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Beta Ford Engines 2024.01.09

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. 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 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)
    • 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).

Recent Reviews

  1. 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.
  2. PowerstrokeHD
    PowerstrokeHD
    5/5,
    Version: 2024.01.09
    This mod just gets better and better. I think it'd be nice to have realistic radiators and untunable transmissions to give a more realistic feel. Also I'd love to see Ford Taurus SHO engines be added.
    1. JITTERUSA
      Author's Response
      Thank you for the review again.

      I agree that having realistic radiators and transmissions would be better for the realism effect. The reason why I made tunable transmissions was so that I could get the correct gear ratios when making the vehicle configs without making the parts lists super long. Alternatively, I would have had to make a separate transmission for each config. Since you brought it up, though, I will look into maybe providing Ford's most notable transmissions with their respective gear ratios as not-tunable transmissions.

      I will make sure the Ford Taurus SHO's engines are added to the requested engines list.
  3. bmh7279
    bmh7279
    5/5,
    Version: 2024.01.09
    Awesome mod so far. love the selection... and there are A LOT of em. been trying to "recreate" my irl 19 f150 xl and haven't been able to find the exact 3.3 ti-vct v6 it has. closest I found was a 3.5 v6 I think. but in trying to find my engine, i noticed a TON of other options that could be fun to mess with. like putting a coyote in a covet or something.
    1. JITTERUSA
      Author's Response
      Unfortionally, I haven't made Ford's Duratec 3.3L V6 yet. I will make sure to add that to the list of requested engines.
  4. Alpha_Knugen
    Alpha_Knugen
    4/5,
    Version: 2024.01.09
    I like the mod. It works and does what i expected and sadly a bit more.

    This mod added a bunch of "ghost" cars that doesnt exist.
    65stang, barrettbronco, bronco_LM, crownvic, Ford F150 Raptor SVT and more.

    Is this a bug or is this needed to have the engines appear ingame?

    Would not complain to get the actual cars but i tried to spawn the mustang in and my current car just went to space and didnt stop.
    1. JITTERUSA
      Author's Response
      The names you listed are the folder names for mod vehicles (created by different authors, not me) that I have added support to for my mod. Those folders contain the data for the configs to show up in the Vehicle Selector and the engine(s) to be available in the Parts Selector for that mod vehicle. The "ghost" cars happen when the corresponding mod vehicle isn't installed/enabled. Please note that it isn't required to install these mod vehicles for my mod to work. If you don't have the mod vehicles installed/enable, my mod will still work normally for every default BeamNG vehicle, and only just won't be able to spawn the nonexistent mod vehicle. For people who do have the mod vehicle(s) installed, my mod will function on the mod vehicle as it does with the default BeamNG vehicles.
  5. lopunny
    lopunny
    5/5,
    Version: 2024.01.09
    Awesome mod, but, if i can suggest an engine, (not stealing) the mustang II engine
    1. JITTERUSA
      Author's Response
      Currently, my mod already has the following Mustang II engines/configs (all added to the Bruckell Moonhawk):
      -1974 Ford Mustang II with Cologne 2.8L V6
      -1975 Ford Mustang II with Lima 2.3L I4
      -1976 Ford Mustang II Cobra II with Windsor 5.0L V8
      -1978 Ford Mustang II King Cobra with Windsor 5.0L V8

      I will make sure to add the rest of the engine options and configs from the Mustang II's generation.
  6. Sky Wolf1
    Sky Wolf1
    5/5,
    Version: 2024.01.09
    Absolutely amazing mod, however, if it is possible to request a engine to be added, i would like to see the 5.8L Windsor Wedge. My dad had one in his 1997 F-350 Super Heavy Duty
    1. JITTERUSA
      Author's Response
      Yeah. I will make sure to add both the engine and vehicle config.
  7. WarmLicense0202
    WarmLicense0202
    5/5,
    Version: 2024.01.09
    i love it but i would like the links to the extra mods for more fun. thanks for the mod love to see more
    1. JITTERUSA
      Author's Response
      If you look under the "Contents of the Mod" spoiler, you will find a link to open an Excel spreadsheet with all the mod vehicles my mod supports and their corresponding creator and download links. Additionally, whenever I post an update for my mod that adds an engine and/or configuration for a mod vehicle, I provide a download link next to the mod's name.

      If you want a Ford engine added to a particular Ford vehicle mod for BeamNG, please let me know.
  8. chickeninthekitchen
    chickeninthekitchen
    5/5,
    Version: 2023.11.04
    The exhaust noise is coming out the wrong end of the car, not sure if that's just me because i see nobody else saying that but the engines sound great
    1. JITTERUSA
      Author's Response
      Are you experiencing this on a particular car or all cars? Also, does this happen with a particular engine family/variant or all of them? You can DM me through this website by going to my profile and clicking "start a conversation" and I'll look into this issue more.
  9. JurassicPark253
    JurassicPark253
    5/5,
    Version: 2023.11.04
    Thank you so much for adding the engine I requested! I cannot wait to have an accurate sounding engine for my Twister Jeep Honcho project!
    1. JITTERUSA
      Author's Response
      You're welcome! Good luck with your project!
  10. Beastdavidrush 2
    Beastdavidrush 2
    5/5,
    Version: 2023.10.03
    TYSM for making the SVT Motor from my Irl car
    1. JITTERUSA
      Author's Response
      Yeah, no problem!
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