--print(FRP-FLP)


	F = carSeat.AirPhysics 
	
	lv = carSeat.CFrame.lookVector
	uv = carSeat.CFrame.upVector
	rv = carSeat.CFrame.rightVector
	
	if carSeat.Velocity.Y > 0 then
		vy = carSeat.Velocity.Y*50
	else
		if carSeat.Velocity.Y*-70 > 7000 then
		vy = 7000
		else
		vy = carSeat.Velocity.Y*-70
		end
	end
	
	vx = carSeat.Velocity.X*-.5
	vz = carSeat.Velocity.Z*-.5
	
	F.Force = Vector3.new(vx, vy*1.4, vz)
	--print(F.Force)
avw = (carSeat.Parent.Parent.Wheels.FL.Wheel.Position.Y + carSeat.Parent.Parent.Wheels.FR.Wheel.Position.Y + carSeat.Parent.Parent.Wheels.RL.Wheel.Position.Y + carSeat.Parent.Parent.Wheels.RR.Wheel.Position.Y)/4
 if carSeat.Parent.Parent.RW.Pad.Position.Y < carSeat.Parent.Parent.RW.UPad.Position.Y then flpp = true
	count = count + 0.1
else
	count = 0 flpp = false
end

if speed < 3 then
	vlam = 3
else
	vlam = 17
end
if script.Parent.Storage.Autoflip.Value == true then
	if count > vlam then 
	carSeat.Flip.MaxTorque = Vector3.new(400000, 0, 400000) wait(0.5)
	else 
		carSeat.Flip.MaxTorque = Vector3.new(0, 0, 0)
	end
	else carSeat.Flip.MaxTorque = Vector3.new(0, 0, 0)
end
if avw + 2 < script.av.Value or avw - 2 > script.av.Value then