This mod adds Ford engines and vehicle configs to default BeamNG.Drive vehicles, along with a few mod vehicles. I have included detailed information as spoilers to prevent the webpage from getting long and cluttered. This mod can also be found on BeamNG.Drive's Official Repository and Microsoft OneDrive (this link also provides additional informational content about the mod).
Contents of the Mod
How This Mod is Made and Its Major Functionality
Resources
Requested and Future Engines
Known Issues:
Please do not copy or re-upload this mod to any other site. However, feel free to use/show this in your YouTube video or make a mod for this mod, just reference a link to this repository (I would also appreciate it if you contact me with your video/creation because I would be interested in viewing and/or helping with any questions).
Contents of the Mod
Engines
A list of all the engine families added to this mod and their related progress can be viewed in the Microsoft Excel “Ford Engines Mod Info.xlsx” under the “Progress” tab (blue colored tab on the bottom).
Vehicle Configs
A list of all the vehicle configs in this mod and the BeamNG.Drive vehicles they are added to can be viewed in the Microsoft Excel “Ford Engines Mod Info.xlsx” under the “Contents of Mod” tab (orange colored tab on the bottom).
Supported mod vehicles
A list of all the mod vehicles (and their creators) that my mod supports can be found in the Microsoft Excel “Ford Engines Mod Info.xlsx” under the “Download Links for Mods” tab (green colored tab on the bottom).
Tunable Transmissions
I have added tunable transmissions to my mod to be able to get the correct gear ratios for my vehicle configs. Below is a list of the available transmissions, however, not all of them will be available for every vehicle. For time’s sake, I have only added the needed transmissions to make a vehicle config for that specific BeamNG.Drive vehicle. If you want a particular transmission available on a specific vehicle, please let me know by making a request.
"Unreal" Performance Radiator
Due to BeamNG.Drive’s default radiators not being able to provide enough cooling for some of this mod’s higher-performance engines, I have added a radiator that provides plenty of cooling. This is available on all default BeamNG.Drive vehicles and any mod vehicle I support.
Adjustable "Unreal" ECU
Due to how Automation exports the engine and how BeamNG.Drive’s ECUs function, the default ECUs don’t work completely as intended (see known issues). I have added ECUs to fix this issue. You will have to use this ECU to select the RPM limit of the engines of this mod (however, this ECU works with all default engines also). This is available on all default BeamNG.Drive vehicles.
"Unreal" Performance Oil Cooler
In the same situation as BeamNG.Drive’s default radiators not providing enough cooling, the default oil coolers are the same. Below are the vehicles that have this available.
Crate Engines
These engines are available for all default vehicles in BeamNG.Drive. Below is a list of the current engines and/or engine variants:
A list of all the engine families added to this mod and their related progress can be viewed in the Microsoft Excel “Ford Engines Mod Info.xlsx” under the “Progress” tab (blue colored tab on the bottom).
Vehicle Configs
A list of all the vehicle configs in this mod and the BeamNG.Drive vehicles they are added to can be viewed in the Microsoft Excel “Ford Engines Mod Info.xlsx” under the “Contents of Mod” tab (orange colored tab on the bottom).
Supported mod vehicles
A list of all the mod vehicles (and their creators) that my mod supports can be found in the Microsoft Excel “Ford Engines Mod Info.xlsx” under the “Download Links for Mods” tab (green colored tab on the bottom).
Tunable Transmissions
I have added tunable transmissions to my mod to be able to get the correct gear ratios for my vehicle configs. Below is a list of the available transmissions, however, not all of them will be available for every vehicle. For time’s sake, I have only added the needed transmissions to make a vehicle config for that specific BeamNG.Drive vehicle. If you want a particular transmission available on a specific vehicle, please let me know by making a request.
