FIFA 09 PC Stamina Fix

Erm, fatigue obviously, not sure if there is a setting for stamina, as i believe there are still issues regarding that. Also, its kinda lame how the cpu keepers rarely rush out. Ill keep thinking.
 
Erm, fatigue obviously, not sure if there is a setting for stamina, as i believe there are still issues regarding that. Also, its kinda lame how the cpu keepers rarely rush out. Ill keep thinking.

CPU keepers seem to rush out much more on Legendary. They don't leave their area, but they come right to the edge of it.

MasterBlaster76 added 2 Minutes and 49 Seconds later...

I don't think it makes a difference online. When you're online I think a lot of parameters are adjusted on both of your PC's to be same. For example, I have my game speed fast, but when I play online its automatically reduced to normal. So I think it won't have an effect really, as changing difficulty doesn't change the shooting and passing / dribling options anywyas, only the AI. :)

Cheers, glad its helping you, I'll see if I can knock another one tomorrow. :)

I don't think it puts subs back as I haven't configured that in it really, though if it does try doing what Gas said above.

Kshitiz_Indian added 8 Minutes and 52 Seconds later...

PS, As I've posted on the EA lands, I'll see tomorrow if anything can be done about keeper difficulty level. So far I know keeper difficulty and AI difficulty use different variables, I'll research and tell rest later tomorrow. :)

It's ok, subs seem fine without adding anything to the locale, since it doesn't fiddle with any of the game's other settings.
 
Hmmm, having just got promoted to Coca Cola Championship the stamina the bug has reappeared. I have medical staff 7, and now lots of my players are knackered again after just 1 game. Honestly, this game is going on the barbecue if this bs keep happening. :noway
 
i havent noticed it at all yet, im about 10 matches into my manager mode and its been fine?
 
i havent noticed it at all yet, im about 10 matches into my manager mode and its been fine?

Which side are you, it seems to affect sides in league 1 and below the worst. The game seems to depict them as being able to sprint once during a whole game, then they are tired. Gotta love the realism. :rolleyes:
 
This is amazing! I played as Manchester United and just scored 6 - 2 Over Werder Bremen in Champions' league!! 5 of them coming from Tevez!

Massive improvement from EA, just loving this game and it's so realistic, in terms of gameplay, graphics, player-movements and etc, etc;

Woo! I don't go this much buzzed up, only will do if the game is awesome!
 
I just had my own woot moment, though on a much smaller scale.

I realised that you could change team mentality, Attack, Defend and Normal. Now i don't have to hit forward runs quite so often because the players naturally push up far, this has helped the stamina problem.:rolleyes:

@ Mad Snake It only affects league 1 sides and below it seems.

I am still playing on professional as its still a reasonable challenge for me, especially as every side in the league is now faster and better than me. I have also now started using manual passing and crossing, enjoying it more than the assisted that's for sure.
 
Manual passing is better, not sure about the crosses, its kinda awkward.
 
Oh Matt, I told you before, Manual was better. :p

You know PES has a program that lets you configure your pad from outside the game? Is it possible to write something similar for Fifa, or is that something only EA can do? So many people are having pad issues, it's untrue!

MasterBlaster76 added 4 Minutes and 30 Seconds later...

Hmmm, having just got promoted to Coca Cola Championship the stamina the bug has reappeared. I have medical staff 7, and now lots of my players are knackered again after just 1 game. Honestly, this game is going on the barbecue if this bs keep happening. :noway

This stamina bug is making playing with anything below the Championship unplayable (and the Championship is pushing it as well). I mean, guys, going by your past experience of Fifa, has this stamina bug got any chance of being patched by EA?

Also, I've just found out that two player on Fifa 09 is rubbish. The shooting is too easy again and the keepers act like idiots.

@Kishitiz Indian: Any idea how to make the keepers in two player Legendary? At least then, they'll save more of the long rangers! Seriously though, if we'd only got this for two player, I'd be sending it back. MM mode (apart from the stupid league placings) is great fun on Legendary, thank God for that, but two player is as rubbish as online by the sounds of it!
 
Well World Class is doing my head in at the moment. Every game i lose 1-0 to some shitty counter attack goal. I dominate the whole game pretty much.

I have been playing wing play with lots of crosses but somehow they always manage to get in front of my striker and clear it on would class, or the keeper pulls off an unrealistic save from 5 yards. I find the keepers are lot more realistic on Professional where they don't save screamers heading for the top corner from just a few yards out. Ill persevere with it though, just makes it hard when the controls are so unresponsive in this game.

How you can play of Legendary is beyond me.
 
