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

Should I make the refereeing less strict?


  • Total voters
    11
  • Poll closed .
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.
 
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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!
 
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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
 
Just wanted to say that your gameplay is amazing. There are some mistakes made by the AI, even penalties, well done! But it's true that red cards are given out too easily by the referee; something should be done about that. But otherwise, great job on your gameplay!
 
What a gameplay!
I always thought that it is impossible to have the weight and inertia that made me play PES over a decade in a FC game. But you made it!
The game feels so heavy, which i like.
And scoring a goal is so satisfying, because it doesn't come in easy. AI is very good without being unfair.

And finally there are fouls!
B U T:
There is something wrong with them. Almost every touch made by the CPU lets the whistle sound. Even situations where almost no touch happened are called fouls. That amount is waaaay too annoying! Despite that the physics are brilliant!

We had a lot of fun this evening - only flawed a bit by this too-many-fouls-thing.
Isn't it ironic that at first everyone was crying for fouls in your GP and now i am asking to make them a little less often? :D
 
WOW!!! I havent any words to say what a gameplay is it!!! Man your work is so BIG and I dont have any words to say!!! What is an experiance, what an amazing gameplay you do!!! Man you are so BIG!!! Thank you very much!! I dont wanna sleep i WANT TO PLAY!!!!!!!!!

 
Très bon travail, les déplacements sont excélents cependant, j'ai réalisé un tacle magnifique qui a été sanctionné par un rouge! Je pense qu'il faut quelque chose à ce niveau.
Personnelement j'aimerai que vous fractionnez votre mode :
- Un mod physique déplacements ect...
- Un mod IA
- Un mod arbitre, fautes
Pour la difficulté chaque mod de gameplay installé rend le jeu plus facile et c'est le cas ici aussi par rapport à la vanille.
Laissez-nous des modules qu'on teste pour les retours.
Car j'aimerai bien en profiter sans les modules fautes d'arbitrage pas encore au point.
Merci.
 
Thanks for the feedback. Regarding fouls, it depends: if you still defend the old way with lots of standing tackles out of habit, you’ll indeed get many more fouls and bookings. You really need to relearn the timing of every challenge with this mod.
Here, it’s all about thinking before you act—whether it’s the knock-ahead while sprinting or your defensive interventions.

I’ll wait for more feedback on fouls before making any changes.
I get what you’re saying, my friend. But still, the ref’s strictness is just over the top. That’s enough already. In real football, some of these calls wouldn’t even happen. Anyway, I think what a player wants, is gameplay that’s both realistic and actually fun to play. So I seriously suggest you tone down the referee’s strictness — or at least give players the option to adjust it. I really appreciate all your effort and creativity.
 
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Congratulations again, and thank you for your work.

In my opinion, it's an incredible gameplay mod.

I play it in full manual mode; you have to get used to it, but I have to say that once you master it, you have the feeling of being in a real game. It's incredible, with endless opportunities. I discovered the importance of L2 to cover the ball, gain position against the defender with the striker.

On the subject of fouls, you have to think and decide when to take the right shot. If you charge with your shoulder, make a tackle, it's truly incredible gameplay.
 
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Thanks a lot for your feedback! There’s a big gap between your comments and the poll results regarding fouls.

I’m wondering: are you taking the time to retrain your brain for a new way of defending?
Personally, I love having to think about how to win the ball without mashing button—playing it RP-style: shadowing the ball-carrier and stepping in at the right moment, rather than spamming the standing tackle button.

I’ll look for a fair middle ground, but it isn’t easy because I want to keep this level of challenge—just like the ball push during sprints. It’s all about thoughtful decision-making…
 
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Grazie mille per il tuo feedback! C'è un grande divario tra i tuoi commenti e i risultati del sondaggio sui falli.

Mi chiedo: ti stai prendendo del tempo per rieducare il tuo cervello a un nuovo modo di difenderti?
Personalmente, mi piace dover pensare a come conquistare la palla senza premere ripetutamente il pulsante, giocando in stile RP: seguendo il portatore di palla e intervenendo al momento giusto , piuttosto che premere ripetutamente il pulsante per il placcaggio in piedi .

Cercherò una giusta via di mezzo, ma non è facile perché voglio mantenere questo livello di sfida, proprio come la spinta della palla durante gli sprint. È tutta una questione di decisioni ponderate...
the problem is not defending, fouls are fine, it's that there are too many red cards
 
And the problem is not the way I try to win the ball in a battle, it's the fact that almost every attack by the CPU is called a foul and interrupts the game unnecessary (and often "rewarded" by a card for almost nothing).
 
Hey iljuventino, first of all, I really appreciate all your hard work for making this mod free for everyone. Even though it’s free, the quality is absolutely top-tier. You always listen to our feedback and make thoughtful updates to adapt to different play styles, that’s something I really respect.


This version 2.0 is a beast! I’m using URG-Gameplay-Standard-NoBallDistance-Alpha2.0 and I’m super happy with it. Finally, I can score from free kicks again haha, plus, there are more fouls and free kicks, which make the matches feel more intense and realistic.


Like many others mentioned, I also ran into the same issue with red cards. After just two matches, I already got 4 reds for my team 😅. And trust me, I’m usually a clean, fair player! Here are the situations where I got them:


  • I passed from the wing, touched the ball first, but my player’s leg slightly clipped their center back → red card.
  • Several great sliding tackles that clearly hit the ball in the replay → still red card.
  • And okay, two of them were from bad tackles, those are on me 😂

So yeah, just like others have said, hopefully the foul and referee strictness can be tuned a bit for better balance and realism.
 
The gameplay is unquestionable, it's great. The problem now is the fouls. Anyone who says it's good has never seen a football match. Now he whistles absurd things, and he gets a red card very easily.
 
Guys, am I the only one who doesn't have this problem with cards? I play with no ball distance but in 3 games the CPU received 2 yellow cards, no red ones for me either. I'll start by saying that I'm on TU4.
 
Guys, am I the only one who doesn't have this problem with cards? I play with no ball distance but in 3 games the CPU received 2 yellow cards, no red ones for me either. I'll start by saying that I'm on TU4.
yesterday recived 2 red cards but then so did other team and yeah i think they were reserved red cards i like that thou means gotta time tackles
 
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