Name the bones of armatures for the seats mount0 (being the driver) and move up from there based off seats.
Name the wheel point bones hub0 ( 0 and evens are left wheels, odds are right) and move up from there ; the first 2 hubs (0 and 1) are associated with turning. Parent those armatures as you would mounPoint and such ( parent to empties detail32, then detail32 to shape )
For turrets add an AI script in the main cs file and then specify with mount it rests on and include the dts file with the rest of the vehicle.
To establish collision make a single shape surrounding the vehicle (area of collision don't make it bigger than the vehicle ) and name is Col or LosCol ( use a cube for guaranteed working, and naming is only to remove console spam) then parent it to an empty name Col0 then parent that to the shape empty. If you need more info on parenting just ask.
As for the wheels you have to make a separate dts file I don't know about naming the armatures for those, but you can just use the dts from other vehicles and rename them.
Hope this helped.