Beta Ford Engines 2026.01.02

Contains Ford engines made using the Automation game and real life technical specifications.

  1. JITTERUSA
    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 the 2 Fast Racing's mod 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. This is available on all default BeamNG.Drive vehicles that have oil coolers as a separate part and any mod vehicle I support.

    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
    • FR9 358CUI V8 (Roush NASCAR)
    • Aluminator 5.2L 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 re-select all the parts or having to re-tune.

    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
    • If the engine has a supercharger
      • Type of supercharger (ex.centrifugal, root, screw)
      • Supercharger displacement (ex. 2.3L)
      • Max boost pressure
      • Pulley ratio

    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
    • 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 5.8L V8 "Wedge" from 1997 Ford F-350 (Sky Wolf1)
    • Ford Mustang II engines and configs (lopunny)
    • Duratec 3.3L V6 from 2019 Ford F-150 (bmh7279)
    • Ford Taurus SHO engines (PowerstrokeHD)
    • Ford FE engines, specifically the 427 from Shelby Cobra and GT40s (Cobrakiller04)
    • 3.3L and 4.1L I6 from the 79-81 Falcon to the I-Series (salpaca53)
    • Windsor Family
    • FE Family
    • 385 aka Lima V8 Family
    • 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)
      • Ford Lion 3.0L V6 (Grenvic)

    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:
    • Automation currently doesn’t support diesel engines or fuel, which means I can’t currently make those types of engines for my mod.
    • 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.
    • Engines have unrealistic startups as mentioned by 11'tocks


    Please do not copy or re-upload this mod to any other site. The only official sources for my mod is the BeamNG mod repository and the 2FastRacing website. However, feel free to use/show this in your YouTube video. Please reference a link to this repository webpage during the video and/or description as well as contact me (either my sending a direct message or posting a review to my mod) when you post the video.

Recent Reviews

  1. STUG
    STUG
    5/5,
    Version: 2026.01.02
    Just want to thank you for making this pack. I can get closer to having cars like the gt350 meaning from 66 and others like the boss etc. Like a taste of a very wet fantasy. Im very happy with the concentration on sound importance as well. Could wish for others catch on to your idea and make the good dodge engines for example. 383, 440, etc and their transmissions. GM etc too

    Fantastic trend to start.

    Capping the closest to the real sound is crucial (to all) lol.
    1. JITTERUSA
      Author's Response
      Thank you for the detail review.
  2. Josh!
    Josh!
    5/5,
    Version: 2026.01.02
    i'm sure it's a good mod, but i'm getting an error trying to load any vehicle. i'm a little confused on why this is happening
    1. JITTERUSA
      Author's Response
  3. Grenvic
    Grenvic
    5/5,
    Version: 2025.01.02
    Awesome mod! I've had this mod for a while, and I love using it for my projects.
    Once automation supports diesel engines, I have a request for the "Lion" engines. More specifically, the Diesel Powerstroke V6 3.0L Engine.
    1. JITTERUSA
      Author's Response
      Thanks for the review. I will add that engine to the list. Hopefully Automation supports diesel in the future because I would like to add all of Ford's PowerStroke engines.
  4. trollboi
    trollboi
    5/5,
    Version: 2025.01.02
    this mod has dump loads of configs that are awesome! lots of engines and details, i absolutely love it all, one thing i did want to ask was, why do the engines sound about the same with little to no differences? just wanted to ask if i have the right requirements, thanks!
    1. JITTERUSA
      Author's Response
      Thanks for the review.
      Yes, I've noticed that too for how all the engines sound very similar to each other, especially the V8s. I use the sound files that export from Automation. In Automation, each engine sounds very unique, however, something either with the export and/or how BeamNG produces sounds in-game makes the engines sound very similar to each other. Another thing I've noticed that the volume of the engines vary in loudness, even though I've set the volume inside the jbeam files to be the exact same. I wish I knew what was causing these and would be open to suggestions if people have a solution.
  5. salpaca53
    salpaca53
    5/5,
    Version: 2025.01.02
    Can you add a 3.3 and 4.1 I6 from the 79-81 Falcon to the I-Series?
    1. JITTERUSA
      Author's Response
      Yes, I will add this to my to do list of future engines to add. I currently don't have an estimated time frame of when it will be added to the mod.
  6. Agent_Arazona
    Agent_Arazona
    2/5,
    Version: 2024.12.28
    the engines work great for most of the vehicles, but the cares that this mod adds dont work and end up just freezing my game i would up the rating if i knew how to fix the car issue like the 65 stang just breaks the game when i try to use it
    1. JITTERUSA
      Author's Response
      Thank you for reporting. This is a known issue where if a user tries loading a mod vehicle config without the mod vehicle installed, it will break the game because it tries loading a non-existent file. The solution is to download the mod vehicle or not launch that config. For example, the 65stang can be downloaded here: https://2fast.racing/forums/resources/1965-ford-mustang-gt-coupe.128/. I'm currently working on splitting up my mod to include the vanilla BeamNG vehicles and support for mod vehicles in 2 separate mods on the this repository.
  7. Cobrakiller04
    Cobrakiller04
    5/5,
    Version: 2024.12.28
    Very good mod. Would definetly like to see the Ford FE motors. Specifically the 427 since it was used in most 60s ford muscle cars and the amazing Shelby Cobras and GT40s
    1. JITTERUSA
      Author's Response
      I do already have a config of the 427 FE engine of the 1966 Ford GT40 on the Bolide. I will make sure to add the entire FE engine family at some point in the future.
  8. Drop1GearN_Disappear
    Drop1GearN_Disappear
    4/5,
    Version: 2024.12.28
    Very good mod. love to have the option of a v6 in the D series... can now make myself feel like im driving my 09' Ford ranger 4.0... endless amounts of configs for almost every vehicle in Beamng. Well done, and keep it going!
    1. JITTERUSA
      Author's Response
      Thank you for the review. I'm glad you are enjoying the mod.
  9. Wyo_Cherokee_15
    Wyo_Cherokee_15
    5/5,
    Version: 2024.01.09
    I absolutely love this this mod and love the way the engines sound! Super fun cause my work truck has the Triton V10 in it so it's fun to recreate it. Only thing I would like to know is if there's a way to get just the engines without all of the configs for base game vehicles and modded ones. Again super good mod!
    1. JITTERUSA
      Author's Response
      Thank you for the review. Currently this is the only mod I have on the repository so there's not a version with just the engines and no configs, however, that could be something I could look into.
  10. MustangMemeboi
    MustangMemeboi
    5/5,
    Version: 2024.01.09
    Awesome mod but I have a question. For any car, how do I select a certain engine like for example, the 1994 Soliad Wendover, when I want to select the 5.4L Triton V8 out of the Mustang SVT Cobra R, I can only select the 4.6L engines that comes when I select the "Ford Triton V8 Engines" option? This is in career mode btw
    1. JITTERUSA
      Author's Response
      I personally haven't played career mode since I know it's still in a work-in-progress phase so I'm not sure of what the user interface looks like. Does career mode have the option of the Part Selector like in free roam or is the layout different? For reference, in free roam, you can choose the engine family (ex. "Ford Triton V8 Engines") under the Engine part category (which will default to a specific engine variant) and then you can choose the engine variant under the Engine Variant part category (ex. "5.4L V8 - 2000 (SVT Cobra R)"). Please DM me if you have further questions and I will be happy to try to help.
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