Quick answer: Load the new vehicle's full parameter set on switch (mass, drag, control mappings, physics mode) and reset any per-vehicle state, so each vehicle type behaves according to its own profile.
After switching from a car to a boat, the boat still has car grip and car controls. Applying the complete handling profile for the active vehicle type on every switch fixes the carried-over feel.
How to fix it
1. Store handling as per-vehicle data
Keep each vehicle type's mass, drag, control curves, and physics mode in a data asset, so switching is a matter of loading the right profile rather than mutating shared fields.
2. Apply the full profile on switch
When switching, overwrite every relevant physics and input parameter from the new profile and remap controls to that vehicle's scheme, leaving nothing from the old vehicle.
3. Reset transient state
Zero velocity, clear boost/drift/fuel state as appropriate, and reposition the new vehicle correctly, so leftover momentum or meters from the previous vehicle do not carry over.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.