A player have found and improved the game's physics engine "simatch\physics\physical_constraints.jsb"

by harvestgreen22, 4 days, 17 hours ago

Source link
https://www.playgm.cc/thread-971631-1-1.html
by "红骑士Sakura"
You can use a translator to view it

This is his modified physics engine, He modified to a way that the match have "more passion"
https://pixeldrain.com/u/Z7Tw1yke
(version 2 of 2025-1-16 15:13 , newer version)
https://pixeldrain.com/u/AxNZLFJ5
(version 1 of 2025-1-10 12:15)
to use : Replace the " simatch.fmf " in the root directory ,backup before using ,Restart the game.

"
修改的方法:用官方的Resource Archiver解压游戏根目录的simatch.fmf找到simatch\physics\physical_constraints.jsb,用HxD之类的软件打开进行编译。后面再用官方工具打包成fmf替换。
"
Modify the method: with the official "Resource Archiver" extract the game root directory "simatch.fmf" to find simatch\physics\physical_constraints.jsb, with HxD and other software to open for compilation. Later, it will be replaced with an official tool packaged as fmf.



Reviews by other players:
"
I tested the version on January 16, feeling much better than the original, and finally the side will not look defensive, and more pleasing to the eye, very close to the reality of the wonderful game. I Manchester City simulated 2 games 3:0 and 1:2, one win and one loss, the score is not much outrageous, the passing set with the ball breakthrough will be very normal with the ball. The opposite side will have a real foot tackle, you can hardly get past, into the box, the striker with the ball and a turn ball is taken away by the opposite defender, the midfielder will cross the side, the striker will reach the ball that the goalkeeper is not holding firmly, the goalkeeper will actually make a save and not react, there will be a big foot clearance + header. It's wonderful, and it's reasonable. The passing cooperation is a little bit better, maybe I play Manchester City, the passing error is not more than 20%, the success rate is more than 80%. I think it's reasonable, not too obvious.
In short, it is very perfect, there will be no original eye defense, the goalkeeper does not react to the opposite striker's shot, much better than imagined!
"
"
New feedback:
The passing rate, receiving and handling of the ball and dribbling speed are slightly improved, the overall rhythm is faster, the original engine is more sluggish, and sometimes there are pictures of players being tackled. After the revision of the look a lot better, there are many imaginative behind the ball, played a 0-0 draw with Manchester City, there is no mess of goals. Host nb!
"



Comments about the physics engine:
"
相关属性:传球、工作投入,统计类型:传球尝试次数:���:
相关属性:传球、决策,统计类型:传球完成次数:���
相关属性:传球、视野,统计类型:关键传球次数:stat_type¸
相关属性:传中、工作投入,统计类型:传中尝试次数:���
相关属性:传中、视野、技术,统计类型:传中完成次数:���
相关属性:抢断、位置感、工作投入,统计类型:抢断尝试次数:���
相关属性:抢断、位置感,统计类型:抢断完成次数:���
相关属性:抢断、位置感、工作投入,统计类型:关键抢断次数:stat_typeÈ
相关属性:预判、位置感,统计类型:拦截次数:è
相关属性:预判、位置感、勇敢,统计类型:封堵次数:x
相关属性:位置感,统计类型:解围次数:¸
相关属性:位置感、弹跳,统计类型:头球尝试次数:���
相关属性:头球、力量、弹跳,统计类型:头球完成次数:���
相关属性:位置感、弹跳,统计类型:关键头球次数:stat_typeÈ
相关属性:肮脏、侵略性,统计类型:犯规次数:¸
相关属性:盘带、天赋、速度、加速,统计类型:盘带次数:˜
相关属性:移动、工作投入、加速、专注,统计类型:越位次数:˜
相关属性:工作投入、耐力、速度,统计类型:跑动距离:Ø
相关属性:传球、视野,统计类型:向前传球次数:���
相关属性:工作投入、耐力,统计类型:冲刺次数:ˆ
相关属性:工作投入、预判,统计类型:压迫尝试次数:���
相关属性:工作投入、预判、加速,统计类型:压迫完成次数:���
按照引擎的权重和论坛测的差不多
"

"

Related attributes: passing, Work rate,
statistical type: Passing attempts: � The & # 65533; The & # 65533; :

