Values.Gear.Changed:Connect(function(e)local Q=Dash.Gear.TextValue if e==-1 then Q.Text="\082"elseif e==0 then Q.Text="\078"else Q.Text=e end end)Values.RPM.Changed:Connect(function(e)for Q=1,30,1 do if e>=((_Tune.Redline-500)/30)*Q then Dash.Tach.ln[Q].BackgroundTransparency=0 else Dash.Tach.ln[Q].BackgroundTransparency=.7 end end for Q=1,3,1 do if e>_Tune.Redline-Q*750 then Dash.Parent.Parent.Parent["\082\080\077"..Q].Material="\078\101\111\110"else Dash.Parent.Parent.Parent["\082\080\077"..Q].Material="\083\109\111\111\116\104\080\108\097\115\116\105\099"end end end)Values.Velocity.Changed:Connect(function(e)Dash.Speed.TextValue.Text=math.floor(e.Magnitude*Speed_Units)end)Values.PBrake.Changed:Connect(function()CheckValue(Values.PBrake)end)Values.ABS.Changed:Connect(function()CheckValue(Values.ABS)end)Values.TCS.Changed:Connect(function()CheckValue(Values.TCS)end)Values.ABSActive.Changed:Connect(function(e)wait()if Values.ABS.Value==true then if Dash.ABS.ImageTransparency==0 then Dash.ABS.ImageTransparency=.7 else Dash.ABS.ImageTransparency=0 end end end)Values.TCSActive.Changed:Connect(function(e)wait()if Values.TCS.Value==true then if Dash.TCS.ImageTransparency==0 then Dash.TCS.ImageTransparency=.7 else Dash.TCS.ImageTransparency=0 end end end)Values.Horsepower.Changed:Connect(function(e)if e>tonumber(Dash.HP.TextValue.Text)then Dash.HP.TextValue.Text=math.floor(e)end end)Values.Torque.Changed:Connect(function(e)if e>tonumber(Dash.TQ.TextValue.Text)then Dash.TQ.TextValue.Text=math.floor(e)end end)game.Players.LocalPlayer.Character.Humanoid.Touched:Connect(function(e)if e.Name=="\083\116\097\114\116"and e.Parent.Name=="\087\101\115\095\084\105\109\105\110\103\095\083\121\115\116\101\109\095\051"then local e=tick()wait()if Dash.Time.TextValue.Text~="--\058---\046---"then game["\082\117\110 \083\101\114\118\105\099\101"]:UnbindFromRenderStep("\071\097\117\103\101\084\105\109\101\114")wait(3)end local function Q()local Q=tick()-e Q=math.floor(Q*1000)/1000 local L=math.floor(Q/60)local Z=math.floor(Q)-60*L local C=math.floor(((Q-Z)-L*60)*1000+.5)if L>0 and L<10 then L="\048"..tostring(L)elseif L<1 then L="\048\048"end if Z>0 and Z<10 then Z="\048"..tostring(Z)elseif Z<1 then Z="\048\048"end if string.len(tostring(C))==2 then C=tostring(C).."\048"elseif string.len(tostring(C))==1 then C=tostring(C).."\048\048"end Dash.Time.TextValue.Text=L..("\058"..(Z..("\046"..C)))end game["\082\117\110 \083\101\114\118\105\099\101"]:BindToRenderStep("\071\097\117\103\101\084\105\109\101\114",50,Q)end end)
--Active

Values.Gear.Changed:Connect(function(Value)
	local TextLabel = Dash.Gear.TextValue
	if Value == -1 then
		TextLabel.Text = "R"
	elseif Value == 0 then
		TextLabel.Text = "N"
	else
		TextLabel.Text = Value
	end
end)

Values.RPM.Changed:Connect(function(Value)
	for i = 1, 30 do
		if Value >= (_Tune.Redline - 500) / 30 * i then
			Dash.Tach.ln[i].BackgroundTransparency = 0
		else
			Dash.Tach.ln[i].BackgroundTransparency = 0.7
		end
	end
	for i = 1, 3 do
		if Value > _Tune.Redline - i * 750 then
			Dash.Parent.Parent.Parent["RPM" .. i].Material = "Neon"
		else
			Dash.Parent.Parent.Parent["RPM" .. i].Material = "SmoothPlastic"
		end
	end
end)

Values.Velocity.Changed:Connect(function(Value)
	Dash.Speed.TextValue.Text = math.floor(Value.Magnitude * Speed_Units)
end)

Values.PBrake.Changed:Connect(function()
	CheckValue(Values.PBrake)
end)
Values.ABS.Changed:Connect(function()
	CheckValue(Values.ABS)
end)
Values.TCS.Changed:Connect(function()
	CheckValue(Values.TCS)
end)

Values.ABSActive.Changed:Connect(function(Value)
	wait()
	if Values.ABS.Value == true then
		if Dash.ABS.ImageTransparency == 0 then
			Dash.ABS.ImageTransparency = 0.7
		else
			Dash.ABS.ImageTransparency = 0
		end
	end
end)

Values.TCSActive.Changed:Connect(function(Value)
	wait()
	if Values.TCS.Value == true then
		if Dash.TCS.ImageTransparency == 0 then
			Dash.TCS.ImageTransparency = 0.7
		else
			Dash.TCS.ImageTransparency = 0
		end
	end
end)

Values.Horsepower.Changed:Connect(function(Value)
	if Value > tonumber(Dash.HP.TextValue.Text) then
		Dash.HP.TextValue.Text = math.floor(Value)
	end
end)

Values.Torque.Changed:Connect(function(Value)
	if Value > tonumber(Dash.TQ.TextValue.Text) then
		Dash.TQ.TextValue.Text = math.floor(Value)
	end
end)

game.Players.LocalPlayer.Character.Humanoid.Touched:Connect(function(part)
	if part.Name == "Start" and part.Parent.Name == "Wes_Timing_System_3" then
		local timeStart = tick()
		wait()
		if Dash.Time.TextValue.Text ~= "--:---.---" then
			game["Run Service"]:UnbindFromRenderStep("GaugeTimer")
			wait(3)
		end
		local function updateTimer()
			local value = tick() - timeStart
			value = math.floor(value * 1000) / 1000
			local min = math.floor(value / 60)
			local sec = math.floor(value) - 60 * min
			local milisec = math.floor((value - sec - min * 60) * 1000 + 0.5)

			if min > 0 and min < 10 then
				min = "0" .. tostring(min)
			elseif min < 1 then
				min = "00"
			end

			if sec > 0 and sec < 10 then
				sec = "0" .. tostring(sec)
			elseif sec < 1 then
				sec = "00"
			end

			if string.len(tostring(milisec)) == 2 then
				milisec = tostring(milisec) .. "0"
			elseif string.len(tostring(milisec)) == 1 then
				milisec = tostring(milisec) .. "00"
			end

			Dash.Time.TextValue.Text = min .. ":" .. sec .. "." .. milisec
		end

		game["Run Service"]:BindToRenderStep("GaugeTimer", 50, updateTimer)
	end
end)
