--[[Wheel Configuration]]
	
	
	--Store Reference Orientation Function
	function getParts(model,t,a)
		for i,v in pairs(model:GetChildren()) do
			if v:IsA("BasePart") then table.insert(t,{v,a.CFrame:toObjectSpace(v.CFrame)})
			elseif v:IsA("Model") then getParts(v,t,a)
			end
		end
	end
	
	--PGS/Legacy
	local fDensity = _Tune.FWheelDensity
	local rDensity = _Tune.RWheelDensity
	
	local fDistX=_Tune.FWsBoneLen*math.cos(math.rad(_Tune.FWsBoneAngle))
	local fDistY=_Tune.FWsBoneLen*math.sin(math.rad(_Tune.FWsBoneAngle))
	local rDistX=_Tune.RWsBoneLen*math.cos(math.rad(_Tune.RWsBoneAngle))
	local rDistY=_Tune.RWsBoneLen*math.sin(math.rad(_Tune.RWsBoneAngle))
	
	local fSLX=_Tune.FSusLength*math.cos(math.rad(_Tune.FSusAngle))
	local fSLY=_Tune.FSusLength*math.sin(math.rad(_Tune.FSusAngle))
	local rSLX=_Tune.RSusLength*math.cos(math.rad(_Tune.RSusAngle))
	local rSLY=_Tune.RSusLength*math.sin(math.rad(_Tune.RSusAngle))
	
	for _,v in pairs(Drive) do
		--Apply Wheel Density
		if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
			if v:IsA("BasePart") then
				if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
				v.CustomPhysicalProperties = PhysicalProperties.new(
					fDensity,
					v.CustomPhysicalProperties.Friction,
					v.CustomPhysicalProperties.Elasticity,
					v.CustomPhysicalProperties.FrictionWeight,
					v.CustomPhysicalProperties.ElasticityWeight
				)
			end
		else
			if v:IsA("BasePart") then
				if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
				v.CustomPhysicalProperties = PhysicalProperties.new(
					rDensity,
					v.CustomPhysicalProperties.Friction,
					v.CustomPhysicalProperties.Elasticity,
					v.CustomPhysicalProperties.FrictionWeight,
					v.CustomPhysicalProperties.ElasticityWeight
				)
			end		
		end
		
		--Resurface Wheels
		for _,a in pairs({"Top","Bottom","Left","Right","Front","Back"}) do
			v[a.."Surface"]=Enum.SurfaceType.SmoothNoOutlines
		end
		
		--Store Axle-Anchored/Suspension-Anchored Part Orientation
		local WParts = {}
		
		local tPos = v.Position-car.DriveSeat.Position
		if v.Name=="FL" or v.Name=="RL" then
			v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90))
		else
			v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90))
		end
		v.CFrame = v.CFrame+tPos
		
		if v:FindFirstChild("Parts")~=nil then
			getParts(v.Parts,WParts,v)
		end
		if v:FindFirstChild("Fixed")~=nil then
			getParts(v.Fixed,WParts,v)
		end
		
		--Align Wheels
		if v.Name=="FL" then
			v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),math.rad(-_Tune.FCaster),math.rad(_Tune.FToe))
		elseif v.Name=="FR" then
			v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),math.rad(_Tune.FCaster),math.rad(-_Tune.FToe))
		elseif v.Name=="RL" then
			v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),math.rad(-_Tune.FCaster),math.rad(_Tune.RToe))
		elseif v.Name=="RR" then
			v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),math.rad(_Tune.FCaster),math.rad(-_Tune.RToe))
		end
		
		--Re-orient Axle-Anchored/Suspension-Anchored Parts
		for _,a in pairs(WParts) do
			a[1].CFrame=v.CFrame:toWorldSpace(a[2])
		end


