Here’s what it looked like -

I already removed it and don’t want to revert back to an old commit, but the collider arrangement on the car looked like this. In the front, there was the sideways high bumper to compensate for the failing suspension, then two tubes on either side, and then a shorter one in the middle for the roofline. It made the car very willing to jump the track walls and completely screw up a run.

My wheels send raycasts down, by the suspension travel distance, in the shape of the tires. Then the nearest hit, if there is one, is taken as the ground contact point. The advantage to this is that you can also get the ground normal if the car is on a slight slope.
Also yes, the default wheel colliders are so annoying. I guess that’s the case for a lot of built-in systems. They’re good for tech demos and prototyping but eventually you’re going to want to build your own. I don’t know how I would have done the hydroplane mechanics without making my own wheels.
I actually explored some other alternatives when I was developing a prototype for this game back in like 2022. They all sucked.