How can I get my car to stop moving?

Hello! I have a car script and I need to diable it (its a bus and once one ‘ride’ is over, it needs to stop at the starting point). Here is my code (comment where I tried to make it stop):

  using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;
    
    public class CarEngine : MonoBehaviour
    {
    
        public Transform path;
        public float maxSteerAngle = 45f;
        public float turnSpeed = 5f;
        public WheelCollider wheelFL;
        public WheelCollider wheelFR;
        public WheelCollider wheelRL;
        public WheelCollider wheelRR;
        public float maxMotorTorque = 80f;
        public float maxBrakeTorque = 150f;
        public static float currentSpeed;
        public float maxSpeed = 100f;
        public Vector3 centerOfMass;
        public bool isBraking = false;
        public Texture2D textureNormal;
        public Texture2D textureBraking;
        public Renderer carRenderer;
        public CarEngine thisScript;
    
    
        private List<Transform> nodes;
        private int currectNode = 0;
        private float targetSteerAngle = 0;
    
        private void Start()
        {
            GetComponent<Rigidbody>().centerOfMass = centerOfMass;
            thisScript = GetComponent<CarEngine>();
            Transform[] pathTransforms = path.GetComponentsInChildren<Transform>();
            nodes = new List<Transform>();
    
            for (int i = 0; i < pathTransforms.Length; i++)
            {
                if (pathTransforms *!= path.transform)*

{
nodes.Add(pathTransforms*);*
}
}
}

private void FixedUpdate()
{

ApplySteer();
Drive();
CheckWaypointDistance();
Braking();
LerpToSteerAngle();

}

private void ApplySteer()
{
Vector3 relativeVector = transform.InverseTransformPoint(nodes[currectNode].position);
float newSteer = (relativeVector.x / relativeVector.magnitude) * maxSteerAngle;
targetSteerAngle = newSteer;
}

private void Drive()
{
currentSpeed = 2 * Mathf.PI * wheelFL.radius * wheelFL.rpm * 60 / 1000;

if (currentSpeed < maxSpeed && !isBraking)
{
wheelFL.motorTorque = maxMotorTorque;
wheelFR.motorTorque = maxMotorTorque;
}
else
{
wheelFL.motorTorque = 0;
wheelFR.motorTorque = 0;
}
}

private void CheckWaypointDistance()
{
int count = 0;
if (Vector3.Distance(transform.position, nodes[currectNode].position) < 6f)
{
if (currectNode == nodes.Count - 1)
{
currectNode = 0;
count++;
}
else
{
currectNode++;
count++;
}
}
if (count > 2 && currectNode ==1) //SHOULD BE STOPPING IT???
{
currectNode = 0;
isBraking = true;
currentSpeed = 0;
thisScript.enabled = false;

}
}

private void Braking()
{
if (isBraking)
{
carRenderer.material.mainTexture = textureBraking;
wheelRL.brakeTorque = maxBrakeTorque;
wheelRR.brakeTorque = maxBrakeTorque;
}
else
{
carRenderer.material.mainTexture = textureNormal;
wheelRL.brakeTorque = 0;
wheelRR.brakeTorque = 0;
}
}
private void LerpToSteerAngle()
{
wheelFL.steerAngle = Mathf.Lerp(wheelFL.steerAngle, targetSteerAngle, Time.deltaTime * turnSpeed);
wheelFR.steerAngle = Mathf.Lerp(wheelFR.steerAngle, targetSteerAngle, Time.deltaTime * turnSpeed);
}
}

You need to reset your wheelFL.rpm to 0, not currentSpeed. Current speed depends on wheel RPMs