- 2-speed Automatic
- 3-speed Automatic
- 3-speed Manual
- 4-speed Automatic
- 4-speed Manual
- 5-speed Automatic
- 5-speed Manual
- 6-speed Automatic
- 7-speed Dual Clutch
- 7-speed Manual
- 8-speed Automatic
- 8-speed Manual, with 2 reverse
- 10-speed Automatic
- 10-speed Manual, with 2 reverse
- CVT (Continuously Variable Transmission)
"Unreal" Performance Radiator
Due to BeamNG.Drive’s default radiators not being able to provide enough cooling for some of this mod’s higher-performance engines, I have added a radiator that provides plenty of cooling. This is available on all default BeamNG.Drive vehicles and any mod vehicle I support.
Adjustable "Unreal" ECU
Due to how Automation exports the engine and how BeamNG.Drive’s ECUs function, the default ECUs don’t work completely as intended (see known issues). I have added ECUs to fix this issue. You will have to use this ECU to select the RPM limit of the engines of this mod (however, this ECU works with all default engines also). This is available on all default BeamNG.Drive vehicles.
"Unreal" Performance Oil Cooler
In the same situation as BeamNG.Drive’s default radiators not providing enough cooling, the default oil coolers are the same. Below are the vehicles that have this available.
- BeamNG.Drive's Civetta Bolide
- BeamNG.Drive's ETK I-Series
- BeamNG.Drive's Hirochi Sunburst
- BeamNG.Drive's Ibishu Covet
- BeamNG.Drive's Ibishu Pessima
- BeamNG.Drive's Ibishu Miramar
- 58_Gram's 2005 Ford GT mod
- Cheekqo's 2017 Ford GT mod
Crate Engines
These engines are available for all default vehicles in BeamNG.Drive. Below is a list of the current engines and/or engine variants:
- Coyote 5.0L V8 (Gen 2)
- Godzilla 7.3L V8
- Lima 572CUI V8
- Megazilla 7.3L V8
- Windsor 302CUI V8
How This Mod is Made and Its Major Functionality
Terminology
Process
Engine Specifications that I Need to Make an Engine
To create an engine in Automation, I need the following information for the resulting engine to perform close to realistic as in real life.
Engine Functionality
All engine families can be selected in the “Engine” slot of the BeamNG.Drive vehicle’s part selector. All engine variants for that engine family can be viewed and changed under the “Engine Variant” slot. Each engine should function in the same way as all the default engines for selecting different parts that affect performance (ex. engine blocks, intakes, forced induction, nitro, etc.). Please note that the engines in this mod use the 3D models and textures of the default engines from BeamNG.Drive. I don’t ever plan on making custom 3D models or textures because I don’t have the experience, resources, or time to do that. The engines from this mod will look and weigh the same as the default engines, however, their performance and fuel efficiency will be different. As for engine sounds, I use the sound data exported from Automation. To reduce the size of the mod, I only have a sound file per engine family (not per engine variant).
Tunable Transmission Functionality
All tunable transmission functions in the same way as the default race transmissions (which allow for tuning of gear ratios). This mod just adds transmissions with a different number of gears and transmission types that can be tuned (by default only the 6-speed manual transmission is tunable).
“Unreal” Raditor Functionality
This radiator should function the same as the other radiators but with a lot better performance. It is so good sometimes that you might never see the temperature rise on the UI app.
“Unreal” ECU Functionality
This ECU functions like the Race Adjustable ECU (which allows for tuning of RPM limit). Additionally, this ECU increases the RPM where overrev damage occurs to a point that should be unreachable (allowing for high-revving engines without the engine braking and/or getting disabled).
- Engine Family is a set of engines that share similar design features during its production in history.
- Engine Variant is an engine that has a significant difference in performance specifications. This can occur from changes in bore and stroke, compression ratio, valve type, fuel system, or forced induction.
- Vehicle Config is a saved selection of parts and tuning values of a BeamNG.Drive vehicle, which can be spawned again later without having to reselect all the parts or having to retune.
Process
- Researching the real-life engine family and what real-life vehicles it was/is used in.
- Researching technical documents and specifications of those vehicles.
- Choosing major engine variants to make and sorting those vehicles by common engine variant’s performance.
- Choosing what BeamNG.Drive vehicles to add engines based on real-life vehicle similarities with the BeamNG.Drive vehicle.