MasterBlaster, I've made a new version of the editor, and now included in are keeper difficulty. I haven't tested it much, but I think it does work. Since I'm not really sure, could you and Matt BETA test to see if the keeper difficulty option works in it? Because if it does, there's legendary in it. ;)
 
EDIT - After a lot more testing and messing with the game, I've found a new file that supposedly controls a hell lot of options for the AI. Have a look.

Code:
//
// AI Prototyping configuration
//
// These are variables to play with to tune the gameplay or try alternative designs.
//

// The length and width of the field.  The units are 16ths of a foot.
// FIFA06: 6450.0 (134.375Y) X 4300.0 (89.583Y)
// FIFA07: 5760.0 (120.000Y) X 3840.0 (80.000Y)
FIFA06_FIELD_LENGTH = 6450.0
//FIELD_LENGTH = 6450.0
FIELD_LENGTH = 5760.0

FIFA06_FIELD_WIDTH = 4300.0
//FIELD_WIDTH = 4300.0
FIELD_WIDTH = 3840.0

// Momentum system keeps track of each teams "phase", and chooses how to affect individual players
// MOMENTUM_ENABLED controls the connection between team phase and individual players abilities
// 0 = Momentum phase will change, but players will believe they are in "neutral" phase (good for AI balancing)
// 1 = Momentum phase will change and players will play better/worse via altered attributes (how final game will be)
MOMENTUM_ENABLED = 0

DIGITAL_SNAPTOANGLE = 110

// 60 is the original default value.  Values from 40 to 80 are "reasonable".
GAME_SPEED = 50

// 19 is the original default value.  Values from 10 to 25 are "reasonable".
POWERUP_RATE = 19

// Setting this to 1 will mean that powerup does not take into account the intensity of the button press (ie. Dualshock2 buttons will be treated as non-analog)
FLAT_POWERUP = 0

// Set the attributes for a DFK
DFK_FINESSE_POWERUP_TIME = 19.0
DFK_DRIVEN_POWERUP_TIME = 19.0
DFK_LOB_POWERUP_TIME = 19.0
DFK_PASS_POWERUP_TIME = 19.0

DFK_SHOT_MAX_BACKSPIN = 0.03
DFK_SHOT_MAX_TOPSPIN = 0.09
DFK_LOB_MAX_BACKSPIN = 0.03
DFK_LOB_MAX_TOPSPIN = 0.05

DFK_SHOT_MAX_SIDESPIN = 0.07
DFK_SHOT_MAX_OPPSIDESPIN = 0.02
DFK_SHOT_MAX_DEFAULTSIDESPIN = 0.005

DFK_LAYOFFSHOT_MAX_BACKSPIN = 0.03
DFK_LAYOFFSHOT_MAX_TOPSPIN = 0.06
DFK_LAYOFFLOB_MAX_BACKSPIN = 0.03
DFK_LAYOFFLOB_MAX_TOPSPIN = 0.03

DFK_LAYOFFSHOT_MAX_SIDESPIN = 0.06
DFK_LAYOFFSHOT_MAX_OPPSIDESPIN = 0.01
DFK_LAYOFFSHOT_MAX_DEFAULTSIDESPIN = 0.005

//There are three setting for ref Strictness
// 0 = normal
// 1 = DEBUG EASY (no carding)
// 2 = DEBUG STRICT

REFEREE_STRICTNESS = 0
REFCALL_NO_FOUL = 0
HAND_BALLS_MAX = 5
HAND_BALLS_RAND_CHANCE = 0.5

// 0 = off		1 = movement direction is locked while powering up (and aiming) kick.
POWERUPHEADINGLOCK = 2

CROSS_ASSISTANCE = 7.5
CROSS_ASSISTANCE_WIDTH = 4

//Auto Switch Scale
AUTO_SWITCH_SCALE = 0.8

DIRECTION_SWITCHING_ENABLED = 1
DIRECTION_SWITCHING_CAN_REACH_KEEPER = 0

// ranges for attributes
ATTRIBUTE_AVG = 60
ATTRIBUTE_GOOD = 75
ATTRIBUTE_EX = 90

DRIBBLE_SPEED_PENALTY = 0.5

//**************************
//Trapping Tuning Values
//**************************

TRAP_DIST_POOR = 64
TRAP_DIST_AVG = 32
TRAP_DIST_GOOD = 16
TRAP_DIST_EX = 0
TRAP_FTSTUMBLE_RATE_POOR = 0.10
TRAP_FTSTUMBLE_RATE_AVG = 0.05
TRAP_FTSTUMBLE_RATE_GOOD = 0
TRAP_FTSTUMBLE_RATE_EX = 0
TRAP_FTSTAR_RATE_POOR = 0
TRAP_FTSTAR_RATE_AVG = 0
TRAP_FTSTAR_RATE_GOOD = 0.50
TRAP_FTSTAR_RATE_EX = 0.75
TRAP_ANIM_TURN_MIN = 0.8
TRAP_ANIM_TURN_MAX = 1.35

