A dyno & tuning workbench for Forza Horizon 6 car data.
DynoLab can work two ways: edit a decrypted database file offline, or read and write the live running game directly. In offline mode DynoLab does no decryption or re-encryption β decrypt and re-encrypt gamedbRC.slt with this tool -> https://github.com/DVS-code/Forza-Crypto-Tool
Pick a mode on the launch screen:
- Download
FH6 DynoLab.exefrom the latest release (or run the installer). - Click Offline (file) and pick your decrypted
gamedbRC.slt. - Pick a car, choose a card, edit, and hit Confirm Edit to save.
- Re-encrypt the database with your crypto tool.
- Wait for patcher.
- Start Forza Horizon 6.
- Launch DynoLab and click Runtime (live game) β it reads the database straight out of the running game (no decrypt/encrypt needed).
- Edit as normal, then hit β¬ Push to game to apply your changes to the live game instantly.
Edits only save when you press Confirm. Leaving a card without confirming discards the changes.
DynoLab writes a timestamped backup next to your database the moment you load it, before any edit β if something goes wrong, rename it back.
Once a database is loaded, click Load ProfileData⦠and pick your decrypted ProfileData file. DynoLab then knows what each car actually has fitted:
- the Engine Parts card shows the engine your car really runs (including engine swaps) and marks each part's fitted tier
- edits target the tier that's actually installed β editing a higher tier you don't own does nothing in game
- a live current β projected readout shows what the car makes now and what it'll make after you save
Your save is only ever read, never written. Edits always go to the gamedb.
Power
- Engine Parts β set each upgrade tier's torque value directly, per part, with a live power projection. One click sets every part the engine has. Each row shows the real column being written (
TorqueScale, butMaxScalefor turbos,MaxScaleScalefor intercoolers,RedlineRPMScalefor superchargers) - Tuning (dyno) β engine build with per-part tiers, power multiplier, live dyno graph, and a + tier button to add a brand-new upgrade level to any engine part
- Engine Swapper β swap in any of 647 engines (presets or any car's engine) with exhaust sound preview
- Boost Tuning β turbo/supercharger peak-boost scale, off-boost floor, and high-RPM taper
Handling & chassis
- Suspension β ride height, springs, damping, camber, anti-roll bars (with mβin)
- Tires β width, aspect, wheel size, compound, pressure, traction (mmβin)
- Weight & Balance β curb weight, front/rear bias, live power-to-weight
- Brakes β front/rear brake strength & balance
- Aero / Downforce β downforce & drag scale with top-speed tradeoff
- Grip & Assists β surface traction and lateral/longitudinal grip scalars
Drivetrain
- Transmission β edit gear ratios, final drive, shift time, live speed-per-gear + shift points, or swap in any gearbox (Swap tab) by DrivetrainID
- Differential β LSD accel/decel lock (front/rear/center) and AWD power split
- Clutch β friction and engage/release timing
- Drivetrain β convert FWD / RWD / AWD
Catalog & character
- PI & Class β set performance index and car class
- Catalog & Rarity β cost, rarity, autoshow visibility, speed limiter
- Engine Character β backfire, fuel tank, rotary/diesel flags, sound preview
- Electric Motor β EV power multiplier, redline and battery, with a live motor dyno
- π€ Garage β with a ProfileData save loaded, see what every owned car really is: the engine equipped after any swap, each part's real tier, the multiplier chain, and current-vs-stock power and PI. Read-only.
- Share β export the loaded database for a friend, or hit Record Edits to capture everything you change as a portable
.dynopreset.json. Presets are row-level patches, so they apply to someone else's database too. Preview a preset before applying it.
- All dyno math is derived from real game data and cross-checked against the game's own stats.
- Offline edits are non-destructive and written only to the database file you load. Back up your database before editing β DynoLab also does this automatically.
- Engine exhaust sounds are bundled in the app, so the βΆ preview works with no game files present. When a decrypted DB sits next to the real game audio, the exact per-car clip is used.
- Engine swaps never touch the car's factory engine row. A swap is written as a selectable option, exactly as the game expects, and every upgrade card then re-points at the swapped-in engine β so the tiers you see and edit are the ones that engine actually uses.
- Some engines are shared between cars β editing engine character affects every car using that engine (the count is shown in-app before you edit). All other edits are scoped to per-car / per-engine / per-drivetrain rows so they don't bleed between cars.
- Power projections are estimates. They're calibrated against the game's own cached figures (median error under 0.1%), but the game recalculates on load β verify in game. Cars the model can't predict reliably are flagged rather than shown as fact.
- Runtime (live game) mode is Windows-only and version-specific. It finds the game's live database by memory signature for the current FH6 build; if the game updates it fails cleanly rather than corrupting anything. May require running as administrator, and injects into the game process (avoid on online / anti-cheat-sensitive play).