Slow Car Reaction

hey guys … i made a car using the car physics tutorial and added stabilizer bar to keep it from rolling so everything is fine … but the reaction time in the braking and the accelerating is very slow i would be accelerating . then i click on the back button but the car keeps moving forward for another 10 seconds or something like that … and the same thing for moving back i would click accelerate but it would take a long time too … but the steering is fine

i have rb mass 1500 … and wheel colliders mass 20 … and everything else os default

here is my code …

for moving the car and updating the mesh

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CarMover : MonoBehaviour {
    public WheelCollider[] wheelColliders = new WheelCollider[4]; // Getting Wheel Colliders
    public Transform[] wheelMeshes = new Transform[4]; // Getting Wheel Meshes to move them

    public float maxTorque = 5000f;

    void Update() {
        UpdateMeshPos(); // Rotating the wheels
       
    }

    void FixedUpdate() {
        moveCar(); // going to steer the car and move it
    }


    void moveCar() {
        float steering = Input.GetAxis("Horizontal") * 45f;
        float accelerate = Input.GetAxis("Vertical") * maxTorque;

        wheelColliders[0].steerAngle = steering;
        wheelColliders[1].steerAngle = steering;

        wheelColliders[2].motorTorque = accelerate;
        wheelColliders[3].motorTorque = accelerate;

    }

    void UpdateMeshPos() {
        for (int i = 0; i < 4; i++) {
            Quaternion quat;
            Vector3 pos;

            wheelColliders[i].GetWorldPose(out pos, out quat);
            wheelMeshes[i].position = pos;
            wheelMeshes[i].rotation = quat;
        }
    }
    /*
    void calcCenterOfMass() {
        Rigidbody Player = GameObject.FindGameObjectWithTag("Player").GetComponent<Rigidbody>();
        Debug.Log(Player.centerOfMass);
    }

    void setCenterOfMass() {
        Rigidbody Player = GameObject.FindGameObjectWithTag("Player").GetComponent<Rigidbody>();
        Player.centerOfMass = new Vector3(0f, 0f, 0f);
    }
    */
}

and this is for the stabilizer bars … i took this from the forum …

var WheelL : WheelCollider;
var WheelR : WheelCollider;
var AntiRoll = 5000.0;
function FixedUpdate ()
    {
    var hit : WheelHit;
    var travelL = 1.0;
    var travelR = 1.0;
    var groundedL = WheelL.GetGroundHit(hit);
    if (groundedL)
        travelL = (-WheelL.transform.InverseTransformPoint(hit.point).y - WheelL.radius) / WheelL.suspensionDistance;
    var groundedR = WheelR.GetGroundHit(hit);
    if (groundedR)
        travelR = (-WheelR.transform.InverseTransformPoint(hit.point).y - WheelR.radius) / WheelR.suspensionDistance;
    var antiRollForce = (travelL - travelR) * AntiRoll;
    if (groundedL)
        GetComponent.<Rigidbody>().AddForceAtPosition(WheelL.transform.up * -antiRollForce,
               WheelL.transform.position);
    if (groundedR)
        GetComponent.<Rigidbody>().AddForceAtPosition(WheelR.transform.up * antiRollForce,
               WheelR.transform.position);
    }

thank you !

anybody … ? … answers ??