That might be the ragdoll I posted last september (I dunno, filefront is blocked at my work so I can't download your file to check) on this thread
http://www.gamecore3d.com/forums/index.php?topic=146.0 If so, feel free to use it Pixel. Just promise if you make a bunch of money of your game you'll throw me a bone

Squat, I've played around a lot with trying to make better ragdolls, but I've never had any luck with an object that was a single mesh. The system always seems to want to stretch the vertice out of wack. I set it up basically the same way as the "ragman", but instead of attaching the collision objects to the different meshes which make up the whole character, I attached the collision objects to joints (set up in modeling program, not GC physics joints) in the model.
The best I've done is a more realistic version of the "ragman", which uses separate meshes for each collision object. I hid the joints under elbow pads, knee pads, shoulder pads, etc. This actually had results I was pretty pleased with.
If anyone else has done any experimenting with ragdolls, please chime in as I think there are many users who would utilize this information.