- Creating the engine in Automation - The Car Company Tycoon Game using the technical specifications and then exporting using the built-in exporter to BeamNG.Drive format.
- Copying each engine variant’s performance data and sound data from the export to the respective BeamNG.Drive vehicle engine data file and sound file.
- Viewing the horsepower and torque UI app in BeamNG.Drive for correct (or close to correct) values and fine-tuning if needed.
- Creating the config in BeamNG.Drive by selecting similar parts as the real-life vehicle and tuning correct gear ratios.
Engine Specifications that I Need to Make an Engine
To create an engine in Automation, I need the following information for the resulting engine to perform close to realistic as in real life.
- RPM at which the peak horsepower reaches (ex. 300hp @ 7,000 RPM)
- RPM at which the peak torque reaches (ex. 350ft-lb @ 4,500 RPM)
- Engine layout (ex. I4, V8, etc.)
- Bore and stroke size
- Total displacement (ex. 302 cubic inches or 5.0 liters)
- Valve type (ex. Push Rod, Dual Overhead Cam, etc.)
- Compression ratio
- Fuel system type (ex. carburetor, fuel injection)
- If the engine has a turbocharger
- Number of turbos
- Max boost pressure
- Turbine exducer size
- Turbine inducer size
- A/R ratio
- Automation currently doesn’t support superchargers so I don’t know what type of data they will require.
Engine Functionality
All engine families can be selected in the “Engine” slot of the BeamNG.Drive vehicle’s part selector. All engine variants for that engine family can be viewed and changed under the “Engine Variant” slot. Each engine should function in the same way as all the default engines for selecting different parts that affect performance (ex. engine blocks, intakes, forced induction, nitro, etc.). Please note that the engines in this mod use the 3D models and textures of the default engines from BeamNG.Drive. I don’t ever plan on making custom 3D models or textures because I don’t have the experience, resources, or time to do that. The engines from this mod will look and weigh the same as the default engines, however, their performance and fuel efficiency will be different. As for engine sounds, I use the sound data exported from Automation. To reduce the size of the mod, I only have a sound file per engine family (not per engine variant).
Tunable Transmission Functionality
All tunable transmission functions in the same way as the default race transmissions (which allow for tuning of gear ratios). This mod just adds transmissions with a different number of gears and transmission types that can be tuned (by default only the 6-speed manual transmission is tunable).
“Unreal” Raditor Functionality
This radiator should function the same as the other radiators but with a lot better performance. It is so good sometimes that you might never see the temperature rise on the UI app.
“Unreal” ECU Functionality
This ECU functions like the Race Adjustable ECU (which allows for tuning of RPM limit). Additionally, this ECU increases the RPM where overrev damage occurs to a point that should be unreachable (allowing for high-revving engines without the engine braking and/or getting disabled).
Resources
- BeamNG.Drive's game source code and the developer's documentation
- Ford Official
- Ford Performance
- Ford Authority (website name, not officially Ford)
- Engine Facts
- Wikipedia
- Automobile Catalog
- Dezo's Garage
- Hoonigan Official
- JPG Compressor
Requested and Future Engines
Please note that I plan to add all engines ever manufactured by Ford or used in Ford vehicles. However, due to the enormous volume throughout Ford's history, this goal will take years to accomplish. I am taking suggestions from users for which engines to add which will take priority to be added to my mod first versus engines not mentioned. Once I’m all caught up on the requested engines, I’ll probably make the engines in the historical order of when the engine families were manufactured.
Engines That I Currently Can’t Make
Requested and Future Engines
How to Make a Request
You can send me a request by leaving it in a review of the mod or by sending me a direct message through this repository’s conversation feature. You can request the following:
Engines That I Currently Can’t Make
- Engines with superchargers because Automation currently doesn’t support it.
- Diesel-fueled engines because Automation currently doesn’t support it.
- Ford Model T and Model A engines because the compression ratio is lower than the minimum value that I can enter in Automation.
- Certain race engine variants (especially from Cosworth) or one-off engines because there aren’t enough detailed specifications on the engines to be able to replicate the engine within the game. See “Engine Specifications that I need to Make an Engine” under the “How This Mod is Made and Major Functionality” spoiler for more information.
