Just sent you a forum PM with the save (my username is different, but for verification I sent it Mon Jul 01, 2024 19:27 CEST)
Thanks, I've found it! :-)
I have a lot of mods loaded for that save, so autodrive might just be incompatible with one or a few. Anyway, the dependencies tab should allow you to list conflicting mods.
Yep, >300 mods really is "a lot of mods", but I've found the culprit! Schall Tank Woodcutting will destroy trees if they suffer impact damage from an entity based on a "car" prototype.
Usually, Autodrive will be first to get events, so if a vehicle hurts a tree without killing it, Autodrive will let the vehicle bounce. However, if Schall Transport Group also is active, Schall Tank Woodcutting will get the event first and destroy the damaged tree.
Now, for each crash there are several events that may (or may not) be raised: A damaging B, B damaging A, A damaging A, and B damaging B. If Tank Woodcutting is loaded first, Autodrive won't get an event for the damaged tree (it has already been destroyed). However, it will get the event for the vehicle taking damage from the tree -- but as the tree isn't there anymore, event.cause is nil and therefore we get the crash.
Unfortunately, Schallfalke hasn't been on the forum or updated his mods for over a year. I've sent him a PM, but I guess there won't be any reply soon, if ever. The best I can do is add a check to my event handler so that I won't try to run the bouncing code if there is no event.cause. However, this means the vehicle will get the vanilla behavior and come to a full stop as soon as it has crashed with a tree. (This could also happen with rocks, depending on a setting of Schall Tank Woodcutting.)
As a temporary fix until I'm ready to release the next version, you can add "? autodrive"
to the dependencies of Schall Tank Woodcutting (just edit its info.json), so Autodrive will always be loaded first and get the event before the other mod can destroy the damaged entity.