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I think to delete those wheels in qc in "$jointconstrain" line and rotate wheels using "advanced bone tool" but hanks for answer and help
It's been a long time since I've encountered or had to fix that issue, but from what I can remember it's to do with the model's weight and the size of the body physbox in relation to the wheels. I'd suggest just trying to play around with the weight settings and the size vehicle's physboxes.
This might be some help to you, it's the physics settings I use for most of my vehicles.
$concave
$maxconvexpieces 30
$mass 500.0
$inertia 10.00
$damping 0.01
$rotdamping 1.50
Insert all that after the $collisionjoints line and before the $rootbone line. I don't know for sure if it'll fix your problem, but it might help.
If you pick up the car, wheel looks like in movie "Back to the future": http://www.telegraph.co.uk/content/dam/film/backtothefuture/backtofuture-large.jpg
You might want to check to make sure the weight of the ragdoll isn't too high. If it is, the individual parts will be so heavy that they'll just overwhelm the constraints and flop around as if you hadn't set any.
en relly cool