FC 24: Hyo’s Hyper Realistic Gameplay Mod V.7 [TU12]


This mod is an alpha version and a never ending work.

The mod will be updated constantly, always seeking to get a more complex and so realistic game experience.

This work is always dedicated to those who seek the most extreme realistic football simulation experience.

Small digression. Each of my publications has a completely different physics. Changing the physics, means changing every aspect of the game

I could just focus on making small improvements on already published and quite good gameplays, but I find more challenging to experiment with new things. This approach is certainly slower, because it’s about exploring unknown lands.

The rythm of the game is extraordinary from my point of view.

I have corrected some things compared to version 6, but these corrections turn out to be quite decisive.

A short list:

– increased the speed with which the cpu “Decides” in many contexts;

– increased shot difficulty and so strongly decreased the gap with manual controls.

– decreased the aerial supremacy of specialized headers (it’s been implemented by ea with tu11, so if you noticed more aerial dominance from some players, that’s the reason; it should be fixed also for the v4 and v5, I’ll do it soon)

I will post soon a small update of this version soon, where I will try to implement some v7’s physics.

* V6 CHANGELOG

V4 and v5 key characteristics are still on

The further along we go, so more complex the modding work becomes

On v6 I have embarked on a different gameplay rendering path an you will notice right away . The result is a decisive improvement compared with the previous version

It’s always difficult to exhaustively list all the changes made, because I go through so many attempts and combinations, that it becomes hard to keep track.

-strongly redefined ragdoll physics and balance, they stumble much less and have more harmonious movements;

-redefined ball contact physics and dynamic;

-it’s more difficult to controll, pass and kick the ball;

-cpu lead the ball more realistically ;

-slighlty reduced injury chance;

-slightly reduced referee stricness for some contacts;

-slightly rebalanced energy loss rate.

Recommended setting:

Difficulty: legendary- world class (game has been tested mainly on legendary level but world class should not be far from legendary because I upped it)

Default sliders

Game speed: normal ( important !!!!!!!!!!!!!)

Referee strictness: strict

Player based difficulty: on

Set off all unrealistic setting, like auto shots, assisted headers, timed finishing, auto flair pass.

Passing: manual for a more challenging and realistic passing dynamics, or at least I strongly recommend to use manual command for long balls and all trough passes !!!!!!!!!

Jockey: manual

Defending: advanced !!!!!!!

A important suggestion to get a more immersive experience:

Do to not skip every cutscenes, because they are significant in order to get a realistic extra time.

* V5 RELEASED
Here it comes! I’m posting along V4 the new V5.

This is the V5 and it is from my pov more than a step forward from the previous version.
All the key aspects of the *V4 are still present.

A brief summary of the major changes made compared to V4:

– physics has been significantly changed to get a smoother pace
– the match pace is faster but at the same time more well reasoned;
– the CPU has increased its range of possible actions exponentially;
– CPU is way stronger when has the ball;
– animations are more homogeneous and less lags;
– low rated teams and players have more armonic, realistic and challenging behaviour: the idea is that low rated players can do everything a top rated player can do but with important differences of rate success.

Recommended setting:
Difficulty: legendary- world class (game has been tested mainly on legendary level but world class should not be far from legendary because I upped it)
Default sliders
Game speed: normal ( important !!!)
Referee strictness: strict
Player based difficulty: on
Set off all unrealistic setting, like auto shots, assisted headers, timed finishing, auto flair pass.
Passing: semi or manual for a more challenging and realistic passing dynamics
Jockey manual
Defending: advanced

* V4 Features

1) physics has been completely revised aiming to make the game freer and more unpredictable.

What bring us to watch a football game for the thousandth time is the unpredictability linked to the event. No match will be the same. The mod follows this path. Rarely the ball will be completely under your control. Unexpected reboud, opponent’s constant pressure, high pace, the easiness to error, all these elements increase the tree of possibilities for each scenario to develop in different ways. The game results fast, bouncy and fluky.

2) fouls, fouls and again more fouls: this is a trademark for the mod. The game is dirty and physical as you have ever seen.

You will be booked quite often and you have to be careful when deciding to risk a tackle or just containing. Some foul spots will be beyond your will. Your player will be at the wrong place at the wrong time and that’s how football really works.

3) cpu behaviour has been drastically improved, made more complex and smooth. Every game will be tough. Cpu will attack with more variety. Crosses and long shots, are not just expectations but are ordinary on the cpu approach. Even how the cpu will select where dropping the ball is now more unpredictable. Cpu won’t proceed blindly forward. During the same match you will notice different moment and different pace.

4) the ritmo is fast. The majority of gameplay mods in circulation target the speed in general as responsible for the arcade trait of the game. This mod sounds out differently, striving to reshape game speed according to circumstances. You have to think fast.

5) fatigue system: you will really need to use the bench. A common scenario is being at minute 70 with 4-5 booked, someone slightly injured, and the energy bar falling quickly. Players will get tired sooner. At minute 85 many of them will be already exhausted.

6) injury system: frequency for injuries has been significantly increased and it will be unlikely ending a match without someone injured.

7) penalty kick error rate rebalanced: the error rate has been slightly decreased. The default fc 24 versione, I guess trying to spectacularize the penalty spot, recreates such a not realistic penalty kick error rate.

8) goalkeeper: gk are less rigid and looks more connected to other players dynamic. They will fall trying to reach a ball for a cross. Exceptional save will happen but they won’t be routine work. This will make every save more important and decisive.

9) realistic injury time: you will finally get 5-6-7 to 10 minutes of injury time. Basically the extra time is counted on how much time is wasted.

Career Mode Compatible Compatible With Saved CM Auto Install Not Online Compatible PC Compatible

TOTAL DOWNLOADS COUNT : 11407


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Author: Hyo