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Vehicle part wear calculation – feedback needed #125

@MathiasHun

Description

@MathiasHun

I’d like to ask for community feedback regarding how vehicle part wear should be calculated in Real Vehicle Breakdowns.

Currently, part wear is affected by the in-game time scale:

Higher time scale = faster part wear

Leaving the engine running while fast-forwarding time can cause very fast failures

This behavior is intentional, but it has caused frustration on some multiplayer servers.

I’m considering adjusting or redesigning this system and would like your opinion.

Which option do you prefer?

Option A – Time scale based (current behavior)

Part wear is affected by the in-game time scale

Fast-forwarding time increases wear

Engine running + time skip can cause rapid failures
👍 React with 👍 if you prefer this option

Option B – Operating hours based

Part wear increases only while the engine is running

Time scale does not affect part wear

More multiplayer-friendly
❤️ React with ❤️ if you prefer this option

Feel free to comment with your experience, especially if you play on a dedicated server.

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