Function for plane movement makes plane too maneuverable. How to fix this?

I have a function I’ve used for years for handling mouse-based movement for things like planes. It works decently, well, but I’ve noticed that the movement is too fluid/maneuverable, as seen below:

Here is the code for this.

local run = game:GetService("RunService")
local Mouse = player:GetMouse()

function GetBankAngle(M) --This function calculates the Bank Angle
	local VSX,X = M.ViewSizeX,M.X
	local Ratio = (((VSX/2) - X)/(VSX/2))
	Ratio = (Ratio < -1 and -1 or Ratio > 1 and 1 or Ratio)
	return math.rad(Ratio * 80)
end

run.RenderStepped:Connect(function(deltaTime: number) 
    Mouse.TargetFilter = game.Workspace
	local BankAngle = GetBankAngle(Mouse)
    engine.AlignOrientation.CFrame = (Mouse.Hit*CFrame.Angles(0,0,BankAngle))
end)

I’ve tried playing around with the numbers inside the GetBankAngle function, but nothing changes. How can I easily edit this?

Try lerping to smooth it out

run.RenderStepped:Connect(function(deltaTime: number) 
	local BankAngle = GetBankAngle(Mouse)
	Mouse.TargetFilter = workspace
	engine.AlignOrientation.CFrame = engine.AlignOrientation.CFrame:Lerp(Mouse.Hit*CFrame.Angles(0,0,BankAngle), deltaTime*10)
end)