I would advise using the "recalculate outside" one instead since it does it automatically and tends to do a very good job. Which means you can select everything in an object and let Blender figure it out for you, if it gets it the wrong way round just flip everything and its done. Meaning no hunting down random polygons that are facing the wrong way. In case you are not already aware you may want to add edge split (without applying it) since it will make the sharper edges look sharp as opposed to smooth while still allowing the smooth surfaces to look smooth. On the final model you export into BeamNG you will likely want to replace all of the edge splits with bevelling them to make them sharp without making them look unrealistic.
In real life you very rarely see a Infinitely thin sharp edge on something. On the bodywork of cars often the body lines happen over a couple mm. By using bevel instead of edge split you create more realistic shading since it makes the edges a little bit softer. However edge split may still be useful in some places, since it leads to simpler geometry, while bevel makes things more complex.
Making the current UV's better I didn't expect it was so easy Police is old, the others are the new 4096^2 ones The pink part was the hood on the previous 1024^2 skinuv
I think that sound is way to much for a Northstar V8. As a suggestion thake reference from the dts from driver san francisco