MISS_DRIBBLE_HEADER_MAX_XZ_ERROR = 1.5
MISS_DRIBBLE_HEADER_BLIP_RATIO = 0.8


// taskutil and offline run info
MAX_PLAYERS_CONSIDERED_OFL_THREAT = 11
OFL_THREAT_DISTANCE_X = 800.0
OFL_THREAT_DISTANCE_Z = 320.0
OFL_BOX_THREAT_DISTANCE_X = 800.0
OFL_BOX_THREAT_DISTANCE_Z = 320.0

// OFL_EVAL_SAFE_DISTANCE = 1/AIFEET(20.0f)
OFL_EVAL_SAFE_DISTANCE = 0.003125

OFL_EVAL_TIME = 0.06
OFL_SPACE_MOD = 0.29
OFL_TOWARD_GOAL_MOD = 0.33
OFL_AVAIL_TIME_MOD = 0.28
OFL_BOX_THREAT_GOAL_POST_Z = 2350.0

// close 3rd man support
CLOSESUPPORT_DIST = 800.0
FS_SPACE_MOD = 0.4
FS_DISTANCE_MOD = 0.6
FOS_THREAT_DISTANCE_X = 1120.0
FOS_THREAT_DISTANCE_Z = 1120.0
FOS_MAX_ANGLE = 0.3

WING_X_POS = 1440.0


// Ball player to player avoidance
//BPAVOID_RADIUS = 23.0 Dong Hun 06 values
BPAVOID_RADIUS = 15.0

// Chance of getting injured/winded in a collision
INJURY_PERCENTAGE = 8

// chance of getting winded vs getting injured  (100 means always winded 0 means always injured).
INJURY_CHANCE_OF_WINDING = 60

// Possible shot height for a penalty kick in terms of netheight. 1.0 == height of net.
// NOTE: if you actually use 1.0, using full power won't score, it will hit crossbar.
PK_HEIGHT_SCALAR = 1.4

// Possible shot width for a penalty kick in terms of netheight. 1.0 == width of net.
PK_WIDTH_SCALAR = 1.6

// Rate at which penalty kicks power up (and you have time to direct your shot). Reasonable values = 5..20
PK_POWERUP_RATE = 16

//shot (in DEGREE)
SHOT_ASSISTED_ANGLE = 60
SHOT_NEARMISS_ANGLE = 90


////////////////////////////////////////////

// a percentage of holding button time before which 
// a pass is considered as a short one
PASS_SHORT_PASS_BARRIER = 0.75

// relative weight between angle score and
// distance score for ground pass
PASS_RELATIVESCORINGRATIO = 1.0
////////////////////////////////////////////


////////////////////////////////////////////
// new smart pass parameter used by Jinsong
// all the angles are in degree
// all the distance length are in feet,
// unless specified
///////////////////////////////////////////

THROUGHPASS_LEADING_DIST_LV0 = 20
THROUGHPASS_LEADING_DIST_LV1 = 30
THROUGHPASS_LEADING_DIST_LV2 = 40

//CPU do tactic sub or not
DO_CPU_SUB = 1

//==============================================================================
// jostle tuning
//==============================================================================

STATIC_JOSTLE_TURN_PER_FRAME = 7.0
STATIC_JOSTLE_NO_ROTATE_RANGE = 40.0
STATIC_JOSTLE_ARTIFICIAL_TURN_MULTIPLIER = 0.05

STATIC_JOSTLE_SPEED_MULTIPLIER = 0.3
STATIC_JOSTLE_STRENGTH_ADDITION = 2.0
STATIC_JOSTLE_NO_PAD_PUSH_FORCE = 0.9

STATIC_JOSTLE_SEPARATION_ANGLE = 120.0
STATIC_JOSTLE_SEPARATION_MIN_TIME = 40



INAIR_FOULTOTALTHRESHOLD = 9.0
INAIR_FOULDIFFTHRESHOLD = 2.0

INAIR_WINNERFALLDIFFTHRESHOLD = 2.0
INAIR_WINNERSTUMBLEDIFFTHRESHOLD = 1.0

INAIR_LOSERFALLTOTALTHRESHOLD = 4.0

//==============================================================================
// goalie tuning
//==============================================================================
ALLOW_BACKPASS_PICKUP = 0

