Eliminate orthogonal velocity in flying character movement


I’m using CharacterMovement for my twinstick shooter so it will work well in multiplayer conditions (client-side prediction etc). Unfortunately I can’t seem to figure out how to eliminate orthogonal velocity (‘drift’) while still having the vehicle be quick. I added a PhysicsVolume with a fluid friction of 5.0, this reduces the drift in a satisfying way, but with that friction I can’t seem to make the craft go very fast, something is limiting it, it doesn’t matter how high I set the “Scale Value” of “Add Movement Input”.

If I remove the “Add Movement Input” code and just add forces and do some maths to remove the orthogonal forces, will I still get the networked multiplayer advantages of CharacterMovement? Is there an easy way to have high friction and high speed?