For example if I have an engine and a race ECU which has a higher rev limit, the engine will be magically stronger. It'd be nice to separate them as you could have valve upgrades that increase damage threshold
We have that already. MaxRPM is what controls the damage, rev limiter or natural torque dropoff control the actual max reachable rpm.
I mean, if I increase the max RPM using a different part, it increases the RPM where damage starts to occur. It would be nice to have them separate, so for example a base engine with 6K rev limit with 7K rev damage could be increased to 6.5K rev limit as a part. But still damage at the same point.
As I said above, just don't change the max rpm then. You can adjust the rev limiter and torque curves independently.
I tihnk what he means is that the ECU in the game decides when the damage start instead of the engine and the revolutions. If he gets an ECU to go past the stock Rev limiter but inside the new revlimiter the engine wont get damaged.
That already happens though. If you put a maxed out race ECU on a stock engine, it'll destroy its valves before it can reach the limiter most of the time.
I was thinking of different values for fuel cutoff and engine damage. But then diamondback mentioned an old trick that I forgot about, simply setting the torque beyond your "fake" limit to 0. Then the revs don't go any further, yet there is still more (so over-revving doesn't damage it, until you reach the "maxRPM")
maxRPM = rpm after which damage occurs. revLimiterRPM = rpm that rev limiter comes in. revLimiterRPM does not affect damage points at all.