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If you are talking about the assisted designer, this is because it is designing an engine for whatever chassis you have. If you want to design for a contract, you need to select a contract at the bottom of the assisted designer screen or switch to advance designer.
There are a few tricks you can do, i don't remember which one, but if you mess with bore and stroke you'll find that one of them is more influencial on torque, but reduces top rpm a bit, so you might wnat to try them, not aways a "square cylinder" makes the most powerfull engine.
Later in the game if you want to make trucks, the power rating of the game is taken directly from torque, not hp, so if you want to make the most powerfull trucks i would recomend focusing on toruqe and not being shy on cost cutting on your engine RPMs, also going for diesel might be an option since it increases Torque a bit, and later for contracts if not specified you might want to go ethanol, as it has a greater power output.
Have fun :)
Overboring a stock engine and only changing out the pistons, your power gains would be minimal to none. As engine efficiency drops as cylinder sizes increase. What really matters is compression ratio. So you will have to swap out a few extra parts to take advantage of the increased combustion chamber size.
Since the game is fairly abstracted, we do not assume the engineers design the engine exactly the same for each change of a slider. Wouldn't make much sense for them to do so, as their job is to optimize the design.
We don't go as far as doing all the mathematics behind compression ratios, cylinder efficiencies, etc. Back in 2011 when I started developing the vehicle development system I ran across our main competitor, Automation, which was just an engine designer at the time (still is as far as I can tell). Unfortunately for me, they had significantly more resources (especially in the art department) so I shifted focus and made the designer less technical (and less artistic) than it could have been.
Anyhoo, the system should match specs of real world vehicles between 1900 and 2020. You may have to fidget with some of the other sliders to get the exact HP/Torque/RPM Fuel economy data, but most real engines can be mimicked.
And I sure am glad you did. It's already a learning curve if you aren't into engines before playing the game. I still just ignore the fact that we have "bore" and "stroke" and move them in tandem, treating the pair as if it was a single "displacement" slider. Since a few real-world engines I looked at had them fairly close to equal, I figured it'll be a good way to go for now.