Quick answer: Reduce restitution between cars, cap the maximum lateral impulse from car contacts, and optionally blend toward equal effective mass so contact nudges rather than launches.

Arcade and even sim-leaning racers feel terrible when a tap sends you into the wall. Damping car-to-car impulses and capping the knock keeps contact present but recoverable.

How to fix it

1. Lower car-to-car restitution

Set a low bounce/restitution for vehicle-vs-vehicle contacts so collisions absorb energy instead of springing cars apart violently.

2. Clamp the contact impulse

Cap the maximum lateral impulse applied from a car collision per contact, so a high-speed clip nudges the car aside rather than catapulting it off the track.

3. Normalize effective mass

For arcade feel, treat colliding cars as closer in effective mass so a heavier AI car cannot bulldoze a lighter player, keeping racing close and fair.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.