Removing drag with AngularVelocity

Hi. I’m trying to create a missile using VectorForce, and AngularVelocity. I’ve got one VectorForce applied to world that’s cancelling out gravity, and another that’s applying to the attachment, pushing the missile forward. Then finally, I have an angular velocity that’s turning it. Ideally, I want it to always move in the direction it’s facing, although the problem I’m having is when it accelerates, it keeps that forward momentum, so when it turns, it’s still moving in the original direction despite facing the other way.

I’ve tried implementing a system that cuts the velocity when turning, but it looks terrible. Is there a better way to make it turn smoothly and always move in the direction it’s facing?