GOALIE_RUN_FORWARD_WITH_BALL = 10
GOALIE_RUN_SIDEWAYS_WITH_BALL = 3
GOALIE_TIME_BEFORE_CPU_KICK = 120
GOALIE_TIME_BEFORE_USER_KICK = 300
GOALIE_DROP_KICK_SPEED = 30
GOALIE_DROP_KICK_YV = 15
GOALIE_PUNT_YV = 19
GOALIE_PUNT_SPEED = 27
GOALIE_ROLL_SPEED = 15
GOALIE_THROW_SPEED = 20
GOALIE_HARD_THROW_SPEED = 25
GOALIE_THROW_YV = 0
GOALIE_THROW_YV_SCALE = 4
GOALIE_OVERHEAD_THROW_YV = 10
GOALIE_OVERHEAD_HARD_THROW_YV = 4
GOALIE_THROW_THRESHOLD = 70
GOALIE_HARD_THROW_THRESHOLD = 90

NO_SECOND_YELLOW = 0
NO_IMMEDIATE_RED_CARDS = 0

// Comment this out and it will use the FE option.
//OFFSIDES_OFF = 1

// Bumpy ground!
BUMPY_GROUND_MAX_VEL_UP		= 0.5
BUMPY_GROUND_MIN_XZ_VEL	        = 6.0

// How the ball rolls
BALL_ROTATION_MAX_KICK_STRENGTH						= 2000000.0
BALL_ROTATION_BACKSPIN_ADDITION_ON_MAX_KICK			= 0.03
BALL_ROTATION_BACKSPIN_ADDITION_ON_MIN_KICK			= 0.01
BALL_ROTATION_BLENDRATE_WITH_GROUND					= 0.50

// backspin limited to 1.0 in code
AUTO_BACKSPIN_MULTIPLIER = 0.0

GK_SAVE_SPEED_MULTIPLIER=1.5

//--------------------------------------------------------------------------------------------------------------
// GOALIE STYLE OVERRIDES (testing only -- if they are all 0, actual DB attribs are used)
//--------------------------------------------------------------------------------------------------------------
// if these flamboyance overrides are commented out, then it uses FLAMBOYANT_AGGRESSION_THRESHOLD
HOME_GOALIE_FLAMBOYANT = 1
AWAY_GOALIE_FLAMBOYANT = 1

// why does this sound like a Sailor Moon attack?? it's meant to be the minimum aggression rating to be considered flamboyant
FLAMBOYANT_AGGRESSION_THRESHOLD = 4

// conservative goalies don't throw further than this many feet -- they'll kick instead
MAX_CONSERVATIVE_THROW = 60

ABSOLUTELY_PERFECT_GOALIES = 0

//******************
//more goalie tuning
//******************
// See gdata.h for description of parameters. To update these, use goalie
// tuning dialog in testbed, then "Save to clipboard" and paste here.
NEARTHIRD_LINEDISTANCE = 8
MIDDLETHIRD_LINEDISTANCE = 21
FARTHIRD_LINEDISTANCE = 41
DEADZONE_X = 54
DEADZONE_Z = 30

CHARGE_MAX_BOX_WIDTH = 50
CHARGE_MAX_BOX_LENGTH = 55
CHARGE_ALWAYS_BOX_WIDTH = 60
CHARGE_ALWAYS_BOX_LENGTH = 50
CHARGE_STRIP_BOX_WIDTH = 116
CHARGE_STRIP_BOX_LENGTH = 46
CHARGE_ALWAYS_RANGE = 15
CHARGE_STRIP_RANGE = 10
CHARGE_STRIP_ANGLE = 30
CHARGE_STOP_RANGE = 2
CHARGE_TACKLE_ANGLE = 130
CHARGE_COMMIT_TIME = 15
CHARGE_BACKAT_RANGE = 10
CHARGE_FACEAT_RANGE = 15
CHARGE_FULLSPEED_RANGE = 12

GK_CPU_CHARGING_MAX_RANGE = 22
GK_CPU_CHARGING_AGGRESSION_BONUS = 0.0

MAX_BALL_PREDICT_TIME = 40
BALL_PREDICT_RANGE = 40
TARGET_ANTICIPATION = 100
ANCHOR_ANTICIPATION = 100
ANCHOR_WIDTH = 14
ANCHOR_MAX_BALL_ANGLE = 18
THREAT_WIDTH = 24
PRIMARY_THREAT_WIDTH = 4
SECONDARY_THREAT_WIDTH = 4


//**************************
//user control tuning values
//**************************
QUANTIZE_ANALOG_PAD_ANGLE = 0
//feet
MIN_USER_PASS_DIST = 8
MAX_USER_PASS_DIST = 100

