Try to adjust closer to worldscale, based on this collision padding and amount of bullet substeps.
Check constraints, seems something messed up here. Also, PY position initially is under the ground what doesn't help.
What if to play with cloth, set thickness to knot size and add deformed net later. It might be more flexible and faster to work.
football_net_collision_v01.hipnc
Solved by Peter Sanitra @ Redshift Render community facebook group.
Uploading the updated hip file.
So:
1. you have to compute the velocity of points before the boolean, then use a atribute transfer to transfer the velocity from that preboolean to the new boolean geo.
2. go to redshift per object parameters (OBJ level) - Settings - Render and activate Deformation Blur From Velocity Attribute , so you force redshift to compute the motion from your velocity atribute from points.
Done!
I hope my full morning investigation will be usefull for you guys! Keep growing!
mberror_solved.hiplc