It would be really nice to include these features. Intercooler damage causes air to leak out, reducing a lot of boost pressure. Oil cooler damage causes engine oil drain and eventual engine lock up even not overheating.
So far devs have an issue with this because of the consequence of particle physics, the actual oil coming out of the engine and leaking on the surface(s). Hence why an official fire truck also never came about yet
The Torque3D engine on which BeamNG is based is quite limited concerning particle collision although it CAN be done (I've seen some decent particle collisions on T3D posted on YouTube), but I think the problem is rather computing capacity. Aside from the visual aspects it all can be done fairly easily imo, leak rates and their effects (fuel) are already a part of the game's code.
That's actually already kinda a thing. On the FCV platform (which is the the only car using that feature at the moment), damaging any of the turbo relevant components will affect the how much boost reaches the engine.
Well, this thread was created on May 15, 2019. Also IIRC FCV is currently the only platform to get a wreckfest-ish engine "intermittent power" after damage (flywheel torque goes random number). More information The particle effect is not required(but particles do look better than without particle). It's possible to use an "internal calculation" of the oil quantity via a "full oil quantity" and "minimum oil quantity". When oil cooler gets damaged, oil leaks. When the current oil is below the "minimum" engine friction goes up. This will make engine w/ oil cooler more fragile than engine w/o oil cooler, and have to be taken into consideration when modifying a vehicle. If you note the Engine Thermal Debug, you will notice that vehicle(s) with higher coolant quantity will lose coolant efficiency slower at a giver coolant leak rate.