MIN_USER_PASS_TIME = 30
MAX_USER_PASS_TIME = 60

//yards
MIN_USER_LOB_DIST = 10
MAX_USER_LOB_DIST = 70

MIN_USER_LOB_HEIGHT = 10
MAX_USER_LOB_HEIGHT = 22

MIN_USER_LOBTHROUGH_DIST = 20
MAX_USER_LOBTHROUGH_DIST = 120
MIN_USER_LOBTHROUGH_HEIGHT = 8
MAX_USER_LOBTHROUGH_HEIGHT = 30

MIN_USER_CROSS_DIST        = 60
MAX_USER_CROSS_DIST        = 195	// original is 160
MIN_USER_CROSS_HEIGHT      = 8   	// original is 15
MAX_USER_CROSS_HEIGHT      = 16   	// original is 25

BASE_USER_LOWCROSS_DIST	     = 100		// feet
BASE_USER_LOWEARLYCROSS_DIST = 120		// feet
MIN_USER_LOWCROSS_HEIGHT     = 7		// feet
MAX_USER_LOWCROSS_HEIGHT     = 14		// feet

BASE_USER_GROUNDCROSS_DIST	    = 62		// feet
BASE_USER_GROUNDEARLYCROSS_DIST = 66		// feet
MIN_USER_GROUNDCROSS_HEIGHT     = 2		// feet
MAX_USER_GROUNDCROSS_HEIGHT     = 4		// feet

MIN_USER_CLEARANCE_DIST = 60
MAX_USER_CLEARANCE_DIST = 180
MIN_USER_CLEARANCE_HEIGHT = 10
MAX_USER_CLEARANCE_HEIGHT = 35

//**************************
//Tackling tuning values
//**************************

PTAVOIDDECEL = 0.05

PTAVOIDDELAY_POOR = 10.0
PTAVOIDDELAY_AVG  = 5.0
PTAVOIDDELAY_GOOD = 0.0
PTAVOIDDELAY_EX   = 0.0

//**************************
//Shot Tuning Values
//**************************
SHOT_POWERUP_RATE = 20

//**************************
//Dribble Tuning Values
//**************************
DRIBBLE_TURN_PLAYBACK_SPEED_MIN = 0.8
DRIBBLE_TURN_PLAYBACK_SPEED_MAX = 1.0

DRIBBLE_DEKE_PLAYBACK_SPEED_MIN = 0.85
DRIBBLE_DEKE_PLAYBACK_SPEED_MAX = 1.05

DRIBBLE_PACE_CONTROL_PLAYBACK_SPEED_MIN = 0.85
DRIBBLE_PACE_CONTROL_PLAYBACK_SPEED_MAX = 1.05

//**************************
//Movement Tuning Values
//**************************
MOVE_FACING_BALL_SPEED_MAX = 0.0

//***************************


//TEST_SAVE_ANIM = 59

KEEPER_INTERCEPTION_AMNESTY_FRAMES = 0

//in yards
FORCE_TEAMMATE_ADVANTAGE = 10

[]

MAX_BALL_VELOCITY_XZ = 40.000000
MAX_BALL_VELOCITY_Y = 25.000000

//BALL_AIR_RESISTANCE_XZ = 0.007037
BALL_AIR_RESISTANCE_XZ = 0.0070
//BALL_AIR_RESISTANCE_Y  = 0.005812
BALL_AIR_RESISTANCE_Y = 0.0060
BALL_GRAVITY = -0.30

BALL_BOUNCE_COEFF_XZ = 0.80
//BALL_ROLLING_COEFF = 0.984441
BALL_ROLLING_COEFF = 0.9845
BALL_BOUNCE_DAMPING = 2.0
BALL_L_BOUNCE_DAMPING = 0.8
BALL_NL_BOUNCE_DAMPING_SPEED = 5.0

RAIN_BALL_BOUNCE_COEFF_XZ = 0.99
RAIN_BALL_ROLLING_COEFF = 0.975
RAIN_BALL_BOUNCE_DAMPING = 3.2
RAIN_BALL_L_BOUNCE_DAMPING = 0.6
RAIN_BALL_NL_BOUNCE_DAMPING_SPEED = 12.0

PASS_SPEED = 1.2

SPIN_CREATION_MULTIPLIER = 0.0075
SPIN_EFFECT_MULTIPLIER = 0.1

EVALBALL_BESTCASEDELAY = 0
EVALBALL_WORSTCASEDELAY = 40
EVALBALL_BESTCASESPEED = 9.0
EVALBALL_WORSTCASESPEED = 7.0
EVALBALL_MAX_PLAYABLE_HEIGHT = 10

POWERUP_RATE = 24

THROW_IN_SHORT = 12
THROW_IN_LONG  = 18
THROW_IN_MAX_USUAL = 26
//this one is for players with long throw trait
THROW_IN_MAX_LONG  = 37
MED_THROW_IN_DELAY = 20
LONG_THROW_IN_DELAY = 30

