This mod adds Ford engines to vanilla BeamNG.drive vehicles and certain 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 OneDrive linked here.
Contents of the Mod:
How the Engines are Made:
Things to Point Out:
Future Engines/Plans:
Known Issues:
Contents of the Mod:
List of engines and the BeamNG.Drive vehicles they are added to:
- Can be found in this Excel document
- Can be found on the 2nd spreadsheet of the same Excel document
- 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
- All BeamNG vehicles
- All BeamNG vehicles
- BeamNG.Drive's Civetta Bolide
- BeamNG.Drive's Ibishu Covet
- BeamNG.Drive's ETK I-Series
- BeamNG.Drive's Ibishu Pessima
- BeamNG.Drive's Ibishu Miramar
- BeamNG.Drive's Hirochi Sunburst
- 58_Gram's 2005 Ford GT mod
- Cheekqo's 2017 Ford GT mod
How the Engines are Made:
I have created the engines using Automation and specification documents of the real engines that I could find online. However, I don't plan to make the 3D models for the engines because I don't have the skills, resources, or time to do so. All I do for this mod is copy the relative engine data from the Automation Export to the corresponding BeamNG.Drive engine file. The engines won't look different, but they will have close to the correct performance. Also, the engine sounds are just the sound exported from Automation, so they aren't the real-life engine's sounds, but they do sound somewhat similar.
Things to Point Out:
- For every engine that is in this mod, I have included a pre-set configuration for the vehicle that the engine would have been in. These configurations should have close to accurate wheels/tires size, transmission gear ratios, and differential final drive ratios. These are just made by using BeamNG.drive's part selector and tuning sliders.
- I have created the engines so that you can still use BeamNG.Drive's in-game engine modifications (ex. engine blocks, forced induction, nitro, etc.) on the modded engines.
- For Ford engines with forced induction, I have created them to work with the forced induction slot type so they can be put on all the engines available for that vehicle.
- I added an "unreal" level of cooling performance for radiators and oil coolers for certain vehicles because the default cooling parts in BeamNG.Drive aren't good enough for some engine configurations with forced induction.
- I also added tuneable transmissions so I could get the correct transmission type and gear ratios for the pre-set configurations.
- Automation currently doesn't support diesel engines or engines with superchargers so I currently can't currently make any Ford engines that use those. Also, Automation doesn't support low enough engine compression ratios so I can't make the Model T's or Model A's engines.
Future Engines/Plans:
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.
- Cosworth BD Series (Sandraker)
- 1.5L EcoBoost I3 from Fiesta ST MK8 (Springo)
- 2003 Focus SVT 2.0L I4 Zetec (Beastdavidrush)
- Cleveland 400CUI V8 (93shoman)
- Windsor Family
- FE Family
- 385 aka Lima V8 Family
- Cleveland Family
- 5.2L VooDoo V8
- EcoBoost Family
- Redo Godzilla V8
- When Automation supports superchargers:
- Miami Coyote supercharged V8 (limapalon)
- 2005 Ford GT
- Ford Lightning
- Shelby GT500
- 2003 Mustang SVT (Terminator)
- 2010 Shelby Raptor
- 2012 Shelby Baja 700
- 1968 Shelby Cobra GT350
- 1998 Saleen Explorer XP8
- 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)
- Maybe some Ford racing engines (like NASCAR, Cobra Jet, etc.)
- Suggestions from you the user. Please note if I take suggestions it will be limited to:
- Engines to add
- BeamNG.Drive vehicles to add engines to
- BeamNG.Drive vehicles to add the unreal performance radiators to
- Tuneable transmissions to add
- BeamNG.Drive vehicles to add tuneable transmissions to
Known Issues:
- **Please note: I am not a developer, just an average user who likes Fords. Everything I have done for this mod was learned by either searching things up online or by learning with trial-and-error. I work on this during my free time so don't expect regular updates or fast responses.
- 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 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.
- Zagdima's 2015 Ford Raptor mod has wheels with very low grip and very stiff suspensions. 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 suspensions. 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)
- 2014 EcoBoost 1.0 I3 turbocharged engine is supposed to make a constant amount of torque from 1400 through 4500 RPM. However, there is no way to correctly implement this in Automation. I've tried to make the torque curve as flat as I could, but obviously, the numbers will not be accurate.