Hover Car’s Suspension Doesn’t Work on Voxel Terrain

I made a hover car using this tutorial. In summary, it casts 4 linetraces from the body of the car’s mesh towards the ground and applies forces to the mesh based on the distance between the mesh and the hit object. It esentially mimics a cars suspension. This works pretty well on terrain that has curves since the spring gets gradually compressed over time. But on cubic voxel terrain, the suspension becomes compressed immediately when moving from a lower voxel to a higher one. This causes too much force to be applied in too short of a time frame which tends to destabilize the car. Are there any known methods for dealing with this problem?