Need Help with my 2D Car

Hey i need help by my 2d car i have a car and as childreen the tire but when i make the speed to much the tire fly away from the car can you help me
Heres the car code

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityEngine.SceneManagement;

public class DrivingScript : MonoBehaviour
{
    public float fuel = 1;
    public float fuelconsumption = 0.1f;
    public WheelJoint2D wheelFront, wheelBack;
    public float SpeedForward;
    public float SpeedBackward;
    public float Torque;
    public UnityEngine.UI.Image image;



    private JointMotor2D backMotor, frontMotor;




    void Start()
    {
       
    }


    void Update()
    {
        image.fillAmount = fuel;
        float X = CrossPlatformInputManager.GetAxis("Horizontal");
       

        if (fuel > 0)
        {

            if (X > 0)
            {

                backMotor.motorSpeed = SpeedForward;
                frontMotor.motorSpeed = SpeedForward;

                backMotor.maxMotorTorque = Torque;
                frontMotor.maxMotorTorque = Torque;

                wheelFront.motor = frontMotor;
                wheelBack.motor = backMotor;
            }

            else if (X < 0)
            {
                backMotor.motorSpeed = SpeedBackward;
                frontMotor.motorSpeed = SpeedBackward;

                backMotor.maxMotorTorque = Torque;
                frontMotor.maxMotorTorque = Torque;

                wheelFront.motor = frontMotor;
                wheelBack.motor = backMotor;

            }
            else
            {
                backMotor.motorSpeed = 0;
                frontMotor.motorSpeed = 0;

                wheelFront.motor = frontMotor;
                wheelBack.motor = backMotor;
            }


        }
        else if (fuel < 0)
        {
            StartCoroutine(FuelLeer());
        }

   

        fuel -= fuelconsumption * Mathf.Abs(X) * Time.fixedDeltaTime;

    }


    IEnumerator FuelLeer()
    {
        yield return new WaitForSeconds(2f);

        if (fuel > 0)
        {

        }
        else if (fuel < 0)
        {
            SceneManager.LoadScene("Level");
        }
    }




}

Unfortunately there is nothing in that script that gives a hint to the issue, so I’m going to take a wild guess: I assume your tires are independent objects because they have some different visuals, but do they have their own physics setup in any way? If they do, I suspect it is something to do with that, at a low speed they probably have enough to time to always reset to safe values, but at high speed you may be ending up with a runaway value. If it is that, you probably have to ensure your physics on the tires have defined maximums you don’t let them exceed.