@Goth: For uv-unwrapping you need to use the uv editor, just split your screen so you get one window with the 3d view and another one whose type you change into "UV/image editor". You then go to edit mode, select the faces you want to unwrap and press "u". The most useful options in the menu are "unwrap" and "project from view".
For the "unwrap" option, you will most probably need to use seams if you want to unwrap the whole mesh at once. Seams are places where the mesh is "cut open" in order to flatten it into a UV-map. You can place them by selecting the edges you want and press ctrl+e, choosing "mark seam". Try experimenting with different ways of putting the seams and unwrapping, and remember that, if you can get away with it, it is preferable to place seams in less visible places (not always possible, though), since the seams can easily produce visible discontinuities in the texture...
@Cyclonatorz: I'll take a look at the heavy wheels. I may be able to do some small changes without messing up the uv-mapping and stuff. However, the reason they are further apart is that the two front wheels are supposed to steer, while the rear wheels are rigid.
I haven't personally made the bodies, so I won't directly comment on those. Maybe we could have a look at it once we make normal maps for them...
You must be pretty sharp since you noticed the sensor tower
![Razz :P](./images/smilies/icon_razz.gif)
I have also been a bit frustrated about it, actually. All turrets are separated into two parts, the base and the "barrel" or whatever is attached to the base. Apparently the sensor tower uses a different base and I haven't yet found it (the naming conventions really are a pain). Maybe I'll find out what .pie file it uses by looking at the .wrf files...