SOLVED New weird turbo problem both for me and AI - extreme boost levels

ThomasJohansen

Registered
When closing in on an opponent the turbo boost rise to crazy levels, like 200-300 bar boost even when the car is set to 1.5bar.

It also happens when an AI car drives behind another AI.

Any ideas of what could be going on here?

In the video.
first I'm right behind an AI and the turbo goes wild.
when I drive through the pit you can see in the distance that it also happens for the AI vs AI. (0:44)
after it all is clear the turbo goes back to normal boost levels, and can drive a full lap without problems.

In the end when driving behind an AI again my engine blows up because of extreme boost.

I have had these problems for a couple of weeks now and cant find the root to the problem.
I only discovered this because I added AI to test them.
tried all kind of changes to the turbo.

 
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That is a good guess, I know I have made minor adjustments in that, so will try to revert to old settings from a backup spreadsheet. thx for your input.
 
@mantasisg you were right it was the ramdraftmultipler.

I had it on 6000 and not 6.000

I actually spend almost an hour comparing old vs current spreadsheet and first thing I looked at was ramdraftmultipler but didnt caught it first up.

probably because here in denmark we use "." as thousand separator so it looked normal to my eyes, even thou I know the whole spreadsheet works this way.
 
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Yes indeed, in some instances 6.000 means 6000, why would you have those two additional zeroes anyway, it would be enough to have "6.0" LOL

I did try to reproduce the issue, but I couldn't. I might only tried 60 value, or maybe the rest of my engine file prevented from getting boost rocket up while in draft.

And that overlay is indeed pretty kool, did you make it ? Maybe you could somehow hack the hp into it by using: HP = (Torque Nm * RPM)/7121 ?
 
AI helped:
To calculate Horsepower (HP) from RPM and Torque (in lb-ft), use the formula:
HP = (Torque × RPM) / 5252, where 5252 is a conversion constant that accounts for units; this formula gives you the engine's power output at a specific RPM. For metric units (Newton-meters), the divisor changes to approximately 7127
 
Here with calculated HP

I dont know why torque is not exactly identical to moddev values.
And thats probably why calculated HP is not identical too.
Torque is enginetorque "rawgamedata output" from rf2
Also attached updated overlay.

vlcsnap-2026-01-07-18h46m53s879.png
 

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I think the ingame Mod Dev values keeps some values static. For example, if you have a normally aspirated engine, the Mod Dev numbers do not change on or off throttle. With Turbo and/or hybrid, it will.

I look forward to trying the overlay soon. That should provide a better "known good" number for what exactly is going on.
 
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