DISPLAY_POWERUP_THROW_INDICATOR = 1

// TACKLES
AGGR_TACKLE_MAX_DIST = 10.0
AGGR_TACKLE_ANGLE_FACTOR = 10.0
AGGR_TACKLE_ASSIST_DIST = 6.0
BALL_TACKLE_MAX_HEIGHT = 2.0

AUTO_TACKLE_MAX_CONTACT_POINTS = 1
AUTO_TACKLE_CONTACT_FRAME_MAX = 6
BLOCK_TACKLE_MAX_CONTACT_POINTS = 4
BLOCK_TACKLE_CONTACT_FRAME_MAX = 8

SHOT_BEST_CONTACT_RANGE_RATE	= 0.20
SHOT_BEST_CONTACT_RANGE			= 2		// actual range is 4
SHOT_BETTER_CONTACT_RANGE		= 6		// actual range is 12

PRETTY_PASS_MIN_Y_VELOCITY = 0.25
PRETTY_PASS_MAX_Y_VELOCITY = 3.6
PRETTY_PASS_INC_Y_VELOCITY = 0.4

//------------------------------------------
//New Square veloctiy physics coefficients 
//------------------------------------------
//Air functions
BALL_SQUARE_AIR_RESISTANCE_XZ = 0.00021
BALL_SQUARE_AIR_RESISTANCE_Y = 0.00021
//BALL_SQUARE_AIR_RESISTANCE_XZ = 0.00018 
//BALL_SQUARE_AIR_RESISTANCE_Y = 0.00018
BALL_SQUARE_GRAVITY = -0.24
//BALL_SQUARE_SPIN_DECAY = 1.0 //spin decay each frame 
BALL_SQUARE_SPIN_DECAY = 0.985 //spin decay each frame 
BALL_SQUARE_SPIN_CONST = 0.152587890625 //coefficent for the side spin

//---------------------------------------------------------------
//New rolling ball physics simulating skidding and rolling
//You have to set USE_SLIDING_ROLLING_FRICTION to 1 to use this
//---------------------------------------------------------------
//rolling coefficients
BALL_SQUARE_SKIDING_FRICTION = 0.24 //friction when the ball is skiding
BALL_SQUARE_ROLLING_FRICTION = 0.08 //friction when the ball is rolling (when angular velocity of ball with top spin > v)
BALL_SQUARE_FRICTION_TOP_SPIN_GEN = 0.75 //coefficient for top spins generated by the friction. the friction generates top spins.
BALL_SQUARE_BOUNCE_FRICTION_MULTIPLIER = 0.87 //Increasing this to increase the friction for bounce

//bouncing rolling coefficients
BALL_SQUARE_BOUNCE_XZ_REDUCTION_BY_BACKSPIN = 0.0 //XZ velocity reduction per back spin when the ball is bounced.
BALL_SQUARE_BOUNCE_DAMPING = 2.0				//Non linear damping when the ball is bounced.
BALL_SQUARE_L_BOUNCE_DAMPING = 0.67			//Linear damping when the ball is bounced.
BALL_SQUARE_NL_BOUNCE_DAMPING_SPEED = 100.0       //Boundary ball speed for the non linear damping.
BALL_SQUARE_BOUNCE_SPIN_DECAY = 0.75			//Side spin decay per bounce.
BALL_SQUARE_MAX_BACK_SPIN = 1.7

//rain rolling and bouncing coefficients
BALL_SQUARE_RAIN_SKIDING_FRICTION = 0.15 
BALL_SQUARE_RAIN_ROLLING_FRICTION = 0.12 
BALL_SQUARE_RAIN_FRICTION_TOP_SPIN_GEN = 0.75 
BALL_SQUARE_RAIN_BOUNCE_FRICTION_MULTIPLIER = 0.87 

BALL_SQUARE_RAIN_BOUNCE_XZ_REDUCTION_BY_BACKSPIN = 0.0 
BALL_SQUARE_RAIN_BOUNCE_DAMPING = 2.0				
BALL_SQUARE_RAIN_L_BOUNCE_DAMPING = 0.3			
BALL_SQUARE_RAIN_NL_BOUNCE_DAMPING_SPEED = 100.0       

//--------------------------------------------------------------------
// Air back spin ball physics coefficients
// You have to set USE_AIR_BACK_SPIN to use these cofficients
//--------------------------------------------------------------------
BALL_SQUARE_AIR_LIFT = 0.0099 //coefficient for the back and top spin
BALL_SQUARE_BACK_SPIN = 0.0   //This will apply the back spin (negative for top spin) for every air ball


