private void Turning()
    {
        float additionalAngularMultiplier = InputManager.Data.isBrake ? brakingAngularMultiplier : 1f;

        if (trainMovement != TrainMovement.Stopped && Mathf.Abs(Vector3.Magnitude(rb.velocity)) > minVelocityToRotate)
        {
            Vector3 torqueDirection = new Vector3(0, InputManager.Data.moveX != 0 ? Mathf.Sign(InputManager.Data.moveX) : 0, 0);
            if (trainMovement == TrainMovement.Reversing)
            {
                rb.angularVelocity = Vector3.Lerp(rb.angularVelocity,
                                                  (torqueDirection * -1) * (torqueForce * additionalAngularMultiplier * (reverseAccelerationTime / maxReverseAccelerationTime)) * Time.fixedDeltaTime,
                                                  angularSmoothingTime);
            }
            else
            {
                rb.angularVelocity = Vector3.Lerp(rb.angularVelocity,
                                                  torqueDirection * (torqueForce * additionalAngularMultiplier * (currentAccelerationTime / maxAccelerationTime)) * Time.fixedDeltaTime,
                                                  angularSmoothingTime);
            }

            TurningOnIce();
        }
        else
        {
            rb.angularVelocity = Vector3.zero;
        }

        trainManager.SetWagonsRotation(rb.angularVelocity.y / maxAngularVelocityForRotation * 100.0f);
    }