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! "
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)
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.
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. Expand
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.
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?
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 😅 Expand
Infinity said: could we have a easier installation guide? this is confusing to me Expand
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
andalusich said: is there a way to combine this with the FM audio commentary pack? Seems like it's either one or the other Expand
Yes you can, you have to use the Resource Archiver. You have to extract the simatch (one with commentary) and also simatch (the new match physic) into 2 different folder. In the simatch (commentary) move the events folder over to the simatch (physic) and replace it. Then use Resource Archiver and create archive with the updated simatch (commentary) and you will get a new simatch. Use that and hopefully it should work for you.
Hello manager i try to download ...but is dont work... please somebody can send my the file ,beacuse is imposible to download the file ... i wanna try this mod ..
fm-arena doesn't even loads, and when loads it says you are using ad blocker lmao (and I'm not using it). If you use original link you can't even download it.
Anyone can upload this on site that can actually be downloadable?
mscottdm said: Will this affect matches that are simmed ? Or does it only affect games that you go on and play normally? Asking before I test a tactic of mine Expand
Is it just me or has anyone else noticed it too? The Director Camera for this match engine looks different, it’s like further out? Granted before this the director camera sliders were set and couldn’t be edited. And now they are set but all the way in the left and also can’t be edited. Is there a way to have this new physics without changing the camera settings?
I just want to say that there is more progress being made with this project. There is a Korean version out there that changes way more variables than the Chinese one, resulting in a more positioning oriented match engine. And then there is a 'fusion' being worked on right now.
Hello, someone sent me a message saying that I can't access the previous web disk. You can try this web disk, I don't know if you can use it, but you can try it,
chiru said: fm-arena doesn't even loads, and when loads it says you are using ad blocker lmao (and I'm not using it). If you use original link you can't even download it.
Anyone can upload this on site that can actually be downloadable? Expand
You can try this web disk, I don't know if you can use it, but you can try it,
lossantos said: does Korean version fix the pace/acc meta and OP gegenpress? Expand
It tweaks defensive behavior mostly, so a little less goals than usual, but speed is still important. From Reddit: " Adjusted player movement Reduced the angle that bodies can move at once Created less unnatural movement (i.e. no 360-degree shots) Adjusted defensive delay Removed the increase delay for tackled players Adjusted the delay for the tackler (increased in some parts and decreased in others) Removed the increased header delay Slightly less confusing than the previous version I think this version is more balanced I made this because I didn't want to see defenders just stand there blinking Players tackle slightly more actively Active tackle means that there's a slight increase in the risk of defensive failure No change to player speed, pass speed, or shot speed If you change those things, the defense feels strange I don't know how to add code, so I just slightly adjusted the original values "
Snaipz said: It tweaks defensive behavior mostly, so a little less goals than usual, but speed is still important. From Reddit: " Adjusted player movement Reduced the angle that bodies can move at once Created less unnatural movement (i.e. no 360-degree shots) Adjusted defensive delay Removed the increase delay for tackled players Adjusted the delay for the tackler (increased in some parts and decreased in others) Removed the increased header delay Slightly less confusing than the previous version I think this version is more balanced I made this because I didn't want to see defenders just stand there blinking Players tackle slightly more actively Active tackle means that there's a slight increase in the risk of defensive failure No change to player speed, pass speed, or shot speed If you change those things, the defense feels strange I don't know how to add code, so I just slightly adjusted the original values "
andalusich said: Are the european mods and asian fusion new ones? Expand
Asian Fusion was released soon after Korean mod was discovered. European mod is currently being tested with public release planned at the end of the month, but you can join their discord and download it there to help testing or just to try the version that is being tested. Link to discord
Snaipz said: Asian Fusion was released soon after Korean mod was discovered. European mod is currently being tested with public release planned at the end of the month, but you can join their discord and download it there to help testing or just to try the version that is being tested. Link to discord Expand
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)
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 😅
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.
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?
For simpler viewing:

could we have a easier installation guide? this is confusing to me
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
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
is there a way to combine this with the FM audio commentary pack? Seems like it's either one or the other
andalusich said: is there a way to combine this with the FM audio commentary pack? Seems like it's either one or the other
Yes you can, you have to use the Resource Archiver.
You have to extract the simatch (one with commentary) and also simatch (the new match physic) into 2 different folder. In the simatch (commentary) move the events folder over to the simatch (physic) and replace it. Then use Resource Archiver and create archive with the updated simatch (commentary) and you will get a new simatch. Use that and hopefully it should work for you.
Hello manager i try to download ...but is dont work... please somebody can send my the file ,beacuse is imposible to download the file ... i wanna try this mod ..
