In private multiplayer cars frequently happen to have the ghost effect applied and collision temporarily disabled, despite ghost effect setting being disabled in the menu. This also happens when my own car points/drives in the wrong direction after spinning around.
For me and a friend this Issue has been happening on both Xbox and PC ever since (pre-)release and has carried over through all patches.
I was in a private multiplayer session last night as part of an online league race. Everyone had good connection and service for the race. The problem is, there was two drivers who wouldn’t notice contact. As in an issue where someone could even attempt to pit maneuver them, no reaction at all. Almost as if the was no contact on the other end of the screen. Every driver attempted not under race conditions and as a test to see if the issue was specific to certain people or not to spin them out. No such situation occurred. We lived with it and the race went relatively smooth. But does anyone know of a way to fix this? Or is this something from time to time we will have to live with?
When changing lobby settings to a race setting (8 lap practice or 4 lap Qualifying to a 50-100 lap race Ex.) you will have a contact issue. ghosting through cars or partial contact 1/2 in 1/2 out with a considerable amount of the players. this will also cause it to act like the whole field is ghosted meaning the draft wont work as well. This came to pass with the last update 13 and is still here with 14. add more context. we are running only car pass cars the TA1 cars and we have noticed it became only an issue with the tracks that have been coming with the updates and not ones that were there day 1 of launch
Bug Info: Collisions stops working in private lobbies.
Platform: Any platform
Content Update: The one that introduced Sunset Peninsula.
Basically, As of right now there seems to be an rather large bug in privat lobbies that causes all collisions to desync between players, Similar to how the invisible car bug worked last year, However this time around instead of the car being invisible the car is fully visible and it’s causing chaos in private lobbies.
Update 1: Still happening after the BMW update. As showcased on this link. This was on the day of the update. This seriously needs to start being looked into.
As of right now this is happening in retail FM, I got no idea why or how it’s happening and if anyone else is experiencing the same problem as we are experiencing here. Could it be host related? we don’t know we have not tested.
If there is any questions needed, Please do let me know.
Seems to be getting worse too. We only experienced it in our league a few times after the Sunset Peninsula update, usually while changing track variants in the same session, or if people joined during a race in progress and joined in for the next race. Since the November update, we have had this happen in at least 1 of our 2 weekly race nights per week.
We have experienced 3 variants of it:
Some cars have no collisions at all. Cars will drive right through each other with no impact for either car, and cars with the issue will provide no draft to each other.
Some cars will only have collisions on one side. Player A will see themselves drive through Player B with no impact, Player B will see themselves get rammed by Player A.
One car will be essentially invincible/unstoppable, it can push cars out of the way with no controller vibration for impacts and no loss of speed.
The 3rd one also seems to be happening in public lobbies, so I’m not sure if the other 2 can happen in public lobbies as well.
We thought we found a workaround, loading into an entirely different circuit and reloading back to the track we are actually going to run, and this appeared to fix it several times, but a few times it did not fix it and we ended up having to make an entirely new lobby.
Might be good to have them merged. an the votes pooled together.
It happens on all tracks but yes our group has experienced it happening on “new” tracks more often than base game tracks. It seems like it has gotten worse since the November update, as our group runs 2 race nights per week and have had the issue during at least 1 of the 2 race nights every week since the November update.
Yeah, pretty much the same issue on our end. We have not tried the other method you mentioned of switching tracks and back. Will have to try it out and see if it fixes it.
We can confirm that this issue is still present. We could narrow down how this issue can be provoked:
If you do races on the same track over and over again this issue won’t occur
In the first moment you change the track this issue occurs, it’s rather advisable to open a completely new lobby.
The issuce only occurs when you have race withouth practice session. As soon as you use a practice that either manually or after a time period starts the race the issue does not come up again
I must change what I wrote lately. This issue now also occurs when you DONT change the track; and there is a probability that the issue doesn’t occur even when you change the track.
I just responded to a ticket I initially raised in May 2024, explaining that the issue remains unresolved. However, the ticket was closed again just minutes after being reopened.
Yeah, that’s how Turn 10 does ist. Closing ticket, redirecting to an other open issue, then completely forgetting about it. That’s how I never worked in IT. In FM7 they closed my ticket with the broken telemetry and they never fixed it sadly.
The last couple of sessions I’ve hosted always had one player that didn’t have collisions with others, but others could collide with them. The player this was happening to changed from race to race.
It happened in races, practice and meetups.