diff --git a/Autobahn_auffahren__uebergabe_V12/Car.gd b/Autobahn_auffahren__uebergabe_V12/Car.gd
index e0dadd1f16c5ea28e90ef89a1997de39d138ff1b..a5a4ff26d60837df2672b6223970cafeb2755b2a 100644
--- a/Autobahn_auffahren__uebergabe_V12/Car.gd
+++ b/Autobahn_auffahren__uebergabe_V12/Car.gd
@@ -25,18 +25,15 @@ var wheel_base = 70 # distance between wheels in pixels
 var engine_power = 1 # can be lowered if you want the car to accelerate and brake slower
 var braking = -360*2 # braking power
 
-#export var car_step_finished = false
+
 export var score = 250
 
 var acceleration = Vector2.ZERO
 export var velocity = Vector2.ZERO
 export var steer_direction = 0
 
-#var collisions = 0
-#export var Sensor1 = 0 
 
 
-#var collisionTimer = 1
 var scoreTimer = 1 
 export var scoreTimerFreeze = false #toogled when finish Line is reached to stop lowering the score
 	
@@ -51,7 +48,6 @@ func reset():
 	velocity = Vector2.ZERO
 	steer_direction = 0
 	score = 250
-	#collisionTimer = 1
 	scoreTimerFreeze = false 
 	turn = 0
 	
@@ -66,7 +62,7 @@ func _ready():
 
 func _network_process(delta):
 	# calls all actions of a step
-#	_collision_Timer(delta)
+
 	_score_Timer(delta)
 	acceleration = Vector2.ZERO
 	calc_steering(delta)
@@ -78,7 +74,6 @@ func _network_process(delta):
 	linear_velocityN = velocity
 	calc_distance_Sensor()
 
-	#car_step_finished = true
 
 
 func calc_distance_Sensor():
@@ -178,12 +173,7 @@ func calc_orientation(delta):
 		velocity = -new_heading * min(velocity.length(), max_speed_reverse)
 	linear_velocityN = velocity
 	rotation = new_heading.angle()
-	
-#func _on_Player_body_entered(_body):
-#	#print("Kollision: -50 Punkte")
-#	score -= 50
-#	score_delta -= 50
-#	#print("Body entered" + str(score_delta))
+
 
 
 
diff --git a/Autobahn_auffahren__uebergabe_V12/Car.tscn b/Autobahn_auffahren__uebergabe_V12/Car.tscn
index 61ee9dc041777f7c2b72d1868f236d3434e8e1f6..27d432d8e72266ced148adb7081369e179f81f40 100644
--- a/Autobahn_auffahren__uebergabe_V12/Car.tscn
+++ b/Autobahn_auffahren__uebergabe_V12/Car.tscn
@@ -49,5 +49,4 @@ visible = false
 points = PoolVector2Array( 0, 0, 186.399, 37.9332 )
 width_curve = SubResource( 3 )
 default_color = Color( 0.4, 0.494118, 1, 1 )
-[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]
 [connection signal="body_entered" from="Area2D" to="." method="_on_Area2D_body_entered"]
diff --git a/Autobahn_auffahren__uebergabe_V12/ControlPanel.gd b/Autobahn_auffahren__uebergabe_V12/ControlPanel.gd
index 9d16960285f1caf02f3ba7bd8b348bb6a02a3064..b2d49fdc2b4617ebeea5b5a24859e0bc48d74ef1 100644
--- a/Autobahn_auffahren__uebergabe_V12/ControlPanel.gd
+++ b/Autobahn_auffahren__uebergabe_V12/ControlPanel.gd
@@ -22,7 +22,7 @@ func _ready():
 #		visible = !visible
 
