.

I’m already very proud of it. At first, I didn’t think I could reach this level of satisfaction—FIFA felt “done” to me. But once I dug in, I realized it isn’t even at 20% of its potential. I’m convinced I can keep improving the gameplay in every aspect.

That said, it takes an enormous amount of time, and I’m always eager to release new versions to show you what’s new. I should probably be more patient and deliver more refined builds, but this is an evolving mod, and I’ve always believed we should build it together.

As I’ve said before, the foundation is now set, and future improvements will be built on this latest version.

I’d also like to offer other mods—like different goal-net types—and plenty more ideas. But, wow, there just aren’t enough hours in a day! We’ll see.

I’ll need lots of your feedback, and please, NO MORE OFF-TOPIC HERE—let’s keep the discussion focused on URG!

Enjoy the weekend, and have fun!
thanks brother thanks thanks for free mod fantastic my brother
 
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