Skip to content

Folders and files

NameName
Last commit message
Last commit date

Latest commit

Β 

History

7 Commits
Β 
Β 

Repository files navigation

FH6 DynoLab

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

How to use

Pick a mode on the launch screen:

πŸ“„ Offline (file)

  1. Download FH6 DynoLab.exe from the latest release (or run the installer).
  2. Click Offline (file) and pick your decrypted gamedbRC.slt.
  3. Pick a car, choose a card, edit, and hit Confirm Edit to save.
  4. Re-encrypt the database with your crypto tool.
  5. Wait for patcher.

⚑ Runtime (live game)

  1. Start Forza Horizon 6.
  2. Launch DynoLab and click Runtime (live game) β€” it reads the database straight out of the running game (no decrypt/encrypt needed).
  3. Edit as normal, then hit ⬆ 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.

πŸ‘€ Load your save (optional, recommended)

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.

Cards

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, but MaxScale for turbos, MaxScaleScale for intercoolers, RedlineRPMScale for 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 mβ†’in)
  • Tires β€” width, aspect, wheel size, compound, pressure, traction (mm↔in)
  • 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

Garage & sharing

  • πŸ‘€ 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.

Notes

  • 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 β–Ά 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).

About

No description, website, or topics provided.

Resources

Stars

2 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors