CarX Builder Optimizer | how it's evolved since launch (and my first Ko-fi donation)
▲ 7 r/CarXStreetPC+1 crossposts

CarX Builder Optimizer | how it's evolved since launch (and my first Ko-fi donation)

https://preview.redd.it/1mqraabq66kh1.png?width=2543&format=png&auto=webp&s=4fcbb3064ab00223784b4c110cbed6864b52d4fe

Hey everyone,

It's been a few months since I first shared CarX Builder Optimizer here and on the Discord, and I wanted to do a quick recap of everything that's changed, because the project has come a long way.

What's changed on the tool side

When I started, it was a pretty basic calculator. Now every module is built on actual physics formulas (Milliken, Pacejka, for those who know their stuff) instead of guesswork.

Differential: proper calculation of accel lock, decel lock, and preload

Suspension: ARB and dampers computed through natural frequency formulas, plus a much better understanding of slider bounds per chassis

Gearbox: ratio optimization to squeeze out more acceleration without killing your top speed

Braking and alignment: same deal, everything's calculated instead of eyeballed

The thing I'm probably most proud of is a dyno curve extractor I built. You feed it a screenshot from the game and it pulls out the power/torque curve automatically. Saves you from manually re-entering dyno data every time.

The moment that actually got to me

This week I got my first Ko-fi donation. Might sound small, but for a solo project built on my free time, it's the first real sign that what I'm building actually matters to some of you. Whoever sent that, thank you, it means a lot and it's genuinely motivating.

What's next

Still digging into the game's physics (slider bounds, damper behavior, that kind of thing) to make the tool more accurate. Also working on something else I'll share more about soon.

Go try it out

If you haven't checked it out yet: carx-bo.willsprod.fr

Would love any feedback, bug reports, or feature ideas, you're the ones actually shaping where this goes. Drop your favorite setups in the comments too 🔥

reddit.com
u/Grand-Interaction539 — 2 days ago

I finally made the video about CarX Build Optimizer...

Finally got around to finishing it.

After way too many hours tweaking the calculator, reworking the formulas, and recording everything, the full CarX Build Optimizer guide is finally out.

The video explains why each setting matters instead of just telling you what numbers to use. Camber, springs, differential, then a full walkthrough of the optimizer with a short test drive.

If you've ever wondered why a setup feels good on someone else's car but terrible on yours, that's exactly what this video is about.

I'd genuinely appreciate any feedback, especially if you end up trying the optimizer on one of your builds.

👉 https://www.youtube.com/watch?v=MV8luSsxxlI

u/Grand-Interaction539 — 1 month ago

Updated the app - You can now create a build without dyno screenshots

​A player told me that he couldn't screen capture the dyno with his pc. Then i added a checkbox to skip the analysis. The results will be less precise than with a full analysis, but it works !

(Mobile players, that might work for you, if values are the same on mobile, it should work, try it)

https://carx-bo.willsprod.fr/

reddit.com
u/Grand-Interaction539 — 1 month ago

Big update on the CarX Street build calculator (based on your feedback)

Hey everyone. First off, thanks for all the feedback since launch, some of you found bugs I never would have caught on my own (looking at you, console player with the JPEG dyno screenshot lol). Here's what changed since:

The tool finally explains itself. Fair criticism I got a lot: "cool but... what do I put in these fields?" So now every single field has a little "?" bubble that tells you what the value is AND where to find it (in game, or on the internet for stuff like wheelbase). Each form step also shows actual game screenshots pointing at where the values are. Plus there's a full wiki now (/wiki) if you want to understand what the math actually does.

New disciplines: Track, Gymkhana and Drift. Drift was the most requested one. It doesn't just tweak numbers — it changes the whole logic: locked diff (0.9/0.9), stiff front / soft rear, caster and steering angle maxed out, 100% front brake bias so the rear is all yours on the handbrake. Fair warning: touge is the only preset I've personally validated in game for hundreds of km, the new ones are built from real motorsport setup references, so test them and TELL ME what feels off. That's literally how the touge preset got good.

