New dgp version (v84) is ready.
As I didn't quite like the wear in pitstop6(dg), I've changed it a bit. It is now also dependent on the contact patch temperatures.
In any case, it is more dependent on the driving style than in v812. You can see this, for example, if you do a v-turn in dgp812 and in dgp84.
One more hint: In dgp84 there are no longer different wear strengths - the tyres behave the same in every mode (I had actually introduced the different strengths so that the wear sceptics have the opportunity to drive without really noticeable tyre wear. Unfortunately, people are too dogmatic to understand this).
So it doesn't matter which mode you run the server, Andrè.
Q about variable repairs: is it possible to show damage values in pribluda?
I worry about not knowing the exact carstatus. It could be dangerous when pushing it to the limits while racing.
What do you think?
Very good question...
I know it's going to be pretty stressful. Apart from the more or less defective car, the tyres can also be worn or dirty, which is not always easy to distinguish.
My recommendation is to pay attention to the tyre values in Pribluda.
It is almost impossible to display the damage values. If I could do it with reasonable effort, I would. But it's too complex. Maybe I would try it if we'll be 18 instead of 8 drivers here...
To get a feeling for when it makes sense to repair twice, you can, for example, produce damage in training mode and then press ShiftR and test, press ShiftR again, test, etc. I have therefore removed the "dirt gear" and engine failure penalties in training mode.
But it will remain a bit like in real life. You have to make a decision and you don't know for sure if it's the best one. You've already seen that in real races: Driver drives into the pits, a small emergency repair is made, but on the next lap he comes back into the pits because it didn't really work...
You can find the link to the new dgp version 84 in the dirtgear thread in the first post.
BR Olaf