Hey Chris, thanks for the reply! It seems I've missed a lot of new stuff in the TGC community over the past few years. Just checked out Dark Dynamix and it looks pretty awesome. Would definitely consider purchasing it some time soon because the vehicle physics aspect looks really interesting. What you suggested about having a second collision radius sounds like a good concept and I might have a go at trying to implement that. It'd be a good start for what I require. The code for vehicle collision check I'm using is straight from the Sparky Demo with a few minor changes.
collide = sc_sphereSlide(0,qoldx#,qoldy#,qoldz#,qx#,qy#,qz#,7.5,v)
if collide>0
position object v,sc_getCollisionSlideX(),sc_getCollisionSlideY(),sc_getCollisionSlideZ()
endif
"V" refers to all vehicle models and right now I have the collision radius at 7.5 since that keeps the vehicle model exactly on the ground, where I need it. However, it doesn't take into account the front and back of the vehicle. I've attached a screenshot showing what happens (forgive the crude graphics, many of the models are place-holders while I focus on programming). The boundary box shows that the length of the vehicle is taken into account by the player's collision check (When on foot, you can't walk through the front of a static vehicle). It's only when you control a vehicle that you get the problem with the collision check as you can see in the bottom image.