Build 0.C.2962 Experimental, Commit df6647a
The current car collision physics work well enough at low speeds. However, they start getting a little wonky as you start going faster; damage to the car seems to scale wildly disproportionately when it hits a solid enough terrain obstacle, like the wall of a building. If you hit (or exceed) 250mph, that tends to be enough to cause any car (regardless of armor) to be destroyed. And I tested this; I plowed a Sports Car, a Military Cargo Truck, and a Road Roller into buildings at 300mph, and all instantly disintegrated into a fine metal vapor on impact, usually leaving behind only one-to-three tiles of grey-damage frame (and a lot of scrap, obviously). Where it gets really interesting, though, is this: In all cases except the Road Roller, the vehicle was brought to an instantaneous stop upon impact with the wall (the single tile of road roller kept going until it hit the wall on the opposite side of the room). Furthermore, it only caused minor damage to the building, only destroying the walls that were directly struck and leaving the rest intact. Finally, and most bizarrely, the annihilation of the vehicle was so complete that it broke physics and left all of the test drivers completely unharmed from both the impact and the absurdly-sudden deceleration from 300mph to 0. Apparently if the seat gets vaporized, the code that damages the occupant doesn’t get called or doesn’t recognize the driver as an occupant anymore.
Finally, this collision weirdness doesn’t apply to vehicles or creatures, who seem to react normally to the absurdly-high-speed collisions. The real glitchiness, I suppose, is mostly regarding how a driver can survive such impacts with nary a scratch, but it also seems odd to me that a single modern house wall can bring a 12 ton vehicle doing 300 mph to a dead stop.