"only when they disagree"...thats sorta like 99% of the time in fast action paced games...
Yes...
The problem is that I do not have a server who holds a state, the server only keeps track of participants in the game and relays messages.
My idea of collison detection is to let the client who has the object (car) locally decide if there is a collison or not.
Somehow I will try to make it beleivable in the gameplay, one idea I have is to make the bounding shape used for collision detection somewhat smaller than the sprite, thus a "near hit" will be more beleivable as a hit for the part who did not perceive a collision.
This approach means that each client is authorative over its local objects and acts a server for them, whereas it will not perform collison detection for objects residing on other nodes.