void ApplySteering(Vector3 relativeVelocity)
    {
        if (canSteer)
        {
            float turnRadius = 3.0f / Mathf.Sin((90 - (steer * 30)) * Mathf.Deg2Rad);
            if (throttle < 0)
            {
                turnRadius *= -1;
            }

            float minMaxTurn = Utilitys.EvaluateSpeedToTurn(carRigidbody.velocity.magnitude, maxSpeed, minimumTurn, maximumTurn);
            float turnSpeed  = Mathf.Clamp(relativeVelocity.z / turnRadius, -minMaxTurn / 10, minMaxTurn / 10);

            carTransform.RotateAround(carTransform.position + carTransform.right * turnRadius * steer,
                                      carTransform.up,
                                      turnSpeed * Mathf.Rad2Deg * Time.deltaTime * steer);
        }
    }