My first thought was, “let’s clarify the description”… there’s no description, doh.
I think this is a big part of the issue here, some people are thinking tiny little shrub no bigger than 3’ across or so that they expect to be crushed by the car wheels or just ridden over, and some people are thinking mammoth hedges that could slow the advance of a blitzkreig*.
Now there definitely IS a problem when a 10-ton military cargo truck or something can’t make headway from a standing start against a single bush square.
How it works is it calculates damage on both sides based on velocity, and if it doesn’t smash the obstacle, it auto-stops the vehicle. So momentum is ignored. The reason for this is to try and preserve the condition where you can’t drive over/through obstacles. If we took this check out, you’d be able to drive “over” some obstacles without destroying them, but they’d smash other components as you drove over them, and if they DID stop you without being destroyed, you could be completely stuck since there’d be no way to clear the obstacle. Obviously this makes sense for some obstacles, but not others, you definitely can’t drive over a wall without smashing it for example, but a bush is more arguable that if you have enough torque and traction, you could push right through it, but still perhaps not destroy it.
I’m not totally sure what to do about this, this is definitely the source of the issue, but just removing it will lead to some very bad outcomes, like bicycles probably getting permanently stuck in bushes a lot instead of just being stopped when hitting a bush, and it sometimes happening to cars as well…
Here we go! If you hit an obstacle and it doesn’t break, it reruns the impact until the obstacle breaks or the vehicle runs out of momentum. (I think I’m adopting the suggestion that someone made a while back, sorry, can’t remember who.) This way vehicles with low momentum get stopped as appropriate, and vehicles with a lot of momentum keep smashing through. I’m not totally happy with this as a simulationist thing, but I think it’ll address the matter at hand without rewriting huge swaths of the collision code.
Side note: No matter how tough or large, monsters never auto-stop vehicles on collision, though they can erode your momentum enough to force you to stop.
*Is that a godwin? I’m really not sure