I corrected the face normals but some of them need to be flipped around still (by multiplying the three values after the index by -1). It seems to be going through the ground less now but if flipping some of the face normals doesn't completely fix your problem then you may need to modify the vertex normals. You can tell if the face normal needs to be flipped by the darkness of the skin when the light is pointed right at it (just rotate the component preview window until that side of your chassis lights up and if the component doesn't do the same then it is backwards).
Here is the current version of the GMF (compiled and decompiled).
You had 133 faces in your mesh so there needed to be 133 face normals. You also needed to set them to be orthogonal to the face's surface (orthogonal is a term used in Calc III to describe a vector that is perpendicular to a surface in 3D space). For those of you who haven't taken Calc III, calculating the face normal is actually a relatively simple task. It goes something like this:
#Each face is made up of three points in space. We'll refer to these as A, B, and C.
#Each point in space has an x, y, and z value respectively. We'll tag the x, y, and z onto the point to specify which one we are referring to. For example, the x coordinate of A is Ax.
# Get the vectors for two edges (we'll use the lines from A to B and B to C)
Px = Ax-Bx
Py = Ay-By
Pz = Az-Bz
Qx = Bx-Cx
Qy = By-Cy
Qz = Bz-Cz
# Compute cross product of vector P and Q
Nx = Py*Qz - Pz*Qy
Ny = Pz*Qx - Px*Qz
Nz = Px*Qy - Py*Qx
Vertex normals can be calculated by taking the average of all the faces joined by each vertex. They are currently using the same as the face vector that they are associated with. It isn't always necessary to calculate these so I didn't do them (it is important that the face normals are correct before attempting to calculate these).
On a side note, I noticed that you set the passthru property inside of the Component.txt to "collision" but that is not an object within the Component.gmf. You probably want to set it to "ramplate" (the name of your current mesh).
Edit: As you may have already guessed, your lighting issue is related to the normals as well.