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How to Fix BeamNG Engine Breaking Issues After Automation Export

Experiencing engine problems in BeamNG after exporting your car from Automation? It’s a frustrating issue, especially when your meticulously crafted engine works perfectly within Automation, only to encounter immediate failure in BeamNG. Many users face a perplexing situation where their engine seems to “lock” or break the moment any acceleration is applied in BeamNG, regardless of the gear. This problem persists across different car models and even when recreating the engine from scratch. If you’re struggling with this, you’re not alone, and this guide will explore potential fixes and troubleshooting steps to get your Automation creations running smoothly in BeamNG.

This issue often leads to the suspicion that the problem lies in how Automation translates and exports engine details to BeamNG. Let’s delve into possible causes and solutions to address this frustrating situation.

Understanding the BeamNG Engine Breaking Issue

The core problem is that engines designed in Automation, which function correctly in the Automation environment, malfunction upon being exported and used in BeamNG. The symptoms are consistent: the engine appears to break instantly when throttle is applied in BeamNG. This happens irrespective of the car model the engine is placed in and even with newly recreated engine models based on the original specifications.

This problem is particularly baffling because it may have emerged after recent updates to either Automation or BeamNG, suggesting a potential compatibility issue or a change in the export/import process between the two simulators.

Potential Causes and Troubleshooting Steps

To tackle this engine breaking issue, consider these potential causes and troubleshooting steps:

1. Game Version Mismatch and Compatibility

One of the primary suspects is version incompatibility between Automation and BeamNG. Ensure both your Automation and BeamNG installations are up to date. Outdated versions can sometimes lead to issues in file compatibility and data interpretation during the export process.

  • Action: Verify that you are running the latest stable versions of both Automation and BeamNG. Check for updates within the game launchers or official websites.

2. Engine Configuration and Export Settings

While the engine might work in Automation, subtle configuration issues might become apparent only upon BeamNG’s physics engine interpretation.

  • Engine Design Review: Double-check your engine design in Automation. Pay close attention to parameters like:

    • RPM Limits: Ensure the RPM limit is reasonably set and compatible with BeamNG’s engine physics. Excessively high or low RPM limits could cause instability upon export.
    • Fuel System and Mixture: Verify the fuel system settings, fuel mixture, and ignition timing. Incorrect settings, although potentially functional in Automation’s simplified simulation, might lead to engine stress or failure in BeamNG’s more detailed physics environment.
    • Quality Sliders: While quality sliders are intended to enhance engine characteristics, extreme positive or negative values, especially when combined, could potentially introduce instability during export. Try reducing extreme quality slider values (+5 in the original example) to see if it resolves the issue.
  • Export Process Check: When exporting from Automation, ensure you are following the correct export procedure for BeamNG.

    • File Locations: Verify that the exported car and engine files are placed in the correct BeamNG mod folders. Incorrect placement can lead to loading errors or unexpected behavior.
    • Mod Conflicts: Rule out potential conflicts with other BeamNG mods. Try disabling other mods temporarily to see if they are interfering with the imported engine’s functionality.

3. Engine Specs and Community Testing – Recreating the Engine

To further isolate the problem, and as suggested in the original post, recreating the engine based on provided specifications and testing it within BeamNG is a valuable step. Here are the engine details for community testing and replication:

ENGINE FAMILY:

  • Year: 1972
  • Inline-3
  • Cast-iron Block
  • Family Capacity: 61.8 Bore, 72.3 Stroke (650.6cc)
  • Direct-Acting OHC
  • Cast-iron Head

ENGINE VARIANT:

Bottom End:

  • Year: 1972
  • Cast-iron Crank
  • Cast conrods
  • Hypereutectic Cast Pistons
  • Variant capacity: 61.8 Bore, 72.3 Stroke (650.6cc)
  • Quality: +5

Top End:

  • Compression 8.3:1
  • Cam Profile: 60
  • Quality: +5

Aspiration:

  • Naturally Aspirated

Fuel System:

  • Single 2 Barrel Carb
  • Standard Intake
  • Regular 91 RON Fuel
  • 13.2 Fuel Mixture
  • Ignition Timing: 60
  • RPM Limit: 5800rpm
  • Quality: +5

Exhaust:

  • Long Tubular Headers
  • 25.4mm Exhaust Diameter
  • Two-way Catalytic Converter
  • First Muffler: Straight Through
  • Second Muffler: Straight Through
  • Quality: +5

If you are experiencing this issue, try recreating this engine in your Automation game, export it in a car to BeamNG, and test if the engine breaks. Sharing your results within the Automation and BeamNG communities can help identify if this is a widespread bug or an isolated configuration problem.

Conclusion: Seeking Community Wisdom and Systematic Troubleshooting

Fixing engine breaking issues after Automation export to BeamNG often requires a systematic approach. Start by verifying game versions and reviewing engine configurations. If the problem persists, community testing and sharing experiences can be invaluable. By collectively investigating and sharing findings, users can often pinpoint the root cause, whether it’s a bug, a configuration detail, or a misunderstanding of the export process. Don’t hesitate to engage with the Automation and BeamNG forums – your experience and the solutions you find can help others overcome similar challenges and further enhance the integration between these powerful simulation tools.