Is this going to change the match engine? if we use this and test the tactic again, the outcome is going to be different
This is so much smoother! GG to the creator
fm-arena doesn't even loads, and when loads it says you are using ad blocker lmao (and I'm not using it). If you use original link you can't even download it.
Anyone can upload this on site that can actually be downloadable?
Will this affect matches that are simmed ? Or does it only affect games that you go on and play normally? Asking before I test a tactic of mine
mscottdm said: Will this affect matches that are simmed ? Or does it only affect games that you go on and play normally? Asking before I test a tactic of mine
will affect all high detail matches
what does that mean ?
mscottdm said: what does that mean ?
I think it is the detail level setting, which defines which leagues etc have matches properly simulated
I keep receiving 'match critical error' and game doesn't even load up. do you know why? What do I need to do?
Is it just me or has anyone else noticed it too? The Director Camera for this match engine looks different, it’s like further out? Granted before this the director camera sliders were set and couldn’t be edited. And now they are set but all the way in the left and also can’t be edited. Is there a way to have this new physics without changing the camera settings?
I just want to say that there is more progress being made with this project. There is a Korean version out there that changes way more variables than the Chinese one, resulting in a more positioning oriented match engine. And then there is a 'fusion' being worked on right now.
Check this reddit thread for the most recent discussion.
Hello, someone sent me a message saying that I can't access the previous web disk.
You can try this web disk, I don't know if you can use it, but you can try it,
https://gofile.io/d/nLLENh
(version 2 of 2025-1-16 15:13 , newer version)
If Unable to connect, I'll find something else
chiru said: fm-arena doesn't even loads, and when loads it says you are using ad blocker lmao (and I'm not using it). If you use original link you can't even download it.
Anyone can upload this on site that can actually be downloadable?
You can try this web disk, I don't know if you can use it, but you can try it,
https://gofile.io/d/nLLENh
(version 2 of 2025-1-16 15:13 , newer version)
If Unable to connect, I'll find something else
does anyone have the link for the korean version I heard about that apparently has more changes?
andalusich said: does anyone have the link for the korean version I heard about that apparently has more changes?
https://www.mediafire.com/file/it66tb9iclaz9o8/simatch.fmf/file
does Korean version fix the pace/acc meta and OP gegenpress?
lossantos said: does Korean version fix the pace/acc meta and OP gegenpress?
It tweaks defensive behavior mostly, so a little less goals than usual, but speed is still important.
From Reddit:
" Adjusted player movement
Reduced the angle that bodies can move at once
Created less unnatural movement (i.e. no 360-degree shots)
Adjusted defensive delay
Removed the increase delay for tackled players
Adjusted the delay for the tackler (increased in some parts and decreased in others)
Removed the increased header delay
Slightly less confusing than the previous version
I think this version is more balanced
I made this because I didn't want to see defenders just stand there blinking
Players tackle slightly more actively
Active tackle means that there's a slight increase in the risk of defensive failure
No change to player speed, pass speed, or shot speed
If you change those things, the defense feels strange
I don't know how to add code, so I just slightly adjusted the original values "
You can find the comparison of all tweaked versions here: https://docs.google.com/spreadsheets/d/1z2TiN1aLIwgZi1VssDPzguj2MS14Nwki3Is6QfzgsWk/edit?usp=sharing
Snaipz said: It tweaks defensive behavior mostly, so a little less goals than usual, but speed is still important.
From Reddit:
" Adjusted player movement
Reduced the angle that bodies can move at once
Created less unnatural movement (i.e. no 360-degree shots)
Adjusted defensive delay
Removed the increase delay for tackled players
Adjusted the delay for the tackler (increased in some parts and decreased in others)
Removed the increased header delay
Slightly less confusing than the previous version
I think this version is more balanced
I made this because I didn't want to see defenders just stand there blinking
Players tackle slightly more actively
Active tackle means that there's a slight increase in the risk of defensive failure
No change to player speed, pass speed, or shot speed
If you change those things, the defense feels strange
I don't know how to add code, so I just slightly adjusted the original values "
You can find the comparison of all tweaked versions here: https://docs.google.com/spreadsheets/d/1z2TiN1aLIwgZi1VssDPzguj2MS14Nwki3Is6QfzgsWk/edit?usp=sharing
Are the european mods and asian fusion new ones?
andalusich said: Are the european mods and asian fusion new ones?
Asian Fusion was released soon after Korean mod was discovered. European mod is currently being tested with public release planned at the end of the month, but you can join their discord and download it there to help testing or just to try the version that is being tested. Link to discord
Edit: updated discord link
Snaipz said: Asian Fusion was released soon after Korean mod was discovered. European mod is currently being tested with public release planned at the end of the month, but you can join their discord and download it there to help testing or just to try the version that is being tested. Link to discord
thanks