Code:
ENTITY* car;
var camerapanmodifier = 0;
void tireUpdate(const NewtonJoint* vehicle)
{
	int tireId;
	float m[16];
	ENTITY* tireModel;
	for (tireId = NewtonVehicleGetFirstTireID (vehicle); tireId!=NULL; tireId = NewtonVehicleGetNextTireID (vehicle, tireId)) 
	{
		tireModel = NewtonVehicleGetTireUserData (vehicle, tireId);
		NewtonVehicleGetTireMatrix( vehicle,tireId, m);
		ent_setmatrix_rb(tireModel,m);
	}
}



action Visual_Car(){
	while(car!=NULL){
		vec_set(my.x,car.x);
		vec_set(my.pan,car.pan);
		wait(1);
	}
}

action Newton_Car()
{
	car = me;
	set(my,INVISIBLE);//hide the physical proxy

	while(!newton_running){wait(1);}
	
	NewtonBody* car_body=newton_addentity(me, 100, NEWTON_CONVEXHULL, onforceandtorque);
	NewtonBodySetAutoFreeze( car_body, 0);
	NewtonBodySetLinearDamping(car_body,0.03);
	ent_create("kasa1.mdl",nullvector,Visual_Car);//car model


	float upDirection[] = {0.0, 0.0, 1.0};
	NewtonJoint* car_joint = NewtonConstraintCreateVehicle(nworld, upDirection[0], car_body);
	NewtonVehicleSetTireCallback(car_joint, tireUpdate); 
	
	int tireMass = 10;
	float suspensionLength = 0.1;
	float suspensionSpring =3000.0;
	float suspensionShock = 10.0;
	float wheelradius = 0.5;
	float tirePin[] = {0.0, 1.0, 0.0};
	

	
	D3DXMATRIX tire_offset;
	VECTOR tirepos;
	
	
	vec_for_bone(tirepos,me,"osol");//f left
	vec_sub(tirepos,my.x);
	D3DXMatrixTranslation(&tire_offset, tirepos.x * QUANTTOMETER,tirepos.y * QUANTTOMETER,tirepos.z * QUANTTOMETER);												
	NewtonVehicleAddTire(car_joint, &tire_offset, tirePin[0], tireMass, wheelradius, wheelradius, suspensionShock,suspensionSpring,suspensionLength, ent_create("teker1.mdl",nullvector,NULL), 0);
	
	
	vec_for_bone(tirepos,me,"osag");//f right
	vec_sub(tirepos,my.x);
	D3DXMatrixTranslation(&tire_offset, tirepos.x * QUANTTOMETER,tirepos.y * QUANTTOMETER,tirepos.z * QUANTTOMETER);		
	NewtonVehicleAddTire(car_joint, &tire_offset, tirePin[0], tireMass, wheelradius, wheelradius, suspensionShock,suspensionSpring,suspensionLength, ent_create("teker1.mdl",nullvector,NULL), 1);
	
	vec_for_bone(tirepos,me,"asol");//r left
	vec_sub(tirepos,my.x);
	D3DXMatrixTranslation(&tire_offset, tirepos.x * QUANTTOMETER,tirepos.y * QUANTTOMETER,tirepos.z * QUANTTOMETER);		
	NewtonVehicleAddTire(car_joint, &tire_offset, tirePin[0], tireMass, wheelradius, wheelradius, suspensionShock,suspensionSpring,suspensionLength, ent_create("teker1.mdl",nullvector,NULL), 2);
	
	vec_for_bone(tirepos,me,"asag");//r left
	vec_sub(tirepos,my.x);
	D3DXMatrixTranslation(&tire_offset, tirepos.x * QUANTTOMETER,tirepos.y * QUANTTOMETER,tirepos.z * QUANTTOMETER);		
	NewtonVehicleAddTire(car_joint, &tire_offset, tirePin[0], tireMass, wheelradius, wheelradius, suspensionShock,suspensionSpring,suspensionLength, ent_create("teker1.mdl",nullvector,NULL), 3);
	
	
	while(1){
		wait(1);
		camera.pan = my.pan + camerapanmodifier;
		camerapanmodifier += mouse_force.x*time_step*10;
		camera.x = my.x - 700*cosv(camera.pan);
		camera.y = my.y - sinv(camera.pan)*700;
		camera.z = my.z + 200;
		camera.tilt =-15;
	}
}


my car setup (both works with your and ventilator's wrapper.both same result)

and this is the ent_create i use

ent_create("kasa1fiz.mdl",vector(100,0,350),Newton_Car);//create car

i use diffrent models for visual and physical models:
car,physics proxy and tire models:
http://rapidshare.com/files/197359812/carmodelparts.zip.html


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