Sprite animations and movement in 3D space

Hello! To avoid strafing or clunky turning I would try to calculate turning angle from current speed. The faster the car goes - the more it rotates. Never did something like this, but my gut feeling tells that it can cause too quick turning on really high speeds, so you can try to restruct max turning speed, but overall this should do the thing + even invert rotation when going backwards (if you use signed velocity).