The collision volume needs to be an enclosed volume, e.g. a cube or cuboid. If the volume is not totally enclosed then collision leaks out from the missing face(s) to infinity in that direction and so yes, it will cause all sorts of weirdness and CTDs.
(In principle, I think that strictly speaking you don't need tops and bottoms on collision volumes unless you want to be able to drive on top of the object or go underneath it while still being able to collide with it from some other direction, but even so, it is probably safest to totally enclose the collison volume if at all possible).
From memory when defining collision volumes you also need to simultaneously select all polygons that are part of that volume in one go to make that single volume, since you can also have several separate collsion volumes within a single larger object, but each individial collision volume must always be enclosed. For example, a banner or a bridge object might have a pillar on each side of the road which would each be a separate collision volume and another part spanning between these pillars, which might or might not require collision depending on how likely it is that someone might interact with the bit that you drive underneath. If you do drive underneath it but might also be able to drive on top of it as well, then the bit you can drive on top of would have to be fully enclosed; if you will never access that part then it does not require collsiion and so the parts you could "hit" would only be the two pillars.
(My point here is that in all cases you don't just individually select each polygon and add collision to that, making a load of separate pieces, you need to select all of the "walls" and ideally the top and the bottom too which make up that enclosed "box" all in one go in order to enclose that volume).
The other important point here if you are using polygons in your visible object which face in two directions at the same location, as you might do if the polygons are partially transparent so that you can see both inside and outside of the "cube", is that you have to select all of, but also only, the polygons which are facing outwards when making the collision volume. Polygons which face "inwards" into the cube would have their collision on the outside of the volume and you would again have the same problem as you are seeing by not enclosing the volume correctly.
Collision volumes are something of a pain to get your head around, and depending on the sturcture of the track, where possible if you could try to stick your object behind a solid track wall (which could be made invisible, but solid) such that the object is not accessible and then these sorts of problems can be avoided. If that is not possible, then you do need to bite the bullet and make the collision work though.
Let me know if that makes sense, and if not I can probably find an example object with collision that might help to explain better.
Rob
Edited by Border Reiver, 08 June 2022 - 06:37 PM.