 
-func _network_process(delta):
+func _network_process(_delta):
 	#if Player is available update Lables
 	if player:
 		var speedinkmh=player.velocity.length()/32*3.6
diff --git a/Autobahn_auffahren__uebergabe_V12/Mob.tscn b/Autobahn_auffahren__uebergabe_V12/Mob.tscn
index 4db63472df15fbe17c8597852120375c8ce7800d..118be0e07163582b554a33e0e4f85a53661cb045 100644
--- a/Autobahn_auffahren__uebergabe_V12/Mob.tscn
+++ b/Autobahn_auffahren__uebergabe_V12/Mob.tscn
@@ -71,7 +71,5 @@ shape = SubResource( 6 )
 [node name="SpeedTimer" type="Timer" parent="."]
 wait_time = 0.5
 one_shot = true
-[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]
-[connection signal="area_exited" from="Area2D" to="." method="_on_Area2D_area_exited"]
 [connection signal="body_entered" from="Area2D" to="." method="_on_Area2D_body_entered"]
 [connection signal="body_exited" from="Area2D" to="." method="_on_Area2D_body_exited"]
diff --git a/Autobahn_auffahren__uebergabe_V12/World.gd b/Autobahn_auffahren__uebergabe_V12/World.gd
index 873f6fd806a40af7da19247317d03ee94527d893..3ec7a3f90e721bec5cffa7356b5c433528bafbed 100644
--- a/Autobahn_auffahren__uebergabe_V12/World.gd
+++ b/Autobahn_auffahren__uebergabe_V12/World.gd
@@ -4,7 +4,6 @@ export(PackedScene) var Mob
 export(PackedScene) var Mob_LKW
 
 signal won
-signal step_done_world
 # The port we will listen to.
 const PORT = 9080
 # Our WebSocketServer instance.
@@ -14,8 +13,8 @@ var client_id
 #var json = JSON.new()
 export var deltaN = 0.001
 
-#func _ready():
-#	set_camera_limits
+
+
 var min_speed = 700
 var max_speed = 1100
 var lines = []
@@ -53,11 +52,9 @@ func _ready():
 	#Remove Control pannel to Optimize Image for Maschine learning
 
 		
-	# Connect base signals to get notified of new client connections,
-	# disconnections, and disconnect requests.
+	# Connect base signal to get notified of new client connections
 	_server.connect("client_connected", self, "_connected")
-	#_server.connect("client_disconnected", self, "_disconnected")
-	#_server.connect("client_close_request", self, "_close_request")
+
 	
 	# This signal is emitted when not using the Multiplayer API every time a
 	# full packet is received.
@@ -77,7 +74,7 @@ func _ready():
 func prepareMap():
 	get_tree().call_group("mobs","queue_free")
 	
-	
+	#Random Choice of Map
 	if Input.is_action_pressed("map1"):
 		activeMap = 1
 	elif Input.is_action_pressed("map2"):
@@ -87,8 +84,10 @@ func prepareMap():
 	else:
 		activeMap = randi()%3+1
 	
+	#Coment in with Map of your Choice to supress Random 
 	#activeMap = 3
 	
+	#Place Spawn points and Finish Line at chosen Map
 	if activeMap == 1: 
 		$Lane1Spawn.global_position = $map1Lane1Spawn.global_position
 		$Lane2Spawn.global_position = $map1Lane2Spawn.global_position
@@ -113,6 +112,7 @@ func prepareMap():
 		$Finish_line/CollisionShape2D.global_position = $map3FinishLine.global_position
 		$StartTimer.start()
 	
+	#Move Car to spawn position and rotation
 	$Car.global_position = $PlayerSpawn.global_position
 	$Car.global_rotation = $PlayerSpawn.global_rotation
 
@@ -232,7 +232,6 @@ func _close_request(id, code, reason):
 	pass
 #
 func _disconnected(id, was_clean = false):
-#	pass
 #	# This is called when a client disconnects, "id" will be the one of the
 #	# disconnecting client, "was_clean" will tell you if the disconnection
 #	# was correctly notified by the remote peer before closing the socket.