this script is making the motor cycle spin weridly?

wait(0.1)
Players = game:GetService("Players")

seat = script.Parent-- the driving seat
car = seat.Parent

Player = nil

forwardsSpeed = 80--if you removed the Configuration folder, it defaults to this speed forwards
reverseSpeed = 10--if you removed the Configuration folder, it defaults to this speed backwards
StartTime = 1--how long (in seconds) the car should wait before starting up. This is dependant on the starting sfx

engineBlock = car:FindFirstChild("EngineBlock")--maybe someone doesn't like sound?

lightsOn = false-- whether or not the lights turn on
carRunning = false--whether or not the car is running

RemoteControlled = car:FindFirstChild("ControlByRemote")--this is so the car turns properly

function CalculatePitch()--this returns the pitch that the engine should be at when its travelling
	return 1+engineBlock.Velocity.magnitude/100
end

Configuration = car:FindFirstChild("Configuration")-- so you can change the stats of the car
if Configuration then-- if we found an object named Configuration in the car then do this stuff:
	local ReverseSpeedValue = Configuration:FindFirstChild("Reverse Speed")-- do we have a reverse speed?
	if ReverseSpeedValue ~= nil then
		if type(ReverseSpeedValue.Value) == "number" then
			reverseSpeed = ReverseSpeedValue.Value
		end
		ReverseSpeedValue.Changed:connect(function()-- level 1 scripting: go
			if ReverseSpeedValue.Parent ~= nil then-- this script works, but there are some things
				if type(ReverseSpeedValue.Value) == "number" then-- to make it look a little better
					reverseSpeed = ReverseSpeedValue.Value
					UpdateVehicle()
				end
			end
		end)
	end
	local ForwardsSpeedValue = Configuration:FindFirstChild("Forwards Speed")

		end
	end
end

function SurfaceGuiBrightness(part,on,bright)-- this is so the brake lights dim when we drive
	for _,i in pairs (part:GetChildren()) do
		if i:IsA("SurfaceGui") then
			i.Enabled = on
			if i:FindFirstChild("Frame") and i.Frame:IsA("Frame") then
				i.Frame.Transparency = bright and 0 or 0.5-- scripting level 4: go
			end-- for simple statements, you can have a boolean value decide between 2 values
			-- which is the same as writing	
			-- "if bright then
			--		i.Frame.Transparency = 0
			--	else
			--		i.Frame.Transparency = 0.5
			-- end"
			--but instead of "then" and "else", you use "and" and "or"
		end
	end
end

hornDebounce = false
function Honk()-- if you are reading this then congratulations! you win a prize!
	if hornDebounce then return end-- unfortunately, I could not think of a way
	if engineBlock and engineBlock:FindFirstChild("Horn") and engineBlock.Horn:IsA("Sound") then
		hornDebounce = true-- to allow people to be able to honk the horn for both PC and mobile
		engineBlock.horn:Play()	-- in an unobtrusive way. Sorry! :(
		print("beep beep") -- UristMcSparks, the guy in charge of the toolbox, doesn't want print statements
		wait(0.5)-- but since this is a secret, lets keep it between you and me, OK?
		engineBlock.horn:Stop()
		hornDebounce = false
	end
end

function UpdateVehicle()-- this is for the brake lights and speed and stuff like that
	if seat.Throttle == 1 and carRunning then-- if we're going forwards
		seat.MaxSpeed = forwardsSpeed-- give it forwards speed
	elseif seat.Throttle == -1 and carRunning then-- if we're going backwards
		seat.MaxSpeed = reverseSpeed-- give it backwards speed
	else
		seat.MaxSpeed = 0 -- otherwise, give it 0 speed
	end
	if workspace.FilteringEnabled and RemoteControlled then--the idea from scripting level 2 applies to false as well
		RemoteControlled.Throttle = seat.Throttle-- that is, it also works for "~= false"
	end-- the reason this line exists is to prevent the server from doing something the client
	-- is already doing.
	for _,h in pairs (ReverseLight) do-- all these loops below are just updating the lights
		h.Enabled = lightsOn and seat.Throttle == -1
	end
	for _,i in pairs (ReverseBulb) do
		SurfaceGuiStandard(i,lightsOn and seat.Throttle == -1)
	end
	for _,j in pairs (RearLight) do
		j.Brightness = 4-math.abs(seat.Throttle)*3
	end
	for _,k in pairs (RearBulb) do
		SurfaceGuiBrightness(k,lightsOn,seat.Throttle == 0)
	end
end

seat.Changed:connect(UpdateVehicle)-- this is so that when someone drives the car
								   -- the brake and reverse lights change
								   -- and the speed of the car changes
CreateStabilizer()

while true do
	for i = 1, 60 do--60/30 == 2, 2 seconds between deciding if it's upside down
		wait()-- we want the steering and sfx to update as many times a second as we can
		if workspace.FilteringEnabled then
			if car:FindFirstChild("LeftMotor") then
				car.LeftMotor.DesiredAngle = seat.Steer*math.rad(20-seat.Velocity.magnitude/10)
			end
			if car:FindFirstChild("RightMotor") then
				car.RightMotor.DesiredAngle = seat.Steer*math.rad(20-seat.Velocity.magnitude/10)
			end
		end
		-- below: make sure there's a sound to play
		if carRunning and engineBlock and engineBlock:FindFirstChild("Running") and engineBlock.Running:IsA("Sound") then
			engineBlock.Running.Pitch = CalculatePitch()-- and make sure that the car is on before trying
												-- to make sure the engine sounds good
		end
	end
	if car:FindFirstChild("Stabilizer") and car:FindFirstChild("LeftHelper") then
		if car.Stabilizer.CFrame.lookVector:Dot(car.LeftHelper.CFrame.lookVector) < 0.85 then
			CreateStabilizer()
		end 
	elseif car:FindFirstChild("LeftHelper") then
		CreateStabilizer()
	end
	if not flippingDebounce and (seat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.Y < 0.2 then--am I upside down?
		Spawn(Flip)--flip the bike right side up
		
		-- as a fun experiment, see what happens if you replace "Spawn(Flip)" with "Flip()"
		-- and see what the difference is when you drive the car off the baseplate
		-- if you did it right, you'll notice that the engine sound changes differently!
	end
end

-- scripting level 1000000: go
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fix pls