"Carmageddon: Reincarnation" had even more advanced physics engine, although game ran a bit slow, so later iteration - "Carmageddon: Max Damage" used less detailed physics engine, suitable for consoles.
I do wish there was a way to set up physics demonstrations, in all the games, for comparison with other engines. Certainly, the common boxes-made-of-jelly issue [2] is something I'm sure you wouldn't see from Carmageddon, though you'd probably see devastating performance issues with that same test.
Carmageddon 2 did notably lack (as far as I could tell) simulations of aerofoils and other surface dynamics and their effects on handling; cars seemed to be modelled as near-blocks as far as drag was concerned.
[1] https://steamcommunity.com/app/249380/discussions/0/34378855...
[2] https://kripken.github.io/box2d.js/demo/webgl/box2d.html