--Apply Vehicle Weight

if mass<_Tune.Weight*weightScaling then
	--Calculate Weight Distribution
	local center = rWheel.CFrame.p:Lerp(fWheel.CFrame.p, _Tune.WeightDistribution/100)  
	
	--Create Weight Brick
	weightB = Instance.new("Part",bike.Body)
	weightB.Name = "Weight"
	weightB.Anchored = true
	weightB.CanCollide = false
	weightB.BrickColor = BrickColor.new("Really black")
	weightB.TopSurface = Enum.SurfaceType.Smooth
	weightB.BottomSurface = Enum.SurfaceType.Smooth
	if _Tune.WBVisible or _Tune.Debug then
		weightB.Transparency = .75			
	else
		weightB.Transparency = 1			
	end
	weightB.Size = Vector3.new(_Tune.WeightBrickSize[1],_Tune.WeightBrickSize[2],_Tune.WeightBrickSize[3])
	weightB.CustomPhysicalProperties = PhysicalProperties.new(((_Tune.Weight*weightScaling)-mass)/(weightB.Size.x*weightB.Size.y*weightB.Size.z),0,0,0,0)
	weightB.CFrame=(bike.DriveSeat.CFrame-bike.DriveSeat.Position+center)*CFrame.new(0,_Tune.CGHeight,0)
else
	--Existing Weight Is Too Massive
	warn( "\n\t [NCT: M] Mass too high for specified weight."
		.."\n\t    Target Mass:\t"..(math.ceil(_Tune.Weight*weightScaling*100)/100)
		.."\n\t    Current Mass:\t"..(math.ceil(mass*100)/100))
end