Related attributes: passing, decision,
statistical type: pass completion times: � The & # 65533; The & # 65533;

Related attributes: pass, vision,
statistical type: Key pass times: stat_type¸

Related attributes: cross, Work rate,
statistical type: cross attempts: � The & # 65533; The & # 65533;

Related attributes: Crosses, vision, technology,
statistical type: Crosses completed: � The & # 65533; The & # 65533;

Related attributes: tackle, position sense, Work rate,
statistical type: tackle attempts: � The & # 65533; The & # 65533;

Related attributes: tackling, position sense,
statistical type: Number of tackles completed: � The & # 65533; The & # 65533;

Related attributes: tackling, position sense, Work rate,
statistical type: Number of key tackles: stat_typeÈ

Related attributes: prediction, position sense,
statistical type: Number of interceptions: e

Related attributes: Anticipation, positional sense, bravery,
Statistical type: Number of blocks: x

Related attributes: sense of position,
statistical type: number of clearance: ¸

Related attributes: sense of position, bounce,
statistical type: Head attempts: � The & # 65533; The & # 65533;

Related attributes: head, power, bounce,
statistical type: Number of heads completed: � The & # 65533; The & # 65533;

Related attributes: position sense, bounce,
statistical type: Number of key headers: stat_typeÈ

Related properties: Dirty, aggressive,
statistical type: Foul number: ¸

Related attributes: dribbling, Talent, Speed, acceleration,
Statistical type: dribbling times: ˜

Related attributes: Mobile, Work rate, acceleration, focus,
statistical type: Number of offsides: ˜

Related attributes: Work effort, endurance, speed,
statistical type: Distance run: Ø

Related attributes: Passing, vision,
statistical type: Forward passes: � The & # 65533; The & # 65533;

Related attributes: Work rate, endurance,
statistical type: Sprints: ˆ

Related attributes: Work rate, prediction,
statistical type: Pressure attempts: � The & # 65533; The & # 65533;

Related attributes: Work rate, prediction, acceleration,
statistical type: pressure completion times: � The & # 65533; The & # 65533;

The weight of the engine stats is similar to that measured by the forum player

"
The above is translated directly by a translator





In addition to providing a way to improve the physics engine, he also reveals what attributes are related to each other and which behaviors they affect in the game.

In the past, we've been testing a attributes in isolation, which inevitably has errors,
But from the point of view of consuming time, it is impossible to go through all the combinations.
Therefore, we can approximate the effect of an attribute, but cannot accurately determine its effect

Now that we know what attributes these 22 mechanisms are associated with, we can accurately test the required attributes of the actions that need to be performed

(PS : We are preparing for the biggest festival of the year , so I am busy and can not reply in time , If you have any new findings, welcome to share)

8

Am I reading the following correct?


Example:
Related attributes: Positioning, Bounce, Statistic type: Key headers: stat_typeÈ

So key_headers (headers that become goals?) the attributes used by the engine is Positioning and Jumping Reach only? I guess bounce I just a bad translation.

You guys are really cutting up the whole game 😅

1

Cptbull said: So key_headers (headers that become goals?) the attributes used by the engine is Positioning and Jumping Reach only? I guess bounce I just a bad translation.

Frankly at this point I wouldn't be surprised. That would also explain why it's always the CBs that are scoring headers from corners and not for example forwards.

0

Fascinating work! I've had a look through the source link and I was wondering, is there any information on what influences the match engine for the statistics of shots on target and shot conversion?

0

For simpler viewing:

6

could we have a easier installation guide? this is confusing to me

0

Cptbull said: Am I reading the following correct?


Example:
Related attributes: Positioning, Bounce, Statistic type: Key headers: stat_typeÈ

So key_headers (headers that become goals?) the attributes used by the engine is Positioning and Jumping Reach only? I guess bounce I just a bad translation.

You guys are really cutting up the whole game 😅


Except not all key headers are a goal threat

0

Infinity said: could we have a easier installation guide? this is confusing to me

Go to your FM24 main directory
Backup original simatch.fmf file (just rename it)
Download file from https://pixeldrain.com/u/Z7Tw1yke
Move downloaded simatch.fmf to your FM24 main directory

1
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