Automation - The: Car Company Tycoon Game Mods

These alter the core engineering simulation:

Example: The “Engineering Overhaul” mod revises stress and thermal limits, making high-power engines more prone to realistic failure.

The Physical Reality

Automation's biggest feature is exporting cars to BeamNG.drive, the soft-body physics king. However, vanilla exports often result in cars that wobble like jelly or have invincible chassis. automation - the car company tycoon game mods

This mod isn't a car pack; it's a physics overhaul for the export process.

Author: Killrob (Community Legend)

The base game features a robust engine designer for inline, V, and flat configurations. But MEP adds the "weird stuff." These alter the core engineering simulation:

Adds full-size, rear-wheel-drive, V8-powered barges from 1965-1975. Frame rails, bench seats, and styling that requires 20 feet of parking space. The aerodynamics are terrible. The style is immaculate.

For the Petrolheads

The vanilla fuel system is simplified. You choose "Premium" or "Economy" and call it a day. RFI introduces specific octane ratings, ethanol blends (E85), and methanol injection. The most popular category


The most popular category. The base game includes a finite set of body styles (sedans, coupes, hatchbacks) from the 1940s–2020s. Visual mods add:

Example: The “Lore Expansion Pack” mod adds over 50 period-correct body styles from missing decades (e.g., 1930s, 2020s+).

Vanilla tires are either "Narrow Street" or "Racing Slick." This mod fills the gap for pre-war and 1950s racing.


This mod removes the cylinder count limit. In vanilla, you are capped at a V16 (later unlocked via a cheat). This mod allows W32 engines. Yes, a 32-cylinder engine.

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