Ok here is a new version (v1.2):
LINK
Increased the damaged a bit across the board, Front/Rear Wings, Engine, Suspension & Wheels all a bit easier to damage from the previous patch.
Decreased the aero damage multiplier because I think I went too far there.
Also made a small increase to the heating of the qualifying tires.
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Here is the philosophy I used when changing the damage model (from the original mod):
I wanted to make it easier to stay in the race after small accidents but still have 'punishment' for hitting something. I noticed with the original model it was incredibly easy to lose a wheel, but actually quite hard to puncture a tire or get aero damage.
So this is what I did:
I made it MUCH easier to pick up aero damage in a small accident and I increased the multiplier for aero damage by 6x. This will cost you time on track (seconds per lap) BUT it is easy to fix in the pits.
I made it MUCH easier to get a puncture, obviously this will cost you time but it is easy to fix in the pits and is better then waiting 95 seconds to repair your suspension.
So if you bump into a wall softly you WILL get aero damage and if you hit it at the right angle you WILL get a puncture.
The rest of the car is stronger than before but still MUCH weaker then the standard GTR2 damage model in every aspect. The Front/Rear wing, Engine, Suspension, Wheels all are stronger then the original but far weaker than the standard GTR2 model.
The reason for fixing the Renault overheat was because it would overheat on FULL radiator with an ambient temp of 20C and the way that engine develops it's power if you have to short-shift then you will be way off the pace. It still runs very hot on full rad, hotter then any other car but should be ok until the ambient temp gets hotter. If you get stuck in a sand trap in the Renault then you are in big trouble!
And the reason for removing the variable engine life is to stop all the popping in and out on the grid. It also makes it feasible to turn on 'Time Scaled Failures' in the GTR2 options if desired.