FC26 - ULTRA REALISTIC GAMEPLAY (URG) - UPDATE 2.2 Out Now !

Should I make the refereeing less strict?


  • Total voters
    11
  • Poll closed .
Something is strange on my end, I think.

I have downloaded all files again and re-installed everything, deleted the temp folder and so on.
The first match was very heavy, I could feel the players taking their time to accelerate and turn around. The pace was noticeable slower (the way I like it).
But just the next match (right after my 1st one) was waaay faster and everything felt floaty, all the weight gone...i don't get it.

I will check what happens when I delete the temp folder after every match and start FMM with cleaning the ModData.


Apart from that you created a fantastic heavy, authentic and simulation-driven GP! The games feel a bit harder to score and win, but when you do, you know why you won (or lost). Brilliant!
Have you cheecked weather etc ?
 
Something is strange on my end, I think.

I have downloaded all files again and re-installed everything, deleted the temp folder and so on.
The first match was very heavy, I could feel the players taking their time to accelerate and turn around. The pace was noticeable slower (the way I like it).
But just the next match (right after my 1st one) was waaay faster and everything felt floaty, all the weight gone...i don't get it.

I will check what happens when I delete the temp folder after every match and start FMM with cleaning the ModData.


Apart from that you created a fantastic heavy, authentic and simulation-driven GP! The games feel a bit harder to score and win, but when you do, you know why you won (or lost). Brilliant!

Unfortunately, will always be fluctuations in gameplay. There's nothing to do but hope it ends.. I experienced it twice in the past 3 weeks, even after deleting the temp folder (I do it every time I play), reinstalling the mod and deleting the fifamoddata folder...
If a modder one day discover a solution he will be rich :P
 
Yup. I set up everything like it's meant to be. I always check this thoroughly.
Did you started the game with vanilla ( no mod ) after the update ? Try that after repair and then close it , delete temp file ,install frsh mod manager and mods
 
I didn't do this, but the gameplay was significally changed in the first match. And the very next match everything was gone.
I will keep an eye on that behaviour.... But unfortunately now The Outer Worlds 2 is out 😄 so little time for so many games 😳
 
URG Alpha 2.2 #TU1.1.2
UPDATE


View attachment 384469
Hey everyone, here’s the URG 2.2 update, compatible with TU1.1.2 released today.

Four gameplay variants are available:
  • URG Gameplay (Ball Distance)
  • URG Gameplay (Ball Distance + Referee Vanilla)
  • URG Gameplay (No Ball Distance)
  • URG Gameplay (No Ball Distance + Ball Distance)
As you can see, I’ve now included a version with the default referee strictness (it calls far fewer fouls).

In upcoming releases, I’ll add optional modules you can layer onto your base gameplay.

This latest Alpha 2.2 is available on Patreon, and the upcoming, even more complete beta versions will also be available there—free for members.



Do I need to subscribe to download?
 

FC26 - ULTRA REALISTIC GAMEPLAY (URG)

Introduction

🧪 Status & Approach

This is the result of relentless work and an incalculable amount of research: URG advances through iterations, cross-testing, and feel-driven validation. The project is still at the beginning: we’re just leaving Alpha, and the first Beta is coming very soon. With your support, I’ll keep innovating and push this simulation as far as possible.


🎯 Vision

I don’t want a disguised arcade game. With URG, the goal is clear: recreate, controller in hand, the TV-match sensation — a game that’s readable, fluid, and credible, where every movement fits into a continuous physical flow (momentum, footing, balance) and where tempo comes from the player’s decisions, not artificial effects.


🎮 Controller Feel

Every action is designed as a continuous chain of movement — no breaks or “teleporting”:
  • First touch with perceived weight (cushion, carry, first contact) that conditions what comes next.
  • Fluid transitions sprint → braking → lateral steps → re-acceleration, with carried momentum and micro re-balancing timings.
  • Passes/shots only trigger when the animation allows it (realistic release windows) for readable timing.
  • Smoothed animation blends: the torso opens, the hip follows, the leg whips — you see and feel the body mechanics.
  • Tighter input buffer: the controller responds without cancelling inertia; you steer the tempo.

