Help with arcade car collision physics

I’m currently making a chassis for an arcade racing game and I have come across an issue when coding the wall collision physics. This is how it normally works:


This is what happens when the car is facing the wall more than the track direction:

This is what I want to achieve:

The issue is caused by a slip force present in the car (the car is fully mover constraint based). I have tried disabling the slip force when the collision occurs but it results looking unnatural. The slip force basically just takes the X axis from the car’s object space velocity and applies it in the opposite direction.

local slipforce = car.CFrame:VectorToWorldSpace(Vector3.new(mass*-localvel.X,0,0))

Is there any way I could “blacklist” the sideways force caused by the collision? Any help is appreciated.