You can use renderstepped and springs to kind of make the camera sway around.
Spring module: https://pastebin.com/WvPXPMbF
and then once you have the springs
-- local script obviously
local springs = require(path.to.module)
local sway = springs:create()
local function getSway(addition,speed,modifier)
return math.sin(tick()*addition*speed)*modifier -- lol i got this from BlackShibe's fps tutorial
end
game:GetService("RunService").RenderStepped:Connect(function(dt)
local swaySpeed,swayAmount = 0.5,0.1 -- the variables are what the names are
local movementSway = Vector3.new(getBobbing(10,speed,modifier),getBobbing(5,speed,modifier),getBobbing(5,speed,modifier))
sway:shove((movementSway / 50) * deltaTime * 10* velocity.Magnitude)
local update = sway:update(dt)
workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame * CFrame:Angles(0,update.Y,update.X)
end)
lots of this code(actually most of it) is from this tutorial: https://devforum.roblox.com/t/making-an-fps-framework-2020-edition/503318/1
and idk if it will work for your car but you can try
edit: like what @Rocky28447 said im pretty sure thats the follow cameratype mode