Boxcast extends forward before i hit an object

Im making a traffic simulator, when i drive my car (which i dont use rigidbody physics to move) and go really fast and try to collide with the npc car in-front of me (i have a box collider thats a trigger) my BoxCast extends a bit forward right when im behind the npc car and prevents me from hitting it. Is this normal behaviour? If it is can i turn it off.
I have Screenshots:
This is when i tried to collide with the npc car i was going really fast, You can see how boxcast extented meter right when i tried to hit npc, in a normal scenario when im going fast it doesnt go that far in front

    private void RaycastForCollision()
    {
        RaycastHit hit;
        Vector3 rayOrigin = transform.position + new Vector3(0, 0.5f, 0); // Start ray slightly above the center of the car to avoid ground collisions
        Vector3 rayDirection = transform.forward;

        Vector3 boxCenter = transform.position+new Vector3(0,boxCenterAdjustment,0);// + transform.forward * (carHeight / 2);
        Vector3 boxHalfExtents = new Vector3(transform.localScale.x+adjustHitboxWidth, carHeight / 2, transform.localScale.z *2+adjustHitboxLength);
        Quaternion boxOrientation = transform.rotation;
        Vector3 castDirection = transform.forward;
        moveDistance = Mathf.Max((currentSpeed * Time.deltaTime), minmovedistance); // Ensure minimum distance to avoid zero-distance cast
        
        Debug.DrawRay(boxCenter, castDirection * rayDistance, Color.red);

        
        //canmove=!Physics.BoxCast(boxCenter, boxHalfExtents, castDirection, boxOrientation,moveDistance);
        
        bool forwardHit = Physics.BoxCast(boxCenter, boxHalfExtents, transform.forward, out RaycastHit forwardHitInfo, boxOrientation, moveDistance);
        //canmove = !(forwardHit || leftHit || rightHit || upHit||backwardHit );
        canmove = !(forwardHit);
        if (forwardHit)
        {
            //HandleCollision(forwardHitInfo.normal);
        }

        Box.DrawBoxCastBox(boxCenter, boxHalfExtents, boxOrientation, castDirection, moveDistance, Color.red);
    }