The Entity PhVehicleNormalEngineParam sets the torque curve for a vehicle. It’s only used in the vehicle .fpkd archives’ .veh file.
The game appears to use the NVIDIA PhysX engine, which uses the metric unit Newton Meters (nM) for torque values. power in kW at the flywheel can be determined with the following formula.
kW = ((specPointAngularVelocity[n] * specPointTorque[n]) / 9.5488) * 0.001
If horsepower (HP) is the metric you wish to view then use the following formula.
ftLb_torque = specPointTorque[n] * 0.73756
HP = (specPointAngularVelocity[n] * ftLb_torque) / 5252
Where n in either formula is the position of the value in both property arrays.
<property name="specPointAngularVelocity" type="float" container="DynamicArray" arraySize="8">
<value>0</value>
<value>1000</value>
<value>2000</value>
<value>3000</value>
<value>4000</value>
<value>5000</value>
<value>6000</value>
<value>12000</value>
</property>
Sets engine RPM range. Used in conjunction with specPointTorque to determine engine power at each RPM.
<property name="specPointTorque" type="float" container="DynamicArray" arraySize="8">
<value>190</value>
<value>208</value>
<value>230</value>
<value>250</value>
<value>260</value>
<value>220</value>
<value>160</value>
<value>20</value>
</property>
Sets engine torque ranges. Used with specPointAngularVelocity to determine engine power at each RPM.
<property name="specPointBreakTorque" type="float" container="DynamicArray" arraySize="8">
<value>12.5</value>
<value>22.5</value>
<value>37.5</value>
<value>42.5</value>
<value>62.5</value>
<value>75</value>
<value>100</value>
<value>50</value>
</property>
Presumably the amount of engine braking being done to naturally decelerate the vehicle at each RPM, once the throttle is no longer being applied.