local UserInputService = game:GetService("UserInputService") local Players = game:GetService("Players") local player = Players.LocalPlayer -- setup shits local KEY_TO_CHECK = Enum.KeyCode.Two -- keybind local TARGET_PART_NAME = "Main" -- no touchy local TARGET_FORCE_NAME = "GravityAdjust" -- no touchy this too local DENSITY_MULTIPLIER = 0.9 -- 0.9 = 10% faster car print("boobs") print("lol") local function getSeat() local character = player.Character if character and character:FindFirstChild("Humanoid") then return character.Humanoid.SeatPart end return nil end local function checkAndModify() local seat = getSeat() if seat then local parentFolder = seat.Parent if parentFolder and parentFolder:IsA("Folder") then local model = parentFolder.Parent if model and model:IsA("Model") then local targetPart = model:FindFirstChild(TARGET_PART_NAME) if targetPart and targetPart:IsA("BasePart") then if targetPart.CustomPhysicalProperties then local props = targetPart.CustomPhysicalProperties local newDensity = props.Density * DENSITY_MULTIPLIER targetPart.CustomPhysicalProperties = PhysicalProperties.new( newDensity, props.Friction, props.Elasticity, props.FrictionWeight, props.ElasticityWeight ) print("adjusted density shits for ", targetPart.Name, "to", newDensity) -- Adjust BodyForce inversely (reduce instead of add) local bodyForce = targetPart:FindFirstChild(TARGET_FORCE_NAME) if bodyForce and bodyForce:IsA("BodyForce") then bodyForce.Force = bodyForce.Force * DENSITY_MULTIPLIER print("bodyforce shit reduced for ", targetPart.Name, "to", bodyForce.Force) end end end end end else print("get a car brokie") end end UserInputService.InputBegan:Connect(function(input, gameProcessed) if not gameProcessed and input.KeyCode == KEY_TO_CHECK then checkAndModify() end end)