Problems with Wheel Alingment Script and more.

Hello Unity Forum!
I am a new member here trying to learn more about Unity game engine.
I am a 15 years old guy that tries to make his own game for android.
Also I know a bit of C++ and JavaScript (learned from different kinds of sites).

So,lets get started:
I made a simple game with unity3DS Max.One of my friends gave me the moddel of a buggy and i imported it.
I followed some tutorials about how to get the buggy moving,but i have a problem.
When i click play this happens:

This is how my Hierarchy Looks like:

PlayerCar_Script:

// ----------- CAR TUTORIAL-----------------

// These variables allow the script to power the wheels of the car.
var FrontLeftWheel : WheelCollider;
var FrontRightWheel : WheelCollider;

// These variables are for the gears, the array is the list of ratios. The script
// uses the defined gear ratios to determine how much torque to apply to the wheels.
var GearRatio : float[];
var CurrentGear : int = 0;

// These variables are just for applying torque to the wheels and shifting gears.
// using the defined Max and Min Engine RPM, the script can determine what gear the
// car needs to be in.
var EngineTorque : float = 230.0;
var MaxEngineRPM : float = 3000.0;
var MinEngineRPM : float = 1000.0;
private var EngineRPM : float = 0.0;



function Start () {
	// I usually alter the center of mass to make the car more stable. I'ts less likely to flip this way.
rigidbody.centerOfMass += Vector3(0, -.75, .25);
    }

function Update () {
	
		// Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function
	EngineRPM = (FrontLeftWheel.rpm + FrontRightWheel.rpm)/2 * GearRatio[CurrentGear];
	ShiftGears();

	// set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play
	// up to twice it's pitch, where it will suddenly drop when it switches gears.
	audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 1.0 ;
	// this line is just to ensure that the pitch does not reach a value higher than is desired.
	if ( audio.pitch > 2.0 ) {
		audio.pitch = 2.0;
	}

	// finally, apply the values to the wheels.	The torque applied is divided by the current gear, and
	// multiplied by the user input variable.
	FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
	FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
		
	// the steer angle is an arbitrary value multiplied by the user input.
	FrontLeftWheel.steerAngle = 10 * Input.GetAxis("Horizontal");
	FrontRightWheel.steerAngle = 10 * Input.GetAxis("Horizontal");
}

function ShiftGears() {
	// this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make
	// the engine RPM fall within the desired range. The gear is then set to this "appropriate" value.
	if ( EngineRPM >= MaxEngineRPM ) {
		var AppropriateGear : int = CurrentGear;
		
		for ( var i = 0; i < GearRatio.length; i ++ ) {
			if ( FrontLeftWheel.rpm * GearRatio[i] < MaxEngineRPM ) {
				AppropriateGear = i;
				break;
			}
		}
		
		CurrentGear = AppropriateGear;
	}
	
	if ( EngineRPM <= MinEngineRPM ) {
		AppropriateGear = CurrentGear;
		
		for ( var j = GearRatio.length-1; j >= 0; j -- ) {
			if ( FrontLeftWheel.rpm * GearRatio[j] > MinEngineRPM ) {
				AppropriateGear = j;
				break;
			}
		}
		
		CurrentGear = AppropriateGear;
	}
}

WheelAlignment_Script:

// Define the variables used in the script, the Corresponding collider is the wheel collider at the position of
// the visible wheel, the slip prefab is the prefab instantiated when the wheels slide, the rotation value is the
// value used to rotate the wheel around it's axel.
var CorrespondingCollider : WheelCollider;
var SlipPrefab : GameObject;
public var RotationValue : float = 0.0;

function Update () {

	// define a hit point for the raycast collision
	var hit : RaycastHit;
	// Find the collider's center point, you need to do this because the center of the collider might not actually be
	// the real position if the transform's off.
	var ColliderCenterPoint : Vector3 = CorrespondingCollider.transform.TransformPoint( CorrespondingCollider.center );
	
	// now cast a ray out from the wheel collider's center the distance of the suspension, if it hit something, then use the "hit"
	// variable's data to find where the wheel hit, if it didn't, then se tthe wheel to be fully extended along the suspension.
	if ( Physics.Raycast( ColliderCenterPoint, -CorrespondingCollider.transform.up, hit, CorrespondingCollider.suspensionDistance + CorrespondingCollider.radius ) ) {
		transform.position = hit.point + (CorrespondingCollider.transform.up * CorrespondingCollider.radius);
	}else{
		transform.position = ColliderCenterPoint - (CorrespondingCollider.transform.up * CorrespondingCollider.suspensionDistance);
	}
	
	// now set the wheel rotation to the rotation of the collider combined with a new rotation value. This new value
	// is the rotation around the axle, and the rotation from steering input.
	transform.rotation = CorrespondingCollider.transform.rotation * Quaternion.Euler( RotationValue, CorrespondingCollider.steerAngle, 0);
	// increase the rotation value by the rotation speed (in degrees per second)
	RotationValue += CorrespondingCollider.rpm * ( 360/60 ) * Time.deltaTime;
	
	// define a wheelhit object, this stores all of the data from the wheel collider and will allow us to determine
	// the slip of the tire.
	var CorrespondingGroundHit : WheelHit;
	CorrespondingCollider.GetGroundHit( CorrespondingGroundHit );
	
	// if the slip of the tire is greater than 2.0, and the slip prefab exists, create an instance of it on the ground at
	// a zero rotation.
	if ( Mathf.Abs( CorrespondingGroundHit.sidewaysSlip ) > 1.5 ) {
		if ( SlipPrefab ) {
			Instantiate( SlipPrefab, CorrespondingGroundHit.point, Quaternion.identity );
		}
	}
	
}

Anybody can tell me were i am wrong?Scripts are good,i thing the Hierarchy is looking bad?!?
Thanks in advance!

Sorry for any gramatical/punctuation/writing mistakes,i learned english myself.

Costinutz96

Anyone?