Turbo cars work properly now. Turns out the in-game torque stats don't include boost (the dyno curve does). That was silently wrecking diff and gearbox numbers for turbo builds. There's a turbo pressure field now, the tool corrects everything automatically.

Console screenshots work. The dyno reader used to choke on compressed JPEGs and bright backgrounds. Rewrote a good chunk of the image analysis, it now cross-checks the torque and power curves against each other (physics: power = torque × rpm, they can't disagree) and rebuilds whichever one got misread.

Brake bias isn't stuck anymore. It was showing 64% for basically every car — found the bug, and it's now computed from your actual weight distribution + load transfer. Rear-heavy cars finally get sensible numbers.

Also: the build page got redesigned so it's literally just the values to copy into the game, section by section, in the same order as the tuning menu (everything else is collapsed below). Mobile works properly. Language switch doesn't eat your form anymore.

Small thing: I put a Ko-fi link in there. Zero pressure, everything stays free — it just helps cover the server + the image analysis API.

Keep the feedback coming (there's a bubble button bottom-right in the app, it goes straight to me). Every weird value you report with the build name makes the math better for everyone.

Here is the link for those who missed it: https://carx-bo.willsprod.fr

reddit.com
u/Grand-Interaction539 — 1 month ago

My CarX Street Build Calculator is finally live (Beta) - Looking for feedback!

Hey everyone!

A few days ago I posted a teaser of the build calculator I've been working on, and a lot of you seemed interested.

It's finally online, although I'd call it an early beta rather than a finished product.

Link:
https://carx-bo.willsprod.fr/

A few things to know before you jump in:

  • It's still under active development, so don't expect everything to be perfect yet.
  • You may notice some calculation inconsistencies here and there. If you find anything weird, let me know so I can fix it.
  • There are tooltips on most fields explaining what each setting is used for, so hopefully the form is easy enough to understand.

Right now you can only create Grip and Touge builds. Other disciplines will come later.

You'll need to create a free account before creating builds. The only reason for that is that your builds are private and linked to your account, so nobody else can see or edit them, and you'll always be able to come back and find them later.

I'm genuinely looking for feedback. Whether it's bugs, UI suggestions, missing features, or calculations that don't feel right, I'd really appreciate hearing about it.

Thanks to everyone who showed interest on the teaser post. I hope this tool ends up being useful to the community. 🙂

reddit.com
u/Grand-Interaction539 — 1 month ago
▲ 39 r/u_Grand-Interaction539+2 crossposts

Working on a build calculator for CarX Street 👀

Been working on something for CarX Street over the past few weeks.

It’s basically a build calculator/app that helps you tune gears ratios, differential, springs, dampers… instead of just guessing or copying someone else’s setup.
Still early, but here’s a little preview of the UI.

Would anyone actually use something like this?

u/Grand-Interaction539 — 1 month ago

Joined a random highway lobby in CarX Street… didn’t expect it to turn into this

CarX Street 1.13.0 added Daikoku & Wangan… but most players had no idea how to actually use it.
I didn’t either — until I randomly joined a structured highway lobby that completely changed how I see highway racing in this game.

This isn’t chaos racing or 500km/h memes.
It’s clean Wangan-style racing: drafting, consistency, close battles, and proper tuning discipline.

In this video, I break down my full experience running with the ICON team on Wangan and how to actually build a car that can compete under strict lobby rules.

What you’ll learn / see:

  • What CarX Street 1.13.0 actually changed with Daikoku & Wangan
  • How structured highway lobbies work (1300kg / 454hp rule set)
  • How to tune a car for real Wangan racing (top speed consistency > raw power)
  • Why this feels more like No Hesi / SRP than normal CarX lobbies
  • The difference between random highway chaos vs organized racing

If you’re into CarX Street tuning, highway racing, or Wangan-style builds, this is probably the closest thing to “real highway racing” you’ll find in the game right now.

https://www.youtube.com/watch?v=BmrDjHOpSUg

u/Grand-Interaction539 — 2 months ago