🏃‍♂️ Movement & Physics

Movements are extended, refined, and linked to preserve inter-gesture fluidity: a “heavy” touch slows the sequence, a clean touch opens play. Players turn, slow, and orient through human footwork (scanning, shoulder pivot, weight transfer) — never instant spins.
The ball has tangible mass, inertia, and roll: it lives outside the players, resists abrupt direction changes, and naturally modulates circulation speed, which establishes an organic, readable tempo.


🧤⚽️ Goalkeepers & Ball Dynamics

Goalkeepers are no longer robotic: animations are varied and continuous from positioning to push-off, save, and landing. Impacts are perceptible; depending on speed and angle, the ball can be caught, parried, or spilled — with realistic rebounds, second balls, and double-grabs.
The ball is fully detached from players — no artificial stickiness. Clearances depend on hand orientation, body tension, and balance at contact, enriching the rhythm (pauses, emergencies, turnovers).


🧭 Decisions That Matter

No more head-down running. Every direction, touch, and sprint weighs on the action chain: a poorly oriented control closes your next angle; over-accelerating breaks balance and risks losing the ball. Managing inertia becomes a tempo lever: speed up to create, slow down to breathe.


🛡️ Contacts & Falls

Contacts are hierarchised by intensity and direction: shoulder, hip, shin, footwork. Losses of balance (off-axis, slides, landings) follow the logic of the previous movement: the greater the momentum, the longer the recovery. The result: readable duels, continuous animation, and a rhythm that tightens or relaxes according to the real impact of collisions.


🧠⏱️ AI & Match Tempo

The AI presses with intention, shuts lanes, re-evaluates based on density, and respects space. It makes micro-hesitations (reading time, late footwork) that affect phase fluidity: built-up strong phases, weaker repositioning phases, and transitions triggered by your choices — not by visible triggers. Tempo alternates layering, accelerations, and breathing.


🗺️ Roadmap

Development continues. Different options will progressively become available so you can customise the gameplay and bring it even closer to your own vision of football, while preserving a 100% simulation core.




🤝 Support & Patreon

There will always be a free version of URG. However, given the number of hours invested (daily testing, research, fine-tuning) and the sustained pace of EA updates, maintaining and improving the project represents several hours of work per day.
Patreon support helps maintain this level of quality, accelerate iteration, and push the simulation further, while keeping a base that’s accessible to everyone. Thanks for understanding this balance: free to discover, support to move the project forward to its fullest.


INCLUDED IN THE MOD PACK
  • Enhanced Extra LOD Graphics (Low, Medium, High, Ultra)
  • Broadcasting TV Camera (now independent from gameplay)


GAMEPLAY VIDEO










Dont you think your price system is a bit too high ???? I can understand an amount of 5-7 euros for full access, but why having tier and prices like 15 euros ???? All these tiers remid me of Anth's system , i thought you stated clearly you are different in your way of thinking ...
 
in these ties with money tight. iljuv was doing it free until a couple of yap mouths put the idea in his head. I think as long as he keeps it free here then more power but i think the prices on all of them should come down.
 
I don't want to escalate any drama here and go off topic, but just give a perspective from someone from Brazil. Our money is depreciated against the Euro so the cheaper tear is very expensive for us.
That's another reason I stop playing Anth's James (I stopped in an old version around May with a rollback TU) . The other reason in this FC26 of course is the quality work iljuventino delivered for free.

I like to compare these prices with gamepass. Give us a good perspective.

Maybe 7 euros is fair for europeans but is too much for brazilians in general to pay every month (I'll pay one month time to time).

So I suggest a way to just "buy a coffee" like to those who just use the free version and help as a appreciation for your work.
 
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