Requested and Future Engines
- Cosworth BD Series (Sandraker) (researching/waiting on more details)
- Windsor Family
- FE Family
- 385 aka Lima V8 Family
- 5.2L VooDoo V8
- EcoBoost Family
- When Automation supports superchargers:
- Miami Coyote supercharged V8 (limapalon)
- 1957 Ford Thunderbird
- 1968 Shelby Cobra GT350
- 1998 Saleen Explorer XP8
- 2001 Ford Falcon 300+
- 2nd Gen Ford Lightning
- 2002 Ford Harley Davidson F-150
- 2003 Mustang SVT (Terminator)
- 2005 Ford GT
- 2008 Foose Edition Ford F-150
- 2010 Shelby Raptor
- 2012 Shelby Baja 700
- 2023 FP700 F-150 Package
- Shelby GT500s
- Koenigsegg CCR (based on Ford Triton 4.6L V8)
- If/when Automation supports diesel fuel/engines:
- Powerstroke Family (PowerstrokeHD, KWeb06, Farm-boy_7130)
- 7.3L IDI V8 (requested by Friedrich1987)
- Ford's naturally aspirated diesel engines (itTMccanna)
- Ford 8000 and Ford L9000 (PowerstrokeHD)
How to Make a Request
You can send me a request by leaving it in a review of the mod or by sending me a direct message through this repository’s conversation feature. You can request the following:
- Engines and/or engine variants to add. It must be manufactured by Ford, a Ford-owned company (ex. Mercury, Lincoln, etc.), or Ford-partnered company (ex. Shelby, Cosworth, Saleen, etc.). However, engines that are used in Ford vehicles, but are manufactured by a different company are still allowed (ex. Cummins diesel engines in Ford’s early heavy-duty F-Series lineup, or Volvo engines in certain recent Ford sedans and hatchbacks, etc.).
- BeamNG.Drive vehicles to add specific engine families or engine variants.
- BeamNG.Drive vehicles to add specific tunable transmissions.
Known Issues:
- Automatic currently doesn’t support supercharger forced induction or diesel fuel, which means I can’t currently make those types of engines for my mod.
- All the engines are typically off by on average about 20 hp and lb-ft of the real Ford engines (if you happen to look at the torque chart UI in BeamNG.Drive to see if the engines are accurate). When I make the engines in Automation, they are very close to the correct numbers, but I can't figure out why they change that much when exported to BeamNG.Drive.
- All engines in this mod aren’t affected by BeamNG.Drive’s default ECUs. From my understanding, this is because of how Automation exports the engine’s data. As a work-a-round, I have created the “Unreal” Adjustable ECU.
- A lot of the engines sound very similar to each other. This is because of how BeamNG.Drive produces sound within the game environment. When listening to the sound in Automation, the engines sound very different from each other, however, when put into BeamNG.Drive they lose some variance.
- Various real-life engines with turbochargers use various techniques to maintain a constant amount of torque through a set range of RPMs. There is not an exact/realistic way to replicate this in Automation or BeamNG.Drive, so those engines will not be completely accurate.
- Zagdima's 2015 Ford Raptor mod has wheels with a very low grip and a very stiff suspension. To fix this I had to change the wheels to use BeamNG.Drive's wheels and added a mod to be able to tune the suspension. However, the front suspension and hubs have very low breaking points when using BeamNG.Drive wheels. The front wheels seem to break/fall off from little contact. When using BeamNG.Drive's wheels for the rear, the brakes spawn through the wheels/tires (doesn't affect driving) Also, when using my mod for the suspension the rear leaf springs are spawning through the tailgate (doesn't affect driving).
- Engines have unrealistic startups as mentioned by 11'tocks
Please do not copy or re-upload this mod to any other site. However, feel free to use/show this in your YouTube video or make a mod for this mod, just reference a link to this repository (I would also appreciate it if you contact me with your video/creation because I would be interested in viewing and/or helping with any questions).