//
//---------------------------------------------------------------
// New the light ball physics coefficients
// You have to set USE_LIGHT_BALL to 1 to use this coeeficients
//---------------------------------------------------------------
BALL_LIGHT_AIR_RESISTANCE_XZ = 0.0031
BALL_LIGHT_AIR_RESISTANCE_Y = 0.0031
BALL_LIGHT_GRAVITY = -0.25



//enable the square velocity physics.
USE_SQUARE_RESISTENCE = 1
USE_COMBINED_VELOCITY_RESISTENCE = 0
USE_SLIDING_ROLLING_FRICTION = 1
USE_AIR_BACK_SPIN = 1
USE_SPECIAL_PHYSICS = 0
USE_LIGHT_BALL = 0


//-------------------------------------------------------------
// Collision related variables:
//-------------------------------------------------------------

// default collision thresholds (eg, dribbler vs defender)
COLLISION_TRESHOLD_LOW=4.5
COLLISION_TRESHOLD_MED=9.0
COLLISION_TRESHOLD_HIGH=12.0

// same team collision thresholds (eg, dribbler vs teammate, teammate vs teammate)
COLLISION_TRESHOLD_SAME_TEAM_LOW=8.5
COLLISION_TRESHOLD_SAME_TEAM_MED=11.5
COLLISION_TRESHOLD_SAME_TEAM_HIGH=15.0

// off the ball (for different teams only) collision thresholds 
COLLISION_TRESHOLD_OFFBALL_DIFF_TEAM_LOW=5.0
COLLISION_TRESHOLD_OFFBALL_DIFF_TEAM_MED=9.5
COLLISION_TRESHOLD_OFFBALL_DIFF_TEAM_HIGH=15.0

//-------------------------------------------------------------
//Shooting related variables
//-------------------------------------------------------------
SHOT_IDEAL_TARGET_HEIGHT = 0.5
SHOT_WRONG_FOOT_FINESSE_SPIN = 0.009
SHOT_ERROR_TOWARD_FACING_DIR_JOG = 0.6 //The chance that directional error is toward facing direction of the shooter when the shooter is joging
SHOT_ERROR_TOWARD_FACING_DIR_SPRINT = 0.75 //The chance that directional error is toward facing direction of the shooter when the shooter is sprinting
SHOT_ERROR_TOWARD_FACING_DIR_SLIDING = 0.9 //The chance that directional error is toward facing direction of the shooter when the shot is a sliding shot
SHOT_ERROR_TOWARD_FACING_DIR_STRETCH = 0.8 //The chance that directional error is toward facing direction of the shooter when the shot is a stretching shot
SHOT_RESTITUTION_COEFF = 0.3 //Increase this to increase the ratio of shot speed and the ball incoming speed
SHOT_ONE_TIMER_PREPARE_TIME = 25 //There are some shooting error penalty before this time passes after the shooter started the last trap task
SHOT_MAX_BALL_OUT_ANGLE_TOLERANCE = 10.0 //The shot after error can't be out of the animation angle + this tolerance. In degree

SHOT_ENABLE_AIMING_CENTRE = 1  //Enablse the control for user to aim at the centre of the goal
SHOT_CENTER_AIM_TOLERANCE = 0.125 //User pad angle must with this portion of the angle between the two posts from the centre of the goal to aim the centre. 

//We cap the dir error if the error is bigger than SHOT_MAX_DIR_ERROR, then add spin error to compensate it.
//The amount of compensation is the capped error * SHOT_SPIN_GENERATION_BY_CAPPED_DIR_ERROR
SHOT_SPIN_GENERATION_BY_CAPPED_DIR_ERROR = 1.2 


//----------------------------------------------------------------
//Shot animation choosing related variables
//----------------------------------------------------------------
SHOT_HIGH_POWER_ANIM_MIN_SPEED = 32.0
SHOT_NORMAL_POWER_ANIM_MIN_SPEED = 20.0
SHOT_LOW_POWER_ANIM_MAX_SPEED = 24.0
SHOT_HIGH_POWER_FINESSE_ANIM_MIN_SPEED = 27.0
SHOT_NORMAL_POWER_FINESSE_ANIM_MIN_SPEED = 18.0
SHOT_MAX_PRESSURE_FOR_HIGH_POWER_ANIM = 0.7

//--------------------------------------------------------
//Max shot powers for specific animations
//--------------------------------------------------------
SHOT_MAX_SPEED_FOR_STRETCH_SHOT = 20.0
SHOT_MAX_SPEED_FOR_SLIDE_SHOT = 20.0

//TODO (Dong Hun): when the bin files for the new physics are generated, this should be removed.
REBUILD_BALL_TABLES = 1

