Oh Master, sorry ... inexperience is a very bad thing.

I'll explain what I'm doing since I started a raycast car:
I decided to make a car (again) and followed your advice: "use raycast".
So I made a car (rigid body) without wheels and suspensions and cast four rays from where should be the wheels.
By the rays I can calculate the height of each wheel should be from the ground and following your tutorial (raycast suspension) I implemented the formulas and my car flews (in this point, I started to build an airlift car, but I gave up shortly).
After this, I started to calculate the forces that appears over the car when I steer, accelerate, brake and pass over a track bump.
The acceleration and brake was easy (wihtout weight transfer). Make the car stay aligned with the ground variations wasn't too hard, as I have the suspensions forces.
But, simulating steering is far more complex because the tire frictions you know so well (this is the theme of another topic I created).
Then I made a rough steering system and added graphic wheels. But the wheels doesn't collide, because they doesn't exists in fact for the Newton engine. So, I tried to make some collision wheels. As rigid bodies increases the engine calculations, I tried to create only collisions for them, without any dynamics. I did it with compound collision. But the wheels aren't really fixed in the car, they moves up / down and steers. Because of it I tried to make a collision shape that can move together the car, but have some 'offset' movement. This is the point I'm now. I decided to make a nose cone only because is more simple than wheels.
To finish, is incredible, but the car seems that will work!
Developing a racing game.