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Ford Engines

Beta Ford Engines 2024.01.09

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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
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.
  • 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
  • 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
  1. Researching the real-life engine family and what real-life vehicles it was/is used in.
  2. Researching technical documents and specifications of those vehicles.
  3. Choosing major engine variants to make and sorting those vehicles by common engine variant’s performance.
  4. Choosing what BeamNG.Drive vehicles to add engines based on real-life vehicle similarities with the BeamNG.Drive vehicle.
  5. 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.
  6. 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.
  7. Viewing the horsepower and torque UI app in BeamNG.Drive for correct (or close to correct) values and fine-tuning if needed.
  8. 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


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
  • 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).
Author
JITTER
Downloads
5,592
Views
34,274
First release
Last update
Rating
4.40 star(s) 15 ratings

Latest updates

  1. 2024.01.09: Cleveland 351CUI V8, Gavril T-Series Remaster Fix, and Experimental Features

    This update adds 45 engine variants from 6 different engine families consisting of 139...
  2. 2023.11.04: Multiple New or Reworked Engine Families, Plus New Detailed Information

    This update adds 31 engine variants from 7 different engine families consisting of 40...
  3. 2023.10.03: Three Requested Engines and Support for New Vehicles

    This update adds 17 engine variants from 3 different engine families consisting of 31...

Latest reviews

B
  • bkh111000
  • 2.00 star(s)
  • Version: 2023.11.04
once i launch the game and go to vehicles they are all missing their picture, also when i try to use them they just take off into space. pls help
JITTER
JITTER
It sounds like you are trying to spawn a config for a mod vehicle that you don't have enabled/installed. All configs for the default vehicles in BeamNG should spawn normally. If this isn't your issue, please DM and I will be happy to assist you further.
Maloo GTSR
  • Maloo GTSR
  • 4.00 star(s)
  • Version: 2023.11.04
Very well researched, however... I can't help but notice you have the mighty 4.0 Barra Inline 6 from my home country of Australia. I personally would love to see a Blue top barra and some other stuff based around the Australian markets motors. Great Mod.
JITTER
JITTER
Thank you for the review. Yes, I have been trying to get engines and configs from other markets outside the USA (particularly Ford of Australia and Ford of Europe). For example, the Cleveland 302CUI V8 in this update was unique to only Australia. I have the Barra I6 on the Sunburst for the Falcon and Roamer for the Territory. I eventually plan to go through and rework the Barra because it was one of the first requested engines and since then I have learned to tune the engines to better accuracy. Additionally, I've been trying to add the 5.4L V8 and 5.0L V8 engines unique to Australia's performance versions of the Falcon, Falcon racecars, and FPV. Once Automation supports supercharged engines, I plan to do the related engines, like the Miami Coyote, for example.
A
  • Ascott
  • 5.00 star(s)
  • Version: 2023.03.20
After i download this mod and go into the game and enter the garage, if i load a car then then screen doesn't load the car and shoots the in game vehicle in the air and doesn't load anything else out.
JITTER
JITTER
I haven't experienced this issue and haven't been able to replicate the problem, so I don't think there's much I can do to help. Maybe try clearing BeamNG's cache data or verifying file integrity (click Support Tools on the launcher). If you still have issues, you can DM me with more information.
B
  • Beastdavidrush
  • 5.00 star(s)
  • Version: 2023.03.20
can you make a 2003 ford focus svt engine? 2.0 Zetec and cosworth worked on the heads and it has a stock long tube header 4-2-1 sounds good
JITTER
JITTER
I think this is a duplicate request. I found an entry already in my notes for this same engine from your username, which is fine; I just can't remember if I first saw it from this repository or the BeamNG repository. Anyways, it will eventually be added to the mod. You can see what position you are in for the waitlist if you open the spoiler under the Future Engines/Plans section.
PowerstrokeHD
  • PowerstrokeHD
  • 5.00 star(s)
  • Version: 2023.03.20
Can you add configurations and engines to mimic the L9000 and 8000?
JITTER
JITTER
Currently, Automation doesn't have diesel engines within their game, but once they support them, I plan to add all diesel engines manufactured by Ford. Since the Ford 8000 is a tractor, there's not really a vehicle in BeamNG I could add its engine to or make a similar configuration of (unless you want to DM me what your ideas are). For the Ford L9000, I could add it to the Gavril T-Series, but it used either a Cummins or Caterpillar diesel engine which Ford does not manufacture (however, I will make an exception since it was officially used in a Ford vehicle). I also want to mention that it is more difficult to find detailed specs of commercial vehicles, so when I make it I won't be able to guarantee 100% accuracy.
V
  • VanFuhrman
  • 5.00 star(s)
  • Version: 2023.03.20
Love the mod, but my only complaint is that I think the engines are too quiet now. As you stated before they were way louder than other beamng engines, but now I think they are way quieter... is there a happy medium by chance?
JITTER
JITTER
When I reduced the volume of the engine sounds, I tried basing them off the volume of the BeamNG engines with default parts/mufflers vs something with race parts/no mufflers since most of my configurations are from street-legal production vehicles. The unit BeamNG uses for the variable of engine sound in their .jbeam is in decibels and not a 0-100% value. Due to differences per engine per vehicle, I would have to fine-tune each engine individually, which is a time-consuming process for the number of engines in my mod. I will see what I can do to improve it.
Derbysvt88
  • Derbysvt88
  • 3.00 star(s)
  • Version: 2022.11.30
Nice thought and collection of engines. Lack of tuning and almost all fall off at the same RPM that is not accurate and the sheer size of the mod really hinder the desire to enjoy it.
JITTER
JITTER
Thank you for the review. I'm not sure what you mean by lack of tuning because all my engines have the same amount of customization in the parts selector as the default engines. The issue with the RPM fall off is where the engine data ends in the .json file, which is similar to the real-life max RPM of the engine and different for each engine. I agree that the mod size is very large, however, that is due to the variety of engine sounds exported from Automation. If I can find a way to reduce the mod size while keeping the variety of engine sounds, I will do so.
Fordster
  • Fordster
  • 5.00 star(s)
  • Version: 2022.11.30
I appreciate you adding support for some of our mods out there, I've had fun using the motor in the RS200!
JITTER
JITTER
Thanks for the review! I appreciate that you enjoy my mod. I really love the high-quality mods that you help producing.
K
  • KWeb06
  • 5.00 star(s)
  • Version: 2022.10.31
Would love to see 6.0 and a 6.7 Powerstroke motors
JITTER
JITTER
I would like to make them, but unfortunately, Automation currently doesn't support diesel engines so I can't make those engines as of now. Once Automations supports it, I plan to add all the Powerstroke engines and other diesel engines made by Ford.
UGLY123
  • UGLY123
  • 4.00 star(s)
  • Version: 2022.09.27
Modder said that there was a 5.4L ford V8 in mod. There isn't
JITTER
JITTER
I have not added the 5.4L V8 yet. It is a part of the list of future engines yet to be added.