//PK CHALLENGE SCORES
BASE_FOR_EVERY_GOAL = 10
NEW_SHOT_TYPE = 25
NEW_NET_AREA = 15
FIRST_BAR_HIT = 0
FIRST_POST_HIT = 0
MISS_NO_SAVE = -30
MISS_WITH_SAVE = -15
DEDUCT_SAME_NET_AND_SHOT = -10
DEDUCT_SAME_SHOT_MAX_TIMES = -10
DEDUCT_BAR_HIT = 0
DEDUCT_POST_HIT = 0

//--------------------------------------------------------------------
// In-Air Camera work - only alters camera target when ball is hit high in air
//--------------------------------------------------------------------
INAIR_CAMERA_RATIO = 0.55			// Ratio of camera interest in ball header location (remaining ratio is ball location influence) range 0 to 1
INAIR_CAMERA_UPFLIGHT_FACTOR = 0.8	// How early in upflight maximum camera displacement is reached (1.0 = top of flight, 0.5 = half time to top of flight) range 0.01 to 1
// same as above values but used immediately after a camera cut occurs
INAIR_CAMERA_RATIO_POST_CUT = 0.45			
INAIR_CAMERA_UPFLIGHT_FACTOR_POST_CUT = 0.6	

//---------------------------------------------------------------------------------
// Positioning support attack related
//---------------------------------------------------------------------------------
MAX_DEFENDER_ANGLE_FOR_SPACE_INFO = 120 //When we construct  free sapces for space run, we exclude defenders whose angle from the dribbler is bigger than this. In degree
MAX_DEF_DIST_FOR_SPACE_INFO = 8 //If the defender is further than this distance from the last defender, we exclude the defender for the sapce. In yards

//---------------------------------------------------------------------------------
// Mark ball related
//---------------------------------------------------------------------------------
MARK_BALL_PRESSURE_MARKING_BASE_DELAY = 11  //Delay when the dribbler's dribbling skill is same as the marker's marking skill
MARK_BALL_PRESSURE_MARKING_MIN_DELAY = 7  	//Minimum delay after being adjusted by the skill
MARK_BALL_PRESSURE_MARKING_MAX_DELAY = 16 	//Maximum delay after being adjusted by the skill
MARK_BALL_DELAY_SKILL_FACTOR = 5.0  			//(dribbler's dribbling skill[out of 100] - marker's marking skill) / this number will be added to the delay

COLLISION_CHECK_BONES_FOR_SLIDEANIM = 1


//---------------------------------------------------------------------------------
// Pad switching restrictions
//---------------------------------------------------------------------------------
// syntax as PAD_RESTRICT_TYPE_(padnumber) = (type from this list)
// 0 = PSR_UNRESTRICTED (the default),
// 1 = PSR_DEFENDERS,
// 2 = PSR_NON_DEFENDERS,
// 3 = PSR_MIDFIELDERS,
// 4 = PSR_NON_MIDFIELDERS,
// 5 = PSR_ATTACKERS,
// 6 = PSR_NON_ATTACKERS,
// 7 = PSR_LEFTSIDERS,
// 8 = PSR_NON_LEFTSIDERS,
// 9 = PSR_RIGHTSIDERS,
// 10 = PSR_NON_RIGHTSIDERS,
// 11 = PSR_NON_GOALIES,
// 12 = PSR_FIXEDPLAYERLIST - allows single footballer control, or new sets of players
// if it's PSR_FIXEDPLAYERLIST, you then need to add in which player(s) you want


// for example, this sets pad zero to control only the goalkeeper and the second outfielder (a defender)
//PAD_RESTRICT_TYPE_0 = 12
// syntax as PAD_RESTRICT_(padnumber)_(index) = (index of player to control)
// add the first player I want to control with pad zero
//PAD_RESTRICT_0_0 = 0
// add the second player I want to control with pad zero
//PAD_RESTRICT_0_1 = 2

[OPTIONS]
KEEPER_DIFFICULTY_LEVEL = 1

// human controlled/saving human settings
GK_HUMAN_CONTROL_HOME=1
GK_HUMAN_SAVING_HOME=1

GK_HUMAN_CONTROL_AWAY=1
GK_HUMAN_SAVING_AWAY=1

See the funny comments in the file all over the place lol, I didn't add them myself, they were there beforehand! :p

This is where I'm getting ideas for the misc. editor atm. If anyone would like to try out these values (I'm too lazy :p) Just paste the contents in a new file and save it as ai.ini from notepad and probably paste it in the root directry, and see if it has any effect. If it does, we could be on our road to patch this game properly, and it also has keeper options btw.
 
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