It wont be too bad. I'll just have to be a bit careful and double check stuff. The thing is that the A1 model is a total pig of a thing. Everything, and I mean everything, is tied to something else. It's impossible to visually break it down into components by shifting points to negative z, which is my usual trick for rapidly mapping files. However, I've found where some of those points under the boiler are done in the gfx mapping.* I'll just have to check I have the right instances of those particular values. After that, tweaking those mapping coordinates should do it. It's only a few values that need doing. I should be able to give it to you tomorrow my time.
With the wheels, if you just do new gfx that are centred on the mapping square for those wheels, you should be fine.
*Used another trick for this: check the overlay for the mesh and get the coordinates for the relevant faces, then search for a truncated version of that (last four bytes only) in the gfx mapping section of the hex. That way I can ignore most of the tangled-up body coordinates stuff.
ETA: Oh and the Class A1 body file also suffers from that problem of being laterally asymmetric. IOW, whoever did it borked the transfer of X coordinates between right and left sides, so you have to think and be cunning when figuring out which points do what. This problem afflicts quite a few default files, to a greater or lesser extent, but the A1 seems to be one of the worst at this too. It even has points that should be on the centreline out of whack.
Anyway, by being cunning I've found the right points, so should be able to fix things.
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