function Suspension()for T,z in pairs(car.Wheels:GetChildren())do local b local W b=-((z["\035\083\065"].CFrame*CFrame.new(z["\035\083\065"].SForce.Location)):toObjectSpace(z["\035\083\066"].CFrame*CFrame.new(z["\035\083\066"].SForce.Location))).y if z.Name=="\070\076"or z.Name=="\070\082"or z.Name=="\070"then local T=(_Tune.FSusStiffness*_Tune.FPreCompress+math.max(math.min(_Tune.FSusLength-b,_Tune.FExtensionLim),-_Tune.FCompressLim)*_Tune.FSusStiffness)*(_Tune.LegacyScaling/_Tune.WeightScaling)z["\035\083\065"].SForce.Force=Vector3.new(math.cos(math.rad(_Tune.FSusAngle))*T,math.sin(math.rad(_Tune.FSusAngle))*T,0)z["\035\083\066"].SForce.Force=Vector3.new(-math.cos(math.rad(_Tune.FSusAngle))*T,-math.sin(math.rad(_Tune.FSusAngle))*T,0)else local T=(_Tune.RSusStiffness*_Tune.RPreCompress+math.max(math.min(_Tune.RSusLength-b,_Tune.RExtensionLim),-_Tune.RCompressLim)*_Tune.RSusStiffness)*(_Tune.LegacyScaling/_Tune.WeightScaling)z["\035\083\065"].SForce.Force=Vector3.new(math.cos(math.rad(_Tune.RSusAngle))*T,math.sin(math.rad(_Tune.RSusAngle))*T,0)z["\035\083\066"].SForce.Force=Vector3.new(-math.cos(math.rad(_Tune.RSusAngle))*T,-math.sin(math.rad(_Tune.RSusAngle))*T,0)end end end
--[[Suspension]]

function Suspension()
	for i, v in pairs(car.Wheels:GetChildren()) do
		local Dist
		local RefP
		Dist = -((v["#SA"].CFrame * CFrame.new(v["#SA"].SForce.Location)):toObjectSpace(
			(v["#SB"].CFrame * CFrame.new(v["#SB"].SForce.Location))
		)).y

		if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then
			local force = (
				_Tune.FSusStiffness * _Tune.FPreCompress
				+ math.max(math.min((_Tune.FSusLength - Dist), _Tune.FExtensionLim), -_Tune.FCompressLim)
					* _Tune.FSusStiffness
			) * (_Tune.LegacyScaling / _Tune.WeightScaling)
			v["#SA"].SForce.Force =
				Vector3.new(math.cos(math.rad(_Tune.FSusAngle)) * force, math.sin(math.rad(_Tune.FSusAngle)) * force, 0)
			v["#SB"].SForce.Force = Vector3.new(
				-math.cos(math.rad(_Tune.FSusAngle)) * force,
				-math.sin(math.rad(_Tune.FSusAngle)) * force,
				0
			)
		else
			local force = (
				_Tune.RSusStiffness * _Tune.RPreCompress
				+ math.max(math.min((_Tune.RSusLength - Dist), _Tune.RExtensionLim), -_Tune.RCompressLim)
					* _Tune.RSusStiffness
			) * (_Tune.LegacyScaling / _Tune.WeightScaling)
			v["#SA"].SForce.Force =
				Vector3.new(math.cos(math.rad(_Tune.RSusAngle)) * force, math.sin(math.rad(_Tune.RSusAngle)) * force, 0)
			v["#SB"].SForce.Force = Vector3.new(
				-math.cos(math.rad(_Tune.RSusAngle)) * force,
				-math.sin(math.rad(_Tune.RSusAngle)) * force,
				0
			)
		end
	end
end
