the collision points are more often inside the mesh rather than outside (expecially if you have spikes, wings, barrels etc and if you go extremely slow or just rotate staying still). I don't know if fs2 decide when you collide using directly the mesh (althought I've noticed sometimes collision differnces between same models but different convertors), but I don't think it has something to do with FOV.
The only things I can think of, that could be connected with FOV, are how much you see and, maybe, the resolution. For example in xwa iirc if you change resolution the FOV change.