I’ve been trying to add a motor option to a mod I downloaded. I made the motor in automation and have ways of exporting it. I also have a fully working mod. What’s the best way to add the motor to the mod so I can select it in the configurator.
if you want to achieve such, i find the easiest way is to create a copy of the existing engine already in the car, rename it and make it a separate part, then paste in the torque and sound values from the engine you're trying to swap. also adjust other values, for props, and weight. at that point, from a performance perspective, you are mostly there. if you want to go further, you need to do all the proper values for intakes, and any other parts selectable under the engine jbeam, so that way their power modifications match up to what you are trying to achieve. you need to create all new slots for them, then you need to create new versions of those parts (again, suggest basing their jbeam off the ones that exist for the car, if they have nodes/beams) and add in those values from the engine you're trying to swap in. you can also simplify this process by just having an engine jbeam with nodes/beams, and then making intakes, turbos, ect not have nodes/beams but just assign their model directly to the engine's flexbody group and speaking of flexbody groups, to position the engine you'll want to take it from your source model, have it imported into the same file for the model of the car you're trying to put it in, and align it into the engine bay, mating it with the transmission and such. this usually gets pretty annoying, because often times things don't line up. but usually you can make it look alright. this is generally the process i follow.