iljuventino
League 1
- 12 May 2018

FREE ! URG Simulation 1.4 - Back to the DNA
#TU1.1.3
#TU1.1.3
Since Simulation v1.0, I realized I’d drifted a bit. What made URG strong — TV-like rhythm, realistic slowness, readable inertia — had been softened by other changes.
This update puts everything back in order… and goes well beyond: every key point has been truly and concretely improved to restore URG’s DNA and push the TV-broadcast feel even further.
Key improvements
- TV-like rhythm back at the center: a breathing tempo, smoother transitions.
- Readable inertia: believable acceleration/braking, a real sense of weight.
- Strengthened ball physics: more natural trajectories, bounces, and separation (less “magnetism”).
- More credible goalkeepers: angles, save types, controlled rebounds, contextual 1v1 and aerial claims.
- Multi-step actions: control → body set → acceleration; reorientations without “teleporting.”
- Smarter AI: contextual pressing, intelligent cover, human-like mistakes.
- Clearer contact model: shoulder-to-shoulder, light obstructions, better-proportioned fouls.
Clear first touch → body set → push into stride. Reorientations no longer “teleport”: you see the foot work, the hips turn, then a clean ball release.
Realistic inertia & friction
Players have weight: less instant acceleration, readable braking. The ball doesn’t stick to the foot; it lives around the player.
Smarter, more aggressive AI
Contextual pressing, compact lines, smarter cover. The AI takes risks, makes human mistakes, and forces you to build your play.
Credible contacts & fouls
Shoulders, light obstructions, shirt pulls: they’re visible and better called. Aerial duels are contested without suction.
TV-like rhythm (back to the DNA)
More breathing tempo, progressive transitions, shots/crosses that carry weight. Overall readability boosted for a broadcast feel.
Ball physics — improved
Ball physics have been further improved: trajectories, bounces, and separation feel more believable, reinforcing the TV rhythm and realistic slowness without magnetism.
Gameplay note (strong foot / weak foot)
Be mindful of the weak foot, especially if the incoming pass isn’t ideal.
On an average reception, it’s often better to cushion the ball first before playing it again: instant passes without proper body setup can create waste (imperfect orientation, reduced accuracy).
Goalkeepers
- Positioning & angles: better approach lines, near-post coverage, and recovery after the first save.
- Save variety: more diversity (holds, parries, tip-overs, leg saves) based on distance, power, and line of sight.
- Rebound control: priority to lateral parries; if there’s a spill, it’s coherent with angle and power (heavy shots remain dangerous).
- One-on-ones: less robotic triggers; the keeper makes himself big, delays, and avoids “freebie” animations.
- Crosses & aerial balls: more contextual claims (neither static nor reckless) with a credible intervention window.
- Distribution: clearer throws and kicks; human errors possible under heavy pressure (rushed clearances).
Join the URG Discord to discuss future improvements and much more.
https://discord.gg/9DCWB9DAnV
Last edited:



