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Ford Engines

Beta Ford Engines 2023.07.23

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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:
List of engines and the BeamNG.Drive vehicles they are added to:
List of download links for mods used
Tuneable Transmissions:
  • 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
"Unreal" Performance Radiator:
  • All BeamNG vehicles
Adjustable "Unreal" ECU:
  • All BeamNG vehicles
"Unreal" Performance Oilcooler:
  • 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.
Author
JITTER
Downloads
4,077
Views
26,295
First release
Last update
Rating
4.62 star(s) 13 ratings

Latest updates

  1. 2023.07.23: Windsor 302CUI/5.0L V8 Engine Family and a Bunch More

    This update adds 29 engine variants from 4 different engine families consisting of 138...
  2. 2023.04.27: Lima (OHC) I4 Engine Family + Engine Sound Adjustments

    This update adds 1 new engine family consisting of 24 engine variants and 44 preset...
  3. 2023.03.20: New Engine Family and more Police Configs

    This update adds 2 new engine families consisting of 7 engine variants and 36 preset...

Latest reviews

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.
D
  • defoxx
  • 3.00 star(s)
  • Version: 2022.09.27
I don't know why, but when I download a file and the download reaches 1 gigabyte, it gives me a network error
1981_F150
  • 1981_F150
  • 5.00 star(s)
  • Version: 2022.09.27
It's great to see the 300 I6 in the list, I have been waiting for it a long time, this is by far one of my favourites mods!
JITTER
JITTER
I'll make sure to move the 300 I6 up in priority since multiple have requested it now. I'm glad you enjoy this mod, I appreciate it.