...does not create a RAF file.
To extract the torque curve from a file, go to the drag strip in single player, and drive down to just before the finish line. LFS won't start outputting data into the RAF until you have crossed the line, so nothing before this point matters. Roll across the line in a medium gear at the lowest speed that won't stall, and then floor the throttle and keep the car straight until you crash into the barrier at the end of the drag strip. If the gearing is perfect, you'll hit the rev limiter just before you crash.
Now, save a replay of this, watch it, and before you cross the finish line, select output RAF data from the menu and enter a file name. Once you have watched yourself reach the rev limiter / crash, you can end the replay, minimise LFS, and open the RAF file in a replay analyser (I've always used F1perfview for this purpose although I don't know if it still works with latest versions of LFS). From here you will need to output the force at the driven wheels, along with engine rpm and throttle, to a text file (csv). This can then be opened in a spreadsheet package. Limit this data to only the region where throttle is 1.0, and perform a little maths* to convert the force at the wheels to engine torque and power.
Also note you will want a setup that uses maximum tyre pressures and, where applicable, minimum downforce. This will minimse the effect of rolling resistance on the results.
*See
here for some old examples. IIRC, you need to sum the forces, divide by the wheel radius, divide by the combined gear ratio (individual gear ratio multiplied by final drive), and then divide by drivetrain efficiency, to obtain engine torque.
If somebody creates these, please post them, and I can then include the revised curves in the next release of VHPA. It's tedious and time consuming to repeat this process 20 times, hence